
BackSlash is a spell casting brawler featuring style-mixing, arena destruction, and accelerating duels. Combine two styles to plunge into a dance of destruction through flying blades, bone breaking punches and devastating spells.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Japanese, Korean, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 23 reviews with recorded playtime.
Reviews
Backslash is a standout competetive local multiplayer release. The clan system allows you to mix any two classes, or stick with a single class. This gives you a total of 55 different playstyles, and depending on the order you select your clan, 95 different character appearances. Each class has a passive and 4 skills. Rather than being key-bound skills go into a skill deck and once your mana is full, one randomly becomes available. This means you can choose to select a single class to narrow down your skill deck, but forgo a second passive. The combat itself is good. Mana generates slowly at first (and the rate seems to be different for different clans) but will generate faster in combat, and passively regenerate faster the longer the match continues. This manages the pace of matches excellently. The lack of control over which skills you get when also works surprisingly well. One would expect this to reduce your capacity to strategise, but this is not the case. Not only are you forced to adapt to the skill that becomes available, but you are also left with the choice of waiting to trigger it at the perfect time or triggering it at a sub-optimal time and hoping for the best in order to begin the charge up of the next skill. Balancing is quite good. Due to the single skill at any given time mechanic, syneries between two clans are limited. This means that instead of 55 permeations requiring specific balancing, there is only really 10. As is the case with every game with different classes, the balancing is not perfect, but as of yet I have not encountered any significant balancing issues. The biggest drawback this game currently has is the two player limit. This is a shame, as it appears perfect for 4 players. Hopefully this is a feature the developers will add in the future. Subscribe to my curator page for more local multiplayer recommendations: http://store.steampowered.com/curator/7189360/
There's a strong game inside here, with interesting takes on Smash Bros-style game mechanics, and even if it seems unfair at times (like, super unfair, on higher levels the AI can and will chain you into knock-down combos right when you get up), it's fast and engaging enough to still be fun and keep you playing. It feels good to play, and it's great with friends. But: although I do recommend it, I have to point out that there are some pretty hard flaws. This isn't even about how fair or unfair the AI is, this is just quality of life stuff. Even if the gameplay is solid, and the music great, it's wrapped up inside some questionable menu design choices that bog everything down more than necessary. I feel like this could be a real hidden gem on Steam if there were just a few changes, some very simple, and some that would require heavy overhauls: - Different game modes. For a platform fighter like this, it's weird that the only game mode is 1-on-1 deathmatch. Even if the developer insists on not adding any 4-player mode, something else really should be included; as it is, it just doesn't feel like one or two modes is enough content to justify the price tag. - More settings to change. I would say different resolution options and controller rebinding (not just keyboard rebinding) are the most needed, along with an option to turn off double-tap dodge rolling. On a game controller, that results in me dodging far more often than I would like. - On that note: joystick control for menus. Currently, the stick is only usable in combat, while to navigate menus you need to use the D-pad. - More options to quit a battle. Quick Rematch, Back to Character/Stage Select, and Back to Menu would be the most obvious choices. Currently, the only options are to finish the battle, which takes you back to the character or mission select screen, or to quit, which takes you [i]all the way back to the title screen[/i].
このゲームは私がやってみた感覚としては格ゲーに近いアクションゲームという感覚だった それに操作方法も簡単だ 移動とジャンプ、パンチ、特殊だけ 私が好きな感じのゲームだなと思った ただ、発売されたばかりなのでネット対戦が対応していない そして、流派をアンロックするときに一押しでアンロックされるため間違えるとポイントがパーになる これを改善、対応したらもっと素晴らしいゲームになると思う
流派を二つ選択し独自のスタイルで スキルを駆使し戦うという発想がとても面白かった イメージとしては格闘ゲームに近いと思う。ただ まだオンライン対戦がないため 今後のオンライン対戦の実装に期待。
I've played this game for 10h now and it's very cool, if you just want to chill you can do some duels and if you have some hours free you can try the solo mod. The game is never boring, it doesn't take to much on the brain, but with its mechanics you can still think about few strategy against each clan and if you try the solo mod you better to because getting every medals is really challenging. It's a cool old-like game with some good mechanics of its own. And personally I think its the perfect game if you have time to kill.
游戏本身打击感特别棒,很容易让人上瘾,就是地图和流派有点少,希望以后的更新能加入更多流派和地图。[spoiler]哦对了,we need Chinese[/spoiler]
This game is really fun and unique. Lots of variety with ten different classes (called "clans" in the game) that you can choose two of each fight, giving you eight special abilities (four from each class) that are randomly picked from each time you charge up by beating down your opponent with melee attacks. You can also pick two of the same class if you just want to use abilities from just that class. The controls are straight forward and intuitive, allowing you to dive right into the game and have fun. You move with the left stick or d-pad, then there is a button each for jump, attack, and using the ability that you "draw" after charging up all the way. The variety of abilities are what makes this game so fun to play over and over. Even if you pick the same classes over and over, the abilities come out randomly each time, so you always have something new to deal with. The abilities themselves range from offensive, like summoning a sword that you use with your melee button, to attacks like beams that shoot out as soon as you press the ability button. There are also defensive abilities like shields that form around you, or a shield that appears in front of you and stays there until the opponent hits it or it goes away after a while. There are also traps, bombs, and things that orbit you and damage the opponent if they collide with them. There's a few different modes, including a single player mission mode where you have different scenarios that you must fight through in order to get stars that then unlock more missions. There is also a single player survival mode where you play a series of duels and your life carries over from fight to fight. Then there is a versus mode where you can play against another player or the CPU. It's nice to see a game that takes single player content so seriously, and the AI is pretty challenging. My only gripes would be the learning curve of getting to know and get good with all the different abilities, but it is an enjoyable process if you have the patience for it. Also, you only start with four of the classes and have to earn the rest, so it might get annoying have to play the same classes over and over as you unlock more. Overall, this is a great first game from Skeleton Crew Studio that probably won't get near the attention that it deserves. I hope they do well with this game and make more.
prix beaucoup trop élevé pour ce jeux, aucune sensation de maîtrise du jeu.
最终boss用毒蝎和沼迹过的。 前者是为了近战吸血保持血量健康后者是因为有个缠绕树根拉近眩晕的控制。 开打之后等boss能量还没满就上去找机会,连招是上攻击打浮空然后落下接下蹲砸击,接上毒蝎和拉击眩晕基本能耗上不少血。如果被黏上就赶紧翻滚躲开,然后用缠绕树根进行攻守交换,或者用陷阱进行牵制,其他的技能在交战以外的阶段就能空放就空放掉把,如果能随机到一个下雨也蛮不错的。 Boss召唤的老头是要打掉的,不然boss会少吃一次硬直。 注意翻滚是会消耗能量,所以技能能量没满之前尽量少翻滚。另外鸭子打出来之后会先射击然后变鸭肉,吃了之后能加攻击力,可以省不少事,如果被放出来了要第一时间注意吃鸭肉,如果被boss吃了那估计就没了。 以上是我的经验之谈,enjoy it!!!
Recommended!!! very impresssed action . complex action 対戦アクションゲーム focus on the JAPAN duel action (likes Musashi) If you feel local multiplay action fighting game. I wish this game get improve up about super fight .
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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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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