
After a training simulation gone wrong, a bounty hunter embarks on a journey to find treasures and adventure.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
Media

About



Genres
Stats
Languages: English, Spanish - Spain, Portuguese - Portugal, Basque
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
No soy muy aficionado a los juegos tipo "space invaders", pero la verdad que Astrality me ha resultado muy entretenido y ameno. Lo recomiendo a todos aquellos que quieran un juego para desconectar y pasar un buen rato.
Divertido, bonito, música brutal, la IA de abordo le acabas cogiendo mucho cariño y gratis. Qué más se puede pedir?
Ну в целом играбельно
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Really cool and fun game, very entertaining and with an awesome idea and aesthetic. Also the comments of the IA throughout the game and the variation between enemies, levels and skills makes it even more dynamic.
Fun in concept, but the games interesting mechanic of your health bar being tied to your combo meter is ruined by the fact that it fills up to slowly, and boss health bars being tied to the idea that you will be at max combo.
Pos sorprendentemente bueno para ser gratis encima los boses tiene su complejidad y no es el tipico en 2d,con buenas mecanicas.
Es un juego muy chulo, al estilo de los juegos de los 80. Parece fácil al principio pero cada vez es más y más complicado. Es super intuitivo y cómodo de jugar. La verdad es que para ser gratis es una pasada. 100% recomendado.
Muy entretenido y adictivo, he de confesar que he repetido más niveles de los que me gustaría admitir, y cada vez se sentía diferente. Las mecánicas cambiantes de los enemigos a medida que baja su vida también están pulidas. Se nota que ha habido trabajo y cuidado en el desarrollo del título
Juego corto pero divertido, he jugado con teclado y me han parecido muy cómodos los controles, hay alguna cosa que me ha costado un poco, al principio el juego parecía bastante fácil asi que me ha gustado que tenga sus retos. Como artista he de decir que me ha molado la variedad de fondos en los distintos planetas. Y el coleguita dándome ánimos y diciendo que soy una crack cuando lo hacia bien me ha hecho bastante gracia, buen apoyo moral jajaja, si tienes un ratillo recomiendo jugarlo, no lleva casi tiempo y es divertido
The idea is nice and I always find incredible to see games all in codes from scratch! For this point, I need to congratulate the team! It requires a long time and lots of skills to make a game playable and interesting. If some points are quite, I feel some can be improved a lot [h3]Graphics:[/h3] If the first world was quite okay for me (even if it sometimes feels a bit "too simple"), the second world gave me a bad trip. From an open map, the 2nd world gave me an impression of thightness and was quite disturbing. I can imagine that the graphics are limited due to the retrictions of the project. But I think it should be a point to be careful, especially when they are "simple". The colors, contrasts, animations and else are important. I also put a trigger warning about the world 3, it brought some lags with the new mechanic. [h3]Audio:[/h3] The audio was quite okay, I didn't get bored of it but I think it could be a bit more catchy. Same for the sound effects, it was quite simple. [h3]Gameplay:[/h3] Let's enter in the main topic: There are lots of troubles. Let's start with the [s]controls[/s]. I played the first world and the first level of the 2nd world with a controler, but it fast became problematic. The speed of the target is quite slow on a controler and the enemies are moving quite fast at some steps. It would be quite nice to take that in account. I had to switch to the keyboard+mouse combo to continue to the world 3. But if that was the only "bad" point. I think the point that will trigger most of you is the [s]collisions[/s]. And I mean in a general way: Collisions with your spaceship (the collision box is bigger than what we are seeing?), collisions of the bosses (you are on the boss target, but the bullets are going on the side),... The problem is that the gameplay is based on "accurate" shoots. The more you miss, the slower your bullet rate. And it's a double punition on some levels =/ That should be something to review a bit. I mean, the 2nd boss touched me once and I nearly died instantly. Another point that is a bit triggering is the BIIIIIIG life of the bosses. Why are they so long? The different phases are seen.... yes....you will have enough time to see the different phases of the boss. The problem of the accuracy added to the big life of the boss makes the fight quite long. Unnecessarily long. Please, think about your players, they want to have fun :') And since we are talking about the players, why do we see each time the cinematic at the beginning of a level? Once was okay, maybe add an option to skip when you already saw it. [h3]Conclusion:[/h3] The project is at the level of it's origins: a student project. I still think it could be a nice game with more time and investments on it but for the moment, I wouldn't recommend it for the moment.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.