
Japan's Triple B title hittin' the shelves! fighting and flaunting their 'tudes, add in three entirely new game systems, and you get a sick beat 'em up!
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About
Yanki brothers in the house! Take one new generation of Yankis, 12 members strong, fighting and flaunting their 'tudes, add in two entirely new game systems, and you get a sick beat 'em up!
When Renmaru Mido punches and kicks his way into that den of delinquents known as Doshu High School,
is he destined to become a legend, or to go down as just another martyr?
This isn't some plain old belt scroller where you and a buddy fight against Yanki hordes. This is a totally evolved, sick beat 'em up, baby!
■Hot! Super stylin' fighting action.
Clobber Yankis using 10 Special Moves, not to mention kicking and punching, running, and defending!
■Screamin' Hot! No limit to strength with the fighting-mahjong system.
This mahjong-themed system that punctuates each fight can strengthen your Yanki abilities and base actions!
Go wild with constantly evolving hyper-fighting action!
■Smokin'! A buddy to the rescue with partner slots!
On-screen partner slots start spinning when the fighting tension begins to rise! When it stops, your partner comes to help, taking the role it lands on!
■On fire! An alias advertising an attitude.
From cool to ridiculous and everything in between--slap on an alias to exponentially evolve your abilities and take your strength to the next level!
■I'm burnin' up! Join the struggle brother!
And if you don't like action, Player Two can have fun backing up their buddy at the partner slots and show them some brotherly love!
We permit monetization through video streaming and live broadcasts using this game.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Traditional Chinese, Japanese*, Simplified Chinese*languages with full audio support
Reviews
ヤンキーローグライクアクション。 イメージ通りのSIMPLEシリーズのゲームという感じでしょうか。普通。 まあ粗製濫造だった昔のSIMPLEシリーズと比べたらよっぽど遊べますけど、今は安くて面白いゲームなんていくらでもありますから(ローグライクなんかまさに)、現時点でレビューが1件もないのも頷けるというもの…。 ちゃんと遊べるし、ローグライクの強化部分が麻雀風になってるのなんか面白いですけど、SIMPLEシリーズの域を出ないまあまあのゲームです。60点くらいか。いやそれはあげすぎか。 あ、戦闘時に流れるラップは本当にウザすぎたので一瞬でオフにしました。ラップだけをオフに出来るあたり自覚はあるんでしょうな…。
Phenomenally bad even for a "yanki lover." Combat feels awful with tons of lag and weird movement on all your attacks, bosses are either invincible or standing still, healing and your "build" down to total randomness, one bgm, can't tell if the game has dramatic hitstop or just runs really bad. The rap thing is kind of cute but you just end up hearing the same things over and over.
+ Picture - Everything else ( There is little content, which is why everything is monotonous Not expressive art, all bosses look the same. Your skill solves almost nothing, just the numbers. The game is BUGGY, you need to change the Windows region to play A primitive combat system The damage is not felt at all The arenas are all the same, no different 5/10 Boring roguelike game Grind for the sake of grind, because the bosses are too fat, there are too many enemies, and only a set of numbers will save you in the form of +1000% damage and +1 million lives. ( Unfortunately, it's a very lackluster roguelike game and very cheap. I do not recommend spending time and money on this. And don't forget about the problems with the region, because of which you can't do damage.
I love the aesthetic and I thought the concept sounded awesome. But it's very janky and boring, it's not fun at all. Regular enemies are trivial button mashing while the bosses are just annoying with bad hitboxes. Progression systems aren't engaging either, though I like the idea of the mahjong tiles and hands, but the execution is bad. There are just many better beat em ups and roguelite beat em ups I'd rather play, sadly... I can at least say, however, I did not experience any bugs or technical issues in my time with it.
[h1] 《BAD BOY BROTHER》简评[/h1] [h2] 制霸道修学园!男子汉之力UP! [/h2] [h3] 传说中的坏男孩—御堂炼丸! [/h3] 《BAD BOY BROTHER》是一款日式经典的街机横板动作闯关游戏。在游戏中我们扮演的男主御堂炼丸,因校区合并以及种种契机而与道修高的不良团体结下了恩怨,在这个时候,不良团体们为了巩固自己的威权而向御堂下了战书,在这个情况下,男主为了清理道修学院内的不良团体,而与自己的搭档们展开了一场场热血的校园战斗物语。 [h3] 核心玩法及亮点 [/h3] 本作是一款非常复古而具有一定新意的横板街机闯关清版游戏。在游戏中的我们灭有花里胡哨的技能机制,只有简单的复古的移动、超必杀、攻击、防御、疾走。以及衍生而来的必杀连段等招式。非常复古而简介的操作,在这款游戏的故事背景设定以及玩法设定上却一点也不枯燥,而是非常的爽快而有趣。 游戏目前一共有数个大关卡,每个大关卡有五个小关卡,其中小关卡包含“击败指定数量敌人“、”存活指定时间“、”击败该大关卡头目“这几个要素,一般情况下都比较简单,而且也没有复杂的地图走向,一个大关卡内的每一个小关卡都是一样的地图,只有任务要求和出怪数量有所不同。 比较有趣的是,本作在战斗机制上融入了麻将相关的数值成长,每一次的大关卡开始时都会随机发给我们12张不同面板的麻将牌,麻将牌的数值加成与面板内的汉字以及颜色有关。例如如果是“红色体字“那么效果就是体力上涨百分比数,如果是”黑色体字“那么效果就是体力上涨一个数值。百分比或者说是数值相关主要看我们持有的12张牌中的这个牌型的多少。在一开始的12张手牌中,我们可能会有非常多的空白无属性麻将,这是因为我们的麻将堆中含有的有效牌太少,当然这可以通过我们每次战斗(每一完整游戏局而非关卡)获得的货币去商店购买属性牌来堆叠麻将牌堆,这样就可以使每次初始手牌都是有用牌。此外,12张牌也有组合的必要。达成一定组合会获得额外的加强。当然无需刻意记住牌型,只需要往同样字体颜色的牌去靠拢就行了。另外,当每一大关卡完成时,在上一个关卡中的12张麻将会融入自身,效果依然保持(除部分特殊),而在新的关卡中重新洗出12张牌来循环。 游戏的战斗系统也是比较豪爽的,很有青春热血之感。打击感也是爆棚,每一次击破敌人都会震一下,说真的老爽了。另外,每一次打败大关卡的boss都会获得他的超必杀,可以根据连段来组成必杀连段技,这还是相当有趣的一个设定。而且后面的boss以及一些蜕变的属性都需要在商店中购买,还是比较的有意思的。 最爽的就是战斗中的老虎机系统以及“称号解放“功能了。老虎机系统的开启需要我们进行一顿暴力输出积累能量条,到达一定程度后就会自动转动,可以引发一些不错的特殊效果。这里着重说一下我觉得最点睛之笔的”称号解放“。在击败敌人时,我们的搭档小红毛会不自矜的喊出几个非常中二的口号,这些口号作为”称号碎块“会出现在我们屏幕的左或右侧,当我们的老虎机转动到”777“,则会开始进行称号的随机组合,获得非常强力的效果,而且这些称号是可以选择继承到下一局游戏里的,看着屏幕里颤抖的“称号碎块”,可以说爽的不行。 [h3] 短板与可优化部分 [/h3] 目前我玩下来可以说没有什么不足之处吧,硬要说的话只有一个,那就是太短了!!!玩不爽玩不够啊! [h3] 总结 [/h3] 《BAD BOY BROTHER》是一款日式经典的街机横板动作闯关游戏。我们将要扮演传说中的御堂炼丸,为了对抗道修高里面的不良团体而展开数场校园内的征服行动。在游戏中施展超必杀!手握男子汉麻将堆叠牌型获取男子汉之力的UPUP来提升自己的属性吧!对战不良团体的头目们获取他们的必杀技!打败敌人获得具有超帅加成的二次元称号!揍揍揍揍出老虎机的转动吧!超级爽快超级中二的一款日式街机! [quote]欢迎关注鉴赏家: [url=https://steamcommunity.com/groups/DCYXJLB] 大川游戏俱乐部 [/url] 欢迎加入Steam组:[url=https://store.steampowered.com/curator/45300930] 大川游戏俱乐部 [/url] 来一起感受游戏的乐趣喜欢这篇评论,也是可以顺手点个赞哟 https://store.steampowered.com/app/2911070/BAD_BOY_BROTHER/[/quote]
BAD BOY BROTHER, developed by ZOC Co.,Ltd. and published by D3PUBLISHER, is a side-scrolling beat-’em-up that mixes classic brawler fundamentals with a handful of unconventional systems and a strong delinquent-school aesthetic. Set in a chaotic high school environment dominated by rival gangs and exaggerated personalities, the game leans heavily into stylized bravado and over-the-top action, presenting itself as both a homage to arcade-era brawlers and an attempt to inject new ideas into a familiar formula. At its foundation, the gameplay follows the traditional structure of the genre: players move through stages, confront waves of enemies, and rely on a combination of basic attacks, combos, and special moves to clear each encounter. The combat is fast-paced and visually energetic, with exaggerated animations and impactful hits that give fights a sense of momentum. However, while the core mechanics are functional and easy to grasp, they lack the refinement and depth seen in more polished entries in the genre. Enemy encounters can feel repetitive, and the combat system, though responsive, does not evolve significantly as the game progresses. Where BAD BOY BROTHER attempts to stand out is in its layered systems. One of the more unusual mechanics is its integration of a tile-based enhancement system inspired by mahjong, which allows players to gain bonuses and alter their capabilities during a run. This adds an element of unpredictability and strategy, as players must consider not only their immediate combat actions but also how to optimize these secondary systems. While the idea is creative, its execution can feel inconsistent, as the connection between these mechanics and the core combat loop is not always seamless or intuitive. Another distinctive feature is the partner system, which introduces random support effects during battles. These moments can provide temporary advantages or dramatic shifts in momentum, adding a sense of unpredictability to encounters. The inclusion of a cooperative support role also allows a second player to participate in a more indirect way, contributing to the overall experience without fully engaging in the primary combat system. While these additions bring variety, they can also feel disconnected from the main gameplay, functioning more as intermittent boosts than integral components of the design. The game incorporates roguelike elements, structuring progression around repeated runs with incremental improvements. Players unlock abilities and upgrades over time, gradually becoming more effective in combat. This system encourages replayability and experimentation, but it is somewhat limited by the lack of variety in level design and enemy types. Over time, runs can begin to feel similar, as the game does not introduce enough new mechanics or scenarios to keep the experience consistently fresh. Visually, BAD BOY BROTHER embraces a bold and stylized presentation that reflects its delinquent theme. Characters are designed with exaggerated features and distinct personalities, and the environments capture a chaotic, almost caricatured version of school life. The art style is one of the game’s stronger aspects, giving it a clear identity and helping to convey its tone effectively. However, the visual variety across stages is limited, and the environments do not change significantly enough to maintain long-term visual interest. Pacing is generally brisk, with combat encounters flowing quickly and keeping players engaged in short sessions. This makes the game well-suited for quick bursts of play, but it also highlights the repetition inherent in its design. Boss encounters attempt to introduce more complexity, but they often rely on extended versions of standard mechanics rather than offering truly distinct challenges, which can reduce their impact. The overall experience is clearly aimed at a niche audience. Its combination of classic beat-’em-up gameplay, experimental systems, and stylized theme creates a unique identity, but one that may not appeal to a broad range of players. The lack of depth in its core mechanics, combined with limited variety and somewhat uneven integration of its features, prevents it from fully standing out in a crowded genre. Despite these limitations, BAD BOY BROTHER has moments where its ideas come together effectively. The blend of fast-paced combat and unconventional mechanics can be engaging, particularly for players who enjoy experimenting with different approaches and are willing to overlook some rough edges. It offers a distinct take on the genre, even if it does not fully realize its potential. Ultimately, BAD BOY BROTHER is an ambitious but uneven brawler that combines familiar gameplay with experimental ideas. It succeeds in creating a strong visual identity and introduces mechanics that add variety, but it struggles with consistency and depth. It stands as a game with clear personality and interesting concepts, though one that would benefit from greater refinement and cohesion. Rating: 6/10
[h1]《BAD BOY BROTHER》简评[/h1] 这款复古街机风格、极道高校主题的横版动作游戏,和市面上常见的2D街机动作闯关游戏还是有着很大的区别,其特色可谓是非常之明显,战斗机制、角色强化以及局内随机,这三项内容的综合表现,让游戏就变得相当有趣,也让游戏带有一定的肉鸽成分和策略在其中。复古怀旧之风格,却带有创新奇妙之玩法,体验相当之美妙。 [h1]战斗机制之上下左右[/h1] 虽然本作的角色攻击,也是拳打脚踢、防御必杀,但是其操作方式并非传统的“A/B”键位(键盘一般J/K键位),而是使用上下左右这四个方向键来操作。左键(←),连续攻击,即常规的快速出拳轻攻击;下键(↓),疾足攻击,向前冲刺一段距离全程脚踹攻击;右键(→),防御攻击,经典的格挡防御;上键(↑),必杀攻击,必杀·天马流星拳!!!上下左右出招键位配合WASD移动键位,也可以手搓一些特殊招式。 [h1]角色强化之男子汉牌[/h1] 游戏采用了关卡制,每个关卡都有好几波敌人发起攻击,每一波敌人进攻结束后(完成任务目标,击杀一定人数、坚持一定时间等等),便可以进入商店,使用“证明”币兑换一种名为“男子汉牌”的玩意。这个“男子汉牌”样式有点像麻将,玩法则类似于自走棋。其拿在手牌之中,便可以根据牌面的效果增强角色的各种属性,如果集齐相同的男子汉牌后,男子汉牌的等级就会提升,不仅效果更强,造成的伤害也会提高。提升男子汉牌的等级,是快速变强的捷径。 [h1]局内随机之老虎机和称号[/h1] 既然是霓虹那边的极道高校的主题,除了打打杀杀之外,总有一些极道文化的特色产物也会在游戏中体现,最典型的就是战斗时候的老虎机和称号。老虎机,随机转动转盘,根据转盘图案,可以召唤不同的临时同伴登场帮一小会儿忙,打一套连击拳法、放一个技能崩山、奶一口恢复血量等等。称号解放,类似于那种“形容词”+“名词”的称号,解放后可以提升角色战力,例如桃色的吉娃娃、不朽的打架高手等等,“形容词”和“名词”都是随机抽的,随意往往抽出来的称号有点离谱和逆天,很搞笑的那种。 [h1]最后[/h1] 《BAD BOY BROTHER》这款游戏适合的玩家群体,喜欢复古街机风格的、喜欢极道高校题材的、喜欢内容乐子很多的玩家。 [quote]关注鉴赏组:[url=https://store.steampowered.com/curator/45134494]浮生评测[/url] ←"浮生若梦,一鉴倾心,邀您共赏人间烟火" 加入Steam组:[url=https://steamcommunity.com/groups/LLFLLFF]浮生评测[/url]←“一起追寻'浮生若梦'般的游戏体验” 开始“浮生若梦”鉴赏组的奇幻之旅![/quote]
BAD BOY BROTHER is a roguelike beat 'em up for Steam that came out in late 2025, technically making it the second known BEU roguelike after ABSOLUM. BAD BOY BROTHER has mixed reviews on Steam, and that's probably because the English translation isn't very good. The intro story in particular is nonsensical. This is a very Japanese game, so much that mid-run upgrades are determined by mahjong tiles that players randomly get at the start and then purchase throughout the run. You don't need to know mahjong; matching 3 of the same tile provides unique boosts, etc. A run consists of four distinct chapters, each with five stages. All five stages take place in the same enclosed background, but new chapters do have different backgrounds. In each regular stage, the player has to either defeat a certain number of enemies or survive for a specified length of time. The fifth stage is a boss stage. There isn't much variety among the regular enemies in a chapter, with maybe 3 or 4 versions in total. Also, the characters speak voice lines constantly, which gets silly pretty quickly. The combat is a little simple in that the player can't jump, and there are no weapons to pick up, but it's not bad. There's a regular attack, a special move button (specials are unlimited, so they're sort of like heavy attacks), a dash attack, and a block button. I find it pretty fun to beat up hordes of thugs here. As you fight, a slot machine at the top will provide various benefits, including briefly summoning a helper character who will attack foes or heal the player before leaving. The game gets tough in the second chapter. Thankfully, you earn credits at the end of each run that can be spent on various upgrades in the shop. There's also a very limited local co-op mode in which the second player acts as a helper rather than playing directly; I'll have to test it soon. Given the indie feel and rough edges, it might be best to wait for a sale on BAD BOY BROTHER. Still, it's definitely worth picking up at some point if you're into roguelikes and brawlers. It runs well on Steam Deck, too.
日語RAP BATTLE、不良少年、麻將、老虎機、熱血搭檔、稱號、格鬥......等等元素,是一款玩法特殊的打鬥遊戲,畫風和整體挺有趣的,不過比較適合特價的時候買。
So this is a weird one, sort of like the Kung Fury game, sort of a roguelite, sort of Majong, sort of a slot machine?
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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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