
Blade Assault is a 2D action rogue-lite platformer with beautiful pixel art set in a desolate sci-fi world. Fight against the corrupt military of Esperanza as part of the resistance force of the Undercity. Bring the corrupt to justice by becoming stronger and fighting alongside your trusty comrades.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese, Korean, German, Russian
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
Good roguelite sidescroller. When you hop back in once and a while between larger, higher commitment games you know its doing something right.
So the game can be difficult if you ignore certain mechanics like i did but it doesnt have to be. Basically it has 2 difficulty mods one you pick at the start after beating a certain boss and one that scales as you do a run. You can intentionally make the game harder by not spending resources to reduce the 2nd one. If you do the game is pretty easy if you don't the game can quite literally be impossible to beat had one run where i had to just die because i couldnt out dps the boss and he would just heal to full if i ever stopped attacking which in order to no die you kinda have to do i think they removed that modifier from the boss pool but it still can be pretty hard if you just ignore the gauge at the top. That being said that's not a major issue of this game it's fun as all hell and the game can be easy you just progress slower if you make it easy. The issue is the game was pretty much released in the same state as early access had like one or 2 updates then just left incomplete you have the main story but you can see so many things they wanted to implement in the game I don't recommend because it was basically abandoned honestly wish someone else would pick it up and finish it it's a pretty fun game.
近战太刮痧了啊,特别是打最后一关,纯刮,各种技能加了也没啥用还是挂,最后解锁了枪械之后才爽起来打通关,还不错,挺爽的
一般,当加一了
ta bueno , no me dieron ganas de volver despues d e 2 runs pero ta bueno
냉기빌드 최강.....
非常不推荐,不管怎么发育依然是极其刮痧,关卡全靠堆怪,打多了就感觉没什么意思
[i]Could have been a 10 out of 10; Ended Up Mid-Tier[/i] Blade Assault gets a lot of the basics right. Music, graphics, art and theming are all really great. Moreover, it makes a good attempt at keeping things fresh with solid enemy variety, loads of character/weapon/items/ability choices, a ton of barrels and objects to satisfyingly destroy for potential loot and numerous distinctly different environments to traverse. This alone goes a long way to creating the addicting game play loop enticing the player to go for 1 more run to advance your progression. However, not all aspects are as refined as the aforementioned ones. Starting with the combat you have a barebones enemy behavior (bosses aside) for the vast majority of them. The pathing is very linear, simplistic and extremely predictable. There are a few flying enemies that abuse the vertical space and can even go off screen at times. When numerous enemies overlap each other in a grouping it becomes extremely difficult to decipher what the individual combat intentions are. In a similar vane, there is some sprite hitbox weirdness where the player can get "inside" a bosses sprite and completely avoid a range attack. Next we have the economy and upgrade systems. The persistent currency (currency that you keep after a failed run) has mixed uses for both persistent and inter-run upgrades. This makes for scenarios where if you have depleted this resource you are essentially doing a "farming run" to refill your reserves. The inter-run upgrades should have required non-persistent currency that you collect during that specific run only, maintaining some control over a runs balance. Moreover, there are currency exchange terminals in the early part of the game with some extremely questionable rates that only magnify this issue. On the upgrade progression side things are generally better but a few of the core upgrade routes are not made very clear to the player and are overly convoluted. Furthermore, power balance between different starting weapon upgrade routes is all over the map. I stated in the highlights that the game has a lot of items to choose from. On the surface that is great, but unfortunately too many of them are very low impact; borderline filler. There are some that will passively regen a tiny amount of HP/MP even out of combat. This creates a weird incentive to stand around and do nothing for a while after a room clear. I wish they would have done a better job here giving more meaningful thought and purpose to many of the items. Lastly, there are a few glaring technical issues. One of the most prominent being item information text boxes. If you go anywhere near one of these pickups while combat is active a large text box is going to cover a lot of the combat area obscuring whatever is going on. Another annoyance is the controller support. Its there but you have to jump through some hoops to get it working correctly. In game recognition does not bind the all the buttons correctly on a dualshock 4. It can be solved by using steam input and then disabling/unplugging the controller prior to loading the game; then reconnecting at the title screen; after about 10 seconds it should be active. Overall, although I liked the game there are still too many areas that needed more improvement for me to say that this is an excellent product. It's still definitely worth playing but be aware of the noted drawbacks.
норм
糞GAME 1折買的根本不值原價 爛點1 三種屬性有個屁用 效果都差不多 麻痺跟冰有啥屁用多餘 隨機性質超爛 資源消耗很兇 但提昇很差 攻速+12%無感 男主三種武器 另外兩種超廢 集氣攻擊 時間長 傷害低 你們沒自己試過嗎 打快節奏遊戲還會原地集氣耍廢嗎 為了提升難度 壓低傷害 沒補血 挖靠 是這樣壓的嗎 壓你媽最爛就是這種作法~ 路上的資源~多半是廢物資源 沒用的還有惡意效果的 想學類魂 我看是渾蛋
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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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