
Raze the road less traveled with your Vulvehicle, the ultimate all-purpose armored combat machine! Whether flying through the sky, or burrowing deep underground, these gals stop at nothing to blast through terrain and enemies alike in this comical action STG!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese, Traditional Chinese, German
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
Wow this game is incredible! Tight responsive controls, wide variety of playable "Vulvehicles", and a entertaining enough story. This is the sort of dreamy nostalgic game you think you played on the SNES thirty years ago when your biggest concern was how much capri sun you had left in your pouch.
Gra przypomina (DEFENDERA Wiliamsa) latanie w 2 kierunkach (dinozaury będą wiedzieć o co chodzi ) Choć jest bardziej rozbudowana stateczek ma ograniczony czas w powietrzu więc trzeba przyglebić i wylądować poruszamy się jak autkiem dodatkowo zmieniamy pojazdy w czasie gry niszczymy otoczenie które jest nam potrzebne do wylądowania bezmyślne niszczenie wszystkiego jest nie wskazane w czasach 16bit komputerów zrobiła by furorę POlECAM !!!!!!!!!!!!!
Always open to experimentation, Astro Port references [b]Blaster Master[/b] this time round, with the vehicles having even the same cute wheels when on ground, although the core is always that of a shooter, no pilots leaving the crafts or other perspectives while playing. This is the most story-intensive AP game to date, using cutscenes with talking characters, akin to a visual novel, between every stage; events from most of the previous games are referenced more or less heavily, with even possible hints to the two AP titles never released on Steam, [b]Steam Action Adventum[/b] (the irony) and [b]Super Tank Warfare Adventia[/b]. There are many interesting themes, starting from the constantly unstable state of Earth and the larger galaxy ever since the original Gogoh Army invasion, the gray morality and shifting allegiances - the Terran Defense Force is an enemy here - and the relations between earthlings and other alien species, torn between frequent wars and genuine hopes for collaboration. But it chooses to be the most light-hearted since [b]Witch-bot Meglilo[/b], involving a cast of [i]moe[/i] girls whose designs are bound to raise some eyebrows (fabric doesn't work like that around breasts!); nothing is taken seriously and I found those supposed lovable misfits mostly insufferable. And this is right after [b]Mechblaze[/b], which instead reframed elements of [b]Vulkaiser[/b] and [b]Meglilo[/b] in a grittier way. I often wished for an Astro Saga game to make better use of their lore but my wish got the monkey's paw here. Make sure to check which keys you set for Ok and Cancel, as by default they are not the same as the gameplay keys - at first I was unable to speed up cutscenes... When looking past the story, and you can turn it off in fact, the game is pretty fun. Vehicles move in any direction (so much that a button is not for jumping but rather turning) and can stay in the air indefinitely but become very slow when thrusters exhaust their energy, and they need to land to recharge it. Also only on land they can swap between each other: changing to another vehicle while one is recharging is a strategy suggested in-game, even if it leaves the player momentarily exposed. I was pleased to find out that if you time the swap correctly, an enemy attack passes through with no damage. Almost all terrain is destructible, some enemies may get offed not by bullets directly but by losing the place they stand on or are attached to. You must be careful to not destroy your own landing places but I like creating passages and safe alcoves, and take advantage of temporary cover before the enemies demolish it. The variety of selectable vehicles is great, a whole 12 of them, carefully balanced in terms of size, speed, main fire and special weapons. That one is lost permanently once downed adds some extra stakes. An analog stick is perfect for controlling them. The graphics are quite similar to [b]Rocketron[/b], namely the recognizable style of AP filtered through a slightly more cartoony and colorful lens, with many recognizable mechas from the 'verse. The stars are once again the vehicles, great pixel art designs that have even some details and colors related to the girls that pilot them, making them even more distinct and fun. The way their wheels turn into thrusters is cute. Beside the obvious visual differences, there is low variety between areas: not much level design you can make when everything can be razed, just small groups of enemies, occasional swarms of small ones and minibosses, with a bigger boss every fourth stage. The difficulty is leveled to very low, so much so that you start finding a modicum of challenge only on Hard. It is also telling that removing the story shaves off almost half of the effective playtime. For all those reasons, [b]Vulvehicles[/b] is far from AP's finest, while still being a fun little game on its own.
Totally addicted to this game.At the moment my favourite of the Astro Saga series. It's just great fun with a silly story like vulkaiser.
Armored Lab Force VULVEHICLES is a 2D run n' gun shooter that looks a lot like the vehicle part of Blaster Master, but the game play has little in common with the Sunsoft classic. The player selects 3 vulvehicles among 6 pilots each with 2 vulvehicles they can drive. Each vulvehicle has its own unique features include weapons, special weapons, etc. Once selected the player has to navigate around 4 levels. With most levels ending in a boss fight as well as a larger final boss fight to complete the run. Any vulvehicle destroyed is lost for the rest of the playthrough. However, the player can free switch between their 3 selected vulvehicles during the level to recharge hover and weapons as well as save on damage until a health pick up is found. A core tenet of the game play is not running low on your hover meter. You wont fall out of the sky, but movement will be severely hindered until the vulvehicle touches down and recharges. This is where proper selection of vulvehicles by the player comes in. It's always a good idea to have one vulvehicle for navigating the level and another for taking on the end boss. Armored Lab Force VULVEHICLES also features destructible terrain. Most vulvehicles have weapons capable of destroying terrain. This can be used to drill through walls to take a more direct path or even Space Invaders enemies with terrain protecting the vulvehicle. But this can be a double-edged sword, as sometimes its easy to destroy the smaller perches leaving no place to land and recharge or switch vulvehicles. Honestly, the anime girl story was completely skipped by me. The cut scenes seemed pretty long, but they are completely skippable. Armored Lab Force VULVEHICLES is a very okay game. It does some interesting things with 2D video game conventions and creates something interesting. However, I feel it didn't explore the idea enough. Which leaves it a good game when it probably could have been something much better.
A+
ASTRO PORT!!! Done it again!! This game's gimmick/innovation is managing the fuel and health of three different vehicles. All vehicles (except the sonic one, that one wasn't obvious) have excellent ultimate abilities, appropriately powerful. You can also tear apart the landscape, and so can the enemies. So the level changes where you can hide and seek shelter. I accidentally broke a single block on a flat plain, and a level mini-boss couldn't hit me in the divot I was so small. Go ahead into Config and turn that Story OFF.
I liked it. It feels like a good arcade game, like from old good times. Story is simple and light, jokes are silly and funny. The only bad things I can tell you about this game are it's balance and resolution. You have a good amount of vehicles, but why would you use them, if you can wipe the whole screen with just 2? (Resolution is fixable with Magpie or Lossless scaling.)
This tactical run-based shmup platformer with destructible terrain is currently one of my favorite games in the shmup genre! :) First of all: No, this is not hentai. The game has visual novel-esque briefings with sexy anime girls, but that's about it. Also, I shortly tried Blaster Master Zero, because I saw people compare the series to ALFV. Well, both are retro 2D platformers with tank-like vehicles that can hover under certain circumstances. But the controls and game concept are completely different, so except for the theme, I feel the comparison is a little misleading. [h1]About the game[/h1] A single run consists of 6 areas. Each area is subdivided into 3 (linear) stages, and has a boss fight at the end. At the start of each area, you pick 3 out of the 12 vehicles, with their different weapon systems, and their various strengths and weaknesses. For example, one vehicle is equipped with a sonic weapon that can shoot through terrain without destroying it. Another vehicle can fire a horizontal laser beam that nearly instantly bursts through the terrain and deals a lot of damage, but has some cooldown. Two vehicles have a different type of homing weapon, there's a flamethrower that deals damage over time as a status effect, there's a shot type that splits in multiple directions after some distance, and so on. In general, the vehicles vary in speed, HP, and size, and have a unique main and sub weapon (the latter having limited ammo). They also have different amounts of energy, which determines how long they can stay in midair before becoming very slow (and therefore vulnerable). The game allows you to switch between the 3 chosen vehicles, which instantly restores all energy. This is a cool design feature IMO, giving more of an incentive to switch vehicles. The briefings between the stages are a mix of casual humorous chat, story, references to previous Astro Port games, and information on main mechanics, stage hazards and bosses. They can be skipped, but some of the hints are very important if you are new to the game. [h1]Goal / Score System[/h1] For starters, the player can aim to beat all 6 areas on one of the initially unlocked 4 difficulties (a 5th difficulty can be unlocked). The game allows you to save at the start of each stage or major boss fight. However, to unlock the Extra mode, the game requires you to 1cc the game with a specific minimum score. This means you have to perform well on one of the 2 highest initially unlocked difficulties, or ... you have to make up for it by grinding. Technically, you can stay in one spot and keep milking enemies which respawn to increase your score. (score is based on defeated enemies, difficulty, and remaining vehicles / HP at the end of an area) [h1]Why I like this game[/h1] The controls feel spot-on. The vehicles play very differently, and I like that you have to change your playstyle when switching between vehicles. The game is very tactical, and you have to be careful when and how to advance, when it is a good idea to destroy parts of the terrain (and when it is not!), and which enemy targets to prioritize. Another thing that I like is how the game keeps you on your toes, and a single mistake can mean the loss of one of your vehicles (which has a huge impact on score!). I also enjoyed analyzing what makes each area / boss difficult, and to make a plan which vehicles best to deploy in which area. Some things that could be better: - It'd be cool if the game showed you which area comes next before you pick vehicles. (not much of an issue once you are familiar with the area order) - A practice mode where you can pick an area/stage, a difficulty, and your 3 vehicles would be cool. - Achievements, and online leaderboards (along with an updated score system that doesn't reward grinding) wouldn't hurt. ...but all in all, the game is great as it is IMO, and I enjoyed it a lot! :)
fun
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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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