
Aces Wild is a fast-paced, hardcore, aerial beat 'em up!Engage in insane aerial martial arts combat against countless opponents!It utilizes a 'Wild Meter' which increases the power of your attacks butalso makes enemies more aggressive!
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About
Stats
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
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Aces Wild has some fun ideas about how to do aerial combat allowing you full control of the character while attacking which is something that most games don´t do and suffer as a result so it was refreshing to see this take on combat. Unfortunately that´s where my praise ends as the game is littered with horrible design choices. - In a game where you have infinite air movement your double jumps are on a cooldown timer between usage... Unnecessary restriction in a game where you can go from the floor to the sky in a second with charge attacks. Regular movement should not be this handicapped - Poor visual cues for attacks, the animation is very bare bones so the game relies more on audio cues and flashes to denote danger which takes the fun out of dodging enemy attacks as you are less observing their actions and more so learning the artificial patterns - Your ability to follow enemies on the air is dependent upon you hitting them which means that if you have several opponents above you and you can´t reach them then you have to find a less interesting way to get to them even though once you attack them your character´s aerial speed increases tenfold. - Horrible attack tracking on heavy attacks which miss your opponent more than anything. They have the highest air speed but that often means you overshoot your target not hitting them. This means that in the middle of a combo you have to let go of the analog stick to combo into a heavy strike which feels awful. - Coupling of attack direction and attack movement on heavy hits. If you want to move towards an opponent to the left but want to hit them with the down variation of your punch you can´t. By going to the left your punch will follow that direction, this compounds the missing issue where you could have landed a punch if you were able to angle it in the opposite direction you were moving. Yet worse of all, it reduces the combat freedom for a game that is supposed to be all about aerial combat and heavy knockback into destructible objects. - Hyper armor enemies are unfun, unengaging and take way too long to break their armor. Again this is a game about exaggerated knockbacks into walls where you launch 5 enemies at the same time. Having enemies negate that selling point is counter productive. Not terrible but not something I would want to play again. If Tara would ever be up for making games again I certainly wouldn´t mind trying it out again as Aces Wild has a lot of cool ideas but for me the game needs to be more polished for it to win me over.
頻繁に起動しなくなるしデータがすぐ消える。 システム自体は面白いけど、ゲームはエフェクトとか敵の数とかで何してるか分からなくなりがちで、プレイ中に何が良くて何が悪かったのかが判断し辛く、こちらから学ぼうという意識が無いとまず楽しめないので気軽に遊べないのが難。 空中で戦えるという事が逆に立ち回りの正解を分かり辛くしている事もあり、妙にストレス値高めです。
Played this a long time ago, really really buggy and quite stale.
It's still early in the decision making process, so this review may change in the future. For now, it doesn't feel like it was made for me. The button-mashing brawler aspect can be a bit tough on hands, requiring some endurance to power through. Most definitely a puzzler in addition to a beat-em-up. I dunno man, I had to punch a dog. 2.5/5
[h1]SOLID PLATFORM BRAWLER, BUT WITH SOME WEIRD DESIGN HICCUPS[/h1] I saw this indie a couple months back and ended up getting it [i]explicitly[/i] for the purpose of playing it with a friend. Definitely worth it, honestly. It's basically a platform fighter kind of ala Smash, just... as an actual beat'em'up instead of a "versus" fighter or whatever. Think Subspace except that's the whole game. You get a jump, walljumps and a directional dash for mobility. You have a [b]Wild[/b] meter that charges up from hitting enemies, and you can burn that meter to extend/"hold" the dash into fully-controllable flight. You have light and "crash" attacks. Light attacks are your standard combo that you mash the button to keep doing, while Crash attacks consume Wild meter (they can be charged to use even more meter for even MORE power), and are directional like in Smash Bros (neutral, up, down, and side moves depending on what you're holding before you press the crash button). Light attacks also [I]stop your fall[/i], and you can direct yourself mid-combo long as you keep it going, which lets you basically "carry" enemies around in the air while hitting them with your combo to wherever you find most convenient. You can probably tell from everything I'm saying but this is a very [b]air-combo-centric[/b] game. You also have a directional [i]dodge[/i], again, sort of like Smash, which gives you iframes and lets you go through enemy attacks. Though unlike that game, here you can chain that dodge into a [b]counterattack[/b], which has different properties depending on what character you're playing as. One of them counters with a 360 spray of projectiles, while another one starts doing a really fast controllable slide that lets you deal damage whil egetting out of theway. The visuals are hand-drawn in what seems to be vector graphics, like the best you could get out of an old Flash game (and I'm saying this in the best sense of the term). And the music is [b]GREAT[/b]. Genuinely. EXTREMELY energetic electronic chiptune stuff. Not every song is [i]equally[/i] great but at [i]least[/i] the main theme is guaranteed to stick with you; [b]really[/b] strong melodies here. Honestly my gripes with the game come towards the end. [i]Gripe[/i] really, singular. I love the gameplay, I love the music, the story is basically nothing special but it's not the focus, it's a REALLY exhilarating game to play. ...But the balancing gets really up its own ass at points, and especially towards the end. The stage 4 boss is [i]unbearably[/i] annoying, with super armor, constant lingering hitboxes, projectiles everywhere, and eventually just [i]burning the entire ground[/i] to force you to spend the rest of the fight in the air. The stage 5 boss [i]also[/i] has super armor and spams a neverending swarm of both projectile drones and drones with an electric aura around them, that you can ONLY hit with attacks that have long enough hitboxes to avoid touching them with your main body as you hit them. The final boss has a pretty cool and relatively easy-to-figure-out pattern, but will randomly counter out of your combos with an unavoidable [i]instant[/i] explosion. Also super armor. The boss rush BEFORE the final boss is just... not balanced in the slightest. They start throwing you the bosses of previous stages, [i]multiple at a time[/i]. There's no changes or balancing or attacking-by-turns to balance it out, they just slap down two bosses from different stages at once and go [i]"good luck LMAO"[/i]. Really, my biggest gripe with the game is the sheer [b]amount[/b] of superarmor bosses and even some stronger basic enemies get. I can understand giving strong enemies some damage resistance so you don't just stunlock them to death, but it takes SO long to chip away at their armor until it finally breaks and you're able to combo them. And you have to spend that whole time getting a few light hits in, then immediately dodging through their attacks before they destroy you, since you're not putting them in any kind of hitstun and they'll keep attacking while you're trying to get some chip damage in. That boss rush at the end is really just the culmination of all my balancing gripes I'm mentioning here. I [b]genuinely[/b] like this game a lot but I really wish they spent more time balancing that stuff out. Because again, the gameplay's great, the visuals are nostalgic to the old Flash era, the music's also great, but by the second half of the game their idea of "difficulty" just becomes spamming super armor on everything so it takes AGES to kill anything, with all the dodging you end up having to do (and counterattacks dealing little more than chip damage). I'm still recommending it, just keep in mind that it's GOING to get annoying towards the end. You can always lower the difficulty, but the weirdly high amount of super armor on enemies is still going to be there.
I remember first finding out about this game on it's release year. The main theme/first stage theme was basically the whole reason I got interested, however I was a literal 12 year old at the time and did not have any sort of money to be able to buy this game. I was stuck with TF2 back in those days. Skip a couple years, I ended up finding this game again a few years back hidden deep within my wishlist. With a newly equipped credit card at the time, I bought this game without a second thought. Oh my god it's fun. I've played beat em ups, and none of them have got me coming back every now and then quite like Aces Wild. The game focuses intensely on aerial combat, and while looking EXTREMELY goofy, actually provides the mad amount of fun. Learning the game and getting used to the mechanics such as dodging or the Wild meter feels SUPER rewarding. I still highly regard this game as my favourite beat em up, it's a fantastic game presented in a neat little box. Not a whole lot in terms of content, but the quality of content provided more than makes up for quantity. If you enjoy feeling like an anime character beating hordes and hordes of enemies without breaking a sweat, but also a challenging and addicting game loop, then I cannot recommend this game enough.
Inicialmente parece bem divertido, principalmente os combos, mas depois de meia hora o jogo continua repetitivo e perde a graça, e isso é terrivel pra um jogo que é apenas gameplay. Vai do gosto de cada um mas eu achei chato este jogo, só recomendo comprar em promoção caso esteja curioso. PROs - Grafico bonitos; - Bom som e musicas; - Premissa e Combos interessantes; CON - Jogabilidade enjoativa; - Mapas e inimigos parecem todos iguais com sprites diferentes;
Game doesn't work out of the box, must unplug gamepad for it to even launch-- which is a problem, if Steam doesn't read the gamepad after launching and re-plugging. The game already doesn't play well on keyboard, but adding insult to injury are the absolutely abysmal menus, including the key binding process. You also punch a pupper within five minutes of the game.
솔직히 말하면 게임 자체는 괜찮게 만들어진 것 같긴 합니다. 정확한 상황에서 정상적으로 기술들을 제대로 넣을 수 있다면 말입니다. 문제는 이 게임... 이것저것 기능이 많아서 키도 많은데, 옵션에서 키설정을 다시 하려고 하면 이게 게임이 멈춰버리질 않나, 기본 설정은 솔직히 좀 많이 불편합니다. 대쉬-점프-기본공격-강공격은 원래 일렬로 되어 있는 게 국룰인데, 강공격이 점프 바로 옆에 있고 기본공격이 한칸 떨어져 있어서 점프를 기준으로 기본공격 콤보와 대쉬 등 여러가지 동작을 제대로 연계시키기 어렵습니다. 게임 설계상 원래부터 기를 소모하는 강공격을 위주로 쓰고 기본공격은 기가 부족할 때 채우라고 대미지를 제법 높게 편성한 건지도 모르겠는데 어딘가 미묘하게 록맨을 닮은 듯한 조작법(대쉬, 점프, 벽타기 등) 때문에 그런 차이점에 적응하기가 너무 어렵습니다. 상당히 재미있는 컨셉의 게임이고 실제로도 그런 것 같아서 후회는 안 들지만(환불도 안 받을 생각), 초반 진입장벽이 너무 이상한 쪽으로 불친절해서 그냥 과감히 접고 다른 게임이나 하려고 합니다.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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