
From the creator of Rock Band™ and Amplitude™ comes a fresh new approach to the traditional shoot 'em up! All the action is driven by an entrancing soundtrack- no beatmatching required. The Idol System introduces a tactical layer on top of proven shmup gameplay allowing for a range of play styles.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Ein eigentlich recht klassisches sidescrollendes Shoot'em Up, allerdings ist der Spielablauf eng verknüpft mit dem Soundtrack so dass der Spieler anhand der Musik Entwicklungen des Spielflusses erkennen kann. Interessanter Ansatz, allerdings ein direkt recht knackiger Schwierigkeitsgrad, für mein Empfinden. https://www.youtube.com/watch?v=3AUCEMM9ZhU
音にあわせて敵が出現したり弾を吐いたりな弾幕リズムシューティング ぱっと見、悪くなさそうに見えるかもしれません。 だけどトレイラーを見て音楽が気に入った人はサントラだけ買ったほうが幸せになれるでしょう。 ゲームをプレイしたら音楽まで嫌いになるかもしれません。 (曲数もかなり少なそうな気はしますが) まずこのゲーム、ステージ数は3面だけです。 それぞれが3パートに別れてはいますが、3パートあわせても短く変化があるわけでもありません。 水増しとして難易度が5段階用意されていて、それで合計15ステージとなっています。 難易度ですが最低難易度からそれなりの弾幕で、2番目の難易度に進むだけでかなり辛いです。 リズムにあわせて光る、背景と相性の悪い見づらい弾幕も拍車をかけています。 弾幕も乗り越えた先の爽快感があれば良いのですが このゲームの敵はほとんどアニメーションしない1枚絵のキャラがプカプカ浮いてるだけで それらが音楽の邪魔をしないよう、注意しないと聞こえないレベルの小さな音をたてて すーっと消えるだけなので撃破の爽快感等は皆無です。 それ以前に自分もリズムにあわせて攻撃するため 敵の鬼のような弾幕の中、こちらは弾が画面に1~2発しか撃てないという場面もあったり そもそも敵が倒せないという事も。 一応、攻撃力不足や回復を補うゴーストというサポートシステムがあるのですが 使える箇所が限られ効果もいまいちパッとせず、面白さを加味してくれるような存在とまでいきません。 むしろ画面をさらに見づらくするのに一役かっているような。 表現ばかりに気がいった、ゲームとは呼べないものだと思います。 定価はもとより、割引価格でもおすすめしません。 一つ目のトレイラー最後にもありますが、 最低難易度ステージ1のボスから、画面中が激しく長時間点滅しまくります。 暗い部屋や大画面で遊ぶと確実に気持ち悪くなると思われるのでもし遊ばれる時はご注意を。
dİyelimki farklı bi oyun yapmak istediniz ama bence olmamış eğer videosunu izerseniz 2 güç olayı var biri yeşil biri mavi yeşil olan can vermekte diğeri ise düşmana menzilinde ateş eden bi silaha dönüşyo 2sinde mavi veya 2 sinde yeşil yapabiliyo ama bazen bir türlü görmüyo diğerini istediğini koyamıyorsunuz mantıgı güzelde istediğim 2 değişik mavi veya yeşil olamadıkça o oyundan ne anlarım garip ama görmüyo bir türlü şeçimizi yaptıramıyorsunuz ama bazen de hemen oluyo onun olayı çözemedim geri kalan söylemek gerekirse oyun zor bosslar ölmüyo heryerde kaçamıyacagınız kadar düşman saldırısı olabilir neden bu kadaar fazla herşey bence oyunu yapan kişi veya kişiler karar verememişler fazla mı yapsak az mı yapsak zor mu yapsak yoksa şeçimler kolay mı olsun yemin ediyorum birini yeşil birini mavi yapıcam diye 10kere öldüm neden görmüyo anlam veremedim bu yüzden oyunda ilerlenmiyo bi tanıtım olayı yapmışlar oynadım ama genede olmuyo belki ben becerememişimdir ama oyun zor ve combatları gerçekleştiremedikten zorluğun bi manıtıgı yok hiç bişey imkansız değildir ama zevk almadıkça oynamanın anlamı yok bence:) bu yuzden puanım:3,7/10,0 [h1]Wanted Gaming[/h1] Grubumuza Üye Olursanız Seviniriz....Ayrıca Ts3 ve Cs serverleri hizmet veriyoruz:) [url=http://wantedgaming.org/]Resmi Sitemiz[/url] [url=https://www.facebook.com/WantedOfficial]Facebook Sayfamız[/url]
This is a hard choice to make. On one hand the game is interesting, but on the other it left me very frustrated and disappointed. Starting with the good: [list] [*]The soundtrack. It's fantastic [*]The art. It looks nice (in still frames) [*]The small story paragraphs you get between levels and difficulties are nice [*]The ghost mechanic, you can bring 3 assist characters to a stage with you, is kind of cool. [/list] Now for the bad: [list] [*]The art. Everything becomes a messy unfocused blob on the harder stages. Very difficult to even tell what you're doing. Along with that a lot of the enemies (and the main character) have very little actual animation. Her sword doesn't even go a full 360 degrees around her which could make for some confusing visual feedback when you're shooting above you. [*]The soundtrack tied to the music. In theory it could work well, see Beathazard, but here the soundtrack is all multilayered Synthey-Acid/Trance/Trap music and incredibly hard to predict. What it really feels like is you and the enemies are just adding random beats to the main music causing nothing to be easy to predict. [*]The character's movement. She's slow. Her dash is too far. You will get hit. A lot. [/list] Now, if you really enjoy bullethells and the whole "music and gameplay affecting each other" thing appeals to you maybe you can look past these shortcomings, but for me I couldn't and I can't recommend this game.
The game seems like a fantastic, albeit small, game. Except they tell you that you should use controller, and don't have proper controller support. There's known issues from years ago where the character just stops moving/attacking - this kills you. I have tried two different controllers and the problem is definitely there for me. This seems like a game I could love, if I could just play it. My experience could be summed up in the following quote "Okay I'm at full health and have my charge attack and the boss is almost dead, oh my character stopped moving... annnnd I'm dead."
This one's hamstrung by its execution. A bullet hell rhythm shooter is a cool idea (and the music here is very good), but the fact that your firepower is tied to the percussion of the song means that, if there's no percussion, you have no firepower. You come to rely on melee, which means you get hit a lot. You'll have your face pressed firmly in the ass of enemies, trying to both kill them and charge up your Ghost Hand so you can get through level two's insanely cheap rose mini-boss. They try to discourage you from using Mercy (the healing ghost) by tanking your multiplier with her active, but given how quickly this game starts playing dirty, she's basically a requirement. Get Symphony instead.
I have tried multiple different controllers, which all worked fine with other games, in an attempt to play this game. I frequently experience input drops. Not input lag (If I were only so lucky). Input drops. The game ignores my controller at random intervals. Doesn't matter if the controller is wired or not. Doesn't matter what brand, this game apparently cannot handle controllers on my computer so it's useless to me.
A City Sleeps is a console style twin stick shootemup for PC. It looks and feels like a terrible console port, but remarkably it's PC native. Which begs the question, how on earth were the developers unable to make the game work properly with KB+M? The game notes specifically say you need a console peasant controller to play the game (although there's keyboard support, I assume they were either incompetent about developing it or made it bad deliberately). Of course, they don't allow you to remap controls, either. Unforgivably bad controls aside, resolution is fixed as well, there's no customisation options at all. I guess this is to be expected, it takes phenomenal talent to develop a console game and accidentally launch it on PC instead. This game falls well below the minimum standards for any quality PC game and should be avoided.
As much as I like bullet hells, this one kinda falls flat. The high-contrast art style actually makes it substantially harder to differentiate anything at a glance, requiring you to look more closely at any given part of the screen to tell what's going on. Obviously, in a game where you have to at least roughly know where all the bullets and enemies are to make any informed decision about where to dodge, this is kind of hindrance. Plus, while the player character's hit box is fortunately visible, her large sprite makes it unintuitive and the health/energy UI sitting right underneath make it hard to tell at a glance where her hit box is, making dodging even more of a hassle than it needs to be. I also don't honestly think the rhythm mechanics work very well. The fact that your basic shots fire in time with the music seems like it ought to be cool, but it ends up making your primary weapon hugely unreliable. There are times where your damage output can drop significantly within the course of a second, or suddenly change from a straight shot to a spread, and there's not a whole lot you can do about it. Also the ghosts are kind of a joke. I didn't get far enough to get more than one extra ghost and relic each, but unless the first two offense-oriented ghosts are just incredibly underpowered, the healing ghost is by far the best. Its only real downside is penalizing your score a bit, which doesn't affect progression at all. If you're just trying to win, healing is always the best choice, so why even have the other ghosts?
Once upon a time I bought [b]A City Sleeps[/b] and was so unsatisfied with the product it became the only game on steam I've ever refunded, even to this day. Plagued with problems from lackluster controls to poor readability, the latter being a MAJOR problem give the genre of the game. Conceptually a rhythm-centric bullet hell is a good idea, but the execution is just not good enough.
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Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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