
A 3D shooter made in the spirit of the the 90s' FPSes. Atmospheric pixel graphics, fast-paced action, focus on pure gameplay, made using a software renderer written from scratch.
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About
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
Upside: Präsentation is good it develops a mood quickly and the engine works solid. Movement is good, i never got stuck. Some of the enemies have interesting behaviour. Downside: Bad balancing makes into bad gameplay. Another single developer is his own best gametester. Levels are crowdet with bullet-spongy enmies but the weapons are underpowered. Still the game intends you to go in the middle of the action with only limit range weapons and temporary kill - damage bonus. That would be neat, if the weapons could deliver a punch. Each ammo pickup refills 100% ??? So you are forced to avoid them or waste alot. It does not help that you are expected to do a 100% cleanup job to leave the level. Theres a lot of potntial so i hope there will go some more balancing into it.
I recommend this game if you like to be ball gagged, whipped, and tortured by your Mistress. Also recommend this game if you ever clamped your broken down car to your butt cheeks with five 300LB Obese people in your car and pull it with just your butt from New York to California. If you like classic 90's shooters you should also get this. But I do recommend that you also buy candle wax and pour it on your naked flesh. Because it hurts SO GOOD!
Quite possibly the most I have ever been disappointed by a game. Looks great, looks fun, and I still had fun with it for about five minutes, but unfortunately some bizarre design choices cripple the game to the point of making it unplayable. For starters, the horizontal sensitivity is too low, and the vertical sensitivity is too high. No way to change that. Controls are extremely sticky and cumbersome besides. Retro style is no excuse because the games that inspired this one are much smoother. There's also no way to tell how much ammo you have. There's no running, no jumping. It feels like a game made for a graphic calculator, only I paid money for this. Extremely disappointing.
Хорошо что купил за 45 р. игра вообще не о чем, разработчик не слышал о геймдизайне,о чувстве направления и тд. я совершенно не понимаю что мне нужно сделать? дойти из точки а в точку б? или убить всех на уровне? неясно
Inferior to modern source ports for Doom/Heretic or any of those older games in nearly every way. I really enjoy tough games, but this is the bad kind of tough. The kind of tough where you die to something and you can't tell what it was, since there were no enemies around at all (I literally started to take damage at random, and then died). The kind of tough where a bullet-sponge boss is put right in your face at the beginning of a level, so that when you die after beating him, you have to cheeze him all over again and waste 5 minutes of your time. Giving an obscene amount of HP to a boss doesn't make for a good bossfight, it just makes it a boring bossfight, a staple of bad game design. There are many other flaws too, such as: the lack of a minimap, maze-like incoherent map design, just 5 weapons apparently, confusing ammo system or representation, lack of save system, extremely dumb enemies, confusing projectile appearance that makes it hard to judge distances. Also, having to kill all enemies in order to proceed introduces the classic issue of hunting down the last two enemies that requires you to systematically search the entire map, which is excruciatingly boring. Weapons also lack punch and the sounds are really bad in general, although functional. Of course it's not entirely bad. I like the art style, it's pretty old school. The music is also pretty alright, the MIDI soundtrack gives it the classic vibe the older games had. The simple run and gun gameplay akin to the older FPSes from Id is also a pro in my book and the main reason I bought this. It's a nice tech demo to show off a personal piece of work in the spirit of the older games, but it's just not very well designed as a game. Stick to Zandronum/GZDoom and explore some wads/mods for the older games, will give you a far better experience, unless you really want to take the nostalgia trip and try something akin to Heretic but worse in nearly every way.
The mechanics of an old fps without any of the design. Bland open environments with arbitrary clusters of enemies, which respawn a few times per level as you collect weapons. It's full of baffling design choices like Doom's charging Demon's equivalent being a tiny figure muted against the background, with a passive attack pattern: grunt, charge, stand around. I found myself comically looking around after a grunt trying to find them. Nothing special, certainly no Doom let alone Heretic/Hexen, but fun enough, I suppose.
It was a pretty lukewarm experience. It is a novelty demo of an experimental engine, but not really a game on its own and not one that I would want to replay much. It has balancing issues and lacks interesting features that leaves a lot to be desired. It is also kind of unforgiving, especially due to balancing issues, so you might get a kick out of it if you're a fan of the genre and love a challenge, but it mostly left me very frustrated. I was lucky to get it while it was on sale for a few bucks, and if you really wanna try it, I recommend the same. Otherwise, maybe skip over it for something more robust. TL;DR at end. Performance-wise, I didn't have issues, but I do have some concerns/warning for potential players. In its use of the experimental engine, it is entirely CPU reliant. You may find that it runs poorly on your PC. I ran it windowed at high with no drops in frame or quality, but I also have a higher end CPU. My only performance complaint is it is UNUSUALLY quiet, that for it to be on par with all my other programs I had to turn Windows' volume all the way to 100. Appearance-wise, I found its overworld ambiance quite nice, but it has its issues. I think more than anything, the color schemes going for it cause everything to kind of blend together, and in turn I missed several areas on my first playthrough. It's not a secret if it's dead in front of you and you can't see it because it looks like the rest of the room. Unfortunately, I couldn't get past the second level (first two levels share the same graphics), so my understanding is limited. Gameplay-wise, it was all around lacking, unbalanced, and frustrating. It has missing information with the listed controls and trial-and-error (that kills you) for fundamental understanding of mechanics - I don't mind games that lack explanations and instead encourage your intuition and curiosity, but this isn't really the case. It's too much to summarize at once: - Spacebar is not listed as an input key despite the fact it is quite literally needed for the main menu selections. (The main menu lists the controls of the game, but makes no mention of this. Not a big deal, but just FYI.) - The energy system for the weapons goes unexplained. The gems on your UI bar are a vertical bar of how much energy (ammo) your weapon has. Each weapon uses these two bars differently, some only using one or the other, or both, or consuming them faster, etc. The gems on the ground (of same appearance) are ammo refills. Walking into them will restore your bar (not to full, but by some). I feel mixed about this, because I've played plenty of games where you have to figure out yourself, but this becomes unforgiving because of the ammo balancing. - If you run out of ammo, you're SOL. There is no self defense abilities. You can find gems to replenish in the overworld, but once those run out, you have to hope they drop from enemies. This sounds okay in theory, but there's no guarantees they'll drop, so you can kill enemies upon enemies and still have no drops. If enemies remain and theres no ammo laying around, you quite literally have no choice but to die. - Additionally, there's no way to save extra ammo - you have to leave it behind or come all the way back when you need it. No way to store extras, and overflow from when you refill is just lost. - The level design is lackluster and sometimes unusual. The appearance makes some (normal, not-so-secret) areas really missable - there's a difference between "it's a secret" and "it's dead in front of you and you still can't see it." This is worse still for the actual secret areas, which are so much more missable. It took my second playthrough to actually find other weapons, let alone to find access to the locked-out areas, and it really... wasn't that hidden. I felt frustrated more than satisfied when I found them. - To clear areas, you kill a quota of enemies. When you find another weapon, it raises that quota. It forces you to wander around hoping for more enemies to spawn when the number gets high enough. That seems to be all there is to it for progression. - There is no saving function. When you die, you have the option to start the entire level over. If you go to the main menu or close the game, you have to start the entire *game* over. There is, thankfully, a pause menu. **This is an edited review. At the time of reviewing, I literally could not find the other weapons on the first level, and could not get past the second level. It's entirely possible to miss these things. I gave it a second chance and played it again, and was able to find some extra areas and two extra weapons, only for it to still not be enough to get past the second boss. (Also edited for clarity, readability) TL;DR - Everything it has going for itself falls short because of bad balancing of weapon mechanics with lackluster and missable design choices, and creates a completely frustrating and sometimes unforgiving experience. The most the game has going for itself is that it is the demo of an experimental engine, which is not something you can see outside of a performance hit on your computer and potential lag. Fans of the genre might like the challenge or novelty, I guess.
Autumn Night 2D Shooter
I like the oldschool feel, music, graphics and the general magic/demons/autumn theme of the game. However, it is flawed and there are a lot of things that could be improved. TL;DR: I'm giving thumbs up mostly out of respect for the author, who made it pretty much himself and because I believe this game has potential and could be improved by adding more content and some polishing. If you don't care about supporting indie devs and you demand a high quality product - do not buy, you will most likely be disappointed. Now for the things that need improvement: - First of all, performance is just abysmal. Game lags noticeably on GTX970, with no reason, given its graphics. - It's very, very short. Shareware releases back in the day offered more playtime than this game. There are only 4 levels and the whole game can be completed under 30 minutes. - There are only 5 weapons, 2 of which are only accessible through some pretty non-intuitive secrets. I suppose the small number is appropriate given the shortness of a whole game, but they also don't feel too great to use. - Level design is rather simplistic and uninspired. - Some usability improvements in menu would be great. Customizable keys, volume sliders, fov in degrees, proper save/load features. In the current state (October 2017) it's more like a demo than a finished product. I wholeheartedly encourage the author to spend more time working on it.
Ok, I have not finished this game as of yet, but thus far I'm quite enjoying it.... mostly. So let us begin with my thoughts thus far. Presentation: Visually this game isn't a powerhouse, its obviously going for that old school 2.5d vibe, but I'm ok with that as that is a visual style I love. The autumn colors give this game a unique vibe when it comes to first person shooters that feels nice and refreshing. My main issue visually are the weapon sprites, all of them are extremely high res, and though they fit thematically and color pallet wise, I'd say its painfully obvious they need their resolution bumped down a few notches. Their overly detailed more quake like polygonal nature just makes them stick out like a sore thumb. There's a cavern area in the first level that feels like its very unfinished. Audio and music here are fantastic, and despite the pixel art having a very modern feel to it the audio and music alone kinda instill this sense of... no... this is an old game. In terms of the audio and visuals this game reminds me of hexen alot, and for the most part, this game nails its aethsetic. Story: Thus far there has been little to no story, which in my opinion is a good thing. The only real hint of narrative is at the beginning, where a short text log basically demands you find a sword with which to slaughter demons.... riveting stuff. Gameplay: If I had to describe this game... again thus far! I'd say imagine your average horde mode game turned into a sort of old school fps campaign. Basically you go through expansive levels fighting hordes of monster, picking up new weapons, managing your health and ammo supplies, and you can only finish the level once you've butchered them all. It's quite simple but quite fun and satisfying to play, however it is quite challenging. I didn't die that often but even still I went through most of the big more chaotic fights gritting my teeth and hoping I wouldn't die, you're often overwhelmed with droves of foes, and failure sends you straight to the beginning of the level. Probably my greatest frustration is the boss at the beginning of level 2... the fact you're being swarmed by enemies whilst dealing with a boss that can teleport is bad enough, but not only is he a bit to bullet spongy and takes awhile to beat, but after you conquer him you have an entire level to play through after that... and if you die... you have to fight him all over again. It's quite irritating... Regardless this is quite an enjoyable game thus far, and I can't wait to play more. Edit:One of my original complaints with this game was the lack of ability to increase my fov, the low fov the original game have made me feel sick. However a day or two has passed since having posted my original review and already this has been patched in, and I would like to thank the creator for his response time, and listening to my critique. Thats awesome.
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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.
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