
Catalyst: From the stars, a Boss-Rush First person shooter. As a lone mercenary sent into a ruined military base hired to steal a power source, you must fight for your life through dark halls and thrilling boss arenas to complete your mission! Do you have what it takes to face the Catalyst?
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Catalyst: From the stars, a Souls-Like First person shooter.
This game features High octane Parry based combat and thrilling multi-phase boss fights with a boss rush style of progression broken up by levels with rich collectable lore tablets. Maybe if you find them all, you can unlock the secrets of the Catalyst...
Multiple BossFights, Endless mode, And 4 Difficulties to choose Its up to you how to play CATALYST.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
I'm mixed. This is an interesting game, it looks good visually and it is certainly a good first step for a first project, but whether its just me or its the game, some things feel clunky. Lets go over the good and bad; What I dislike: - The red flash that can appear on your screen with some attacks is honestly probably my biggest gripe. It lingers for far too long and it is fully opaque, so if it's on your screen you're not dodging anything intentionally. - A boss I will admit filtered me and caused me to give up (possibly just for now) has an arena that is too slim for him, he is very consistently moving and has a decently wide range and wide berth shotgun attack that even at full health, if not dodged, will instantly kill you. - Speaking of that shotgun, he will sometimes backflip before shooting, which will be impossible to avoid the damage of entirely. I could be having a skill issue here but even when dashing, you will take a tiny bit of damage from it. - Some bosses are quite tanky, feeling more or less like damage sponges. Primary example is the shotgun boss. What I do like: - Visually, the game is very cool. Yes its obvious what it's inspired by but imitation is a form of flattery. - The first few bosses are kinda fun, I dig the gameplay loop and while apparently the weapon selection is limited, the intended method of shooting to gain heat so your melee is stronger provides a great cycle of ranged to daring melee hits. - You are rewarded for being able to master parry windows with the boss being generally stunned for a second or two, as well as parrying rewarding you with some slight health. - You can re challenge bosses for better times, this is great, I am not too interested in doing that myself but I know many people who would love to do that. What I'm mixed on: - Audio mixing is sorta iffy. Voices are *so* low, and the music is quite loud generally. - The bloom/glow is a bit much. Some things give off this glow that is personally a bit bright and hard to look at. - Hard hard hard personal thing but I couldn't help but notice it. The first boss tip has two or three spelling mistakes. - Options menu is scarce, there's SFX and Master Volume sliders, and a delete save data button. No window options, visual options being missing is nothing surprising considering the visual style. - In game pause menu, is also very scarce. It's just a pause screen with a return to title button. No options. Do I recommend this game? Kinda? Its hard to say, yes I do because its got potential, and it's not particularly expensive for what you're getting. If it looks interesting, take the dive and give it a go. Just another case where I wish steam would allow me to specify SOME in between of whether I recommend a game or not.
Not usually a fan of boomer shooter style games but this is great fun. The smooth parrying and the balancing act between your primary and secondary fire make for a great experience. The shotgun boss has got to be my favourite, a challenge at first then so satisfying after a couple of attempts to get the parry's off.
TL:DR It feels like a resource game where the resource is not my energy, health, or stamina, but my patience. I will go through the pros first, because there are things I like about this game, but the cons are gonna be far more extensive. I adore everything visually going on with the game. The icon for an attack coming that has to be parried is great (though I will talk about parrying more when I talk about combat loop). Also a few areas you fight in feel nice for the kinds of fights they are. Foggy bridge fight is nice, but the boss rushing at you from the fog is a great use of it, and more of that would’ve been what I wanted to see. I also like that, when you go to the menu, you are squared up against the boss. That’s some visual fun. I hate to say that’s where pros end but I have more on the negative side to say about the game, from a variety of angles. This is going to be primarily for the dev, and I am trying to be as constructive as I can with all of this. Cool? Cool. Having no keybind options really hurts what the game can feel like, and I wanna explain why with the biggest outlier of the issue with the parry. For context, I am on keyboard, maybe this is just fine on controller. I have to stop moving to the right to hit the key that allows me to parry, and due to how key it is to the overall gameplay loop, I am perpetually strafing to the left. Then, I can’t interrupt other actions to parry. So it’s not just that I have to stop moving to the right entirely, but I also can’t be reloading (which I will talk about more when I talk about heat) or meleeing, or even shooting sometimes. So if I want to parry, I have to stop everything, which is certainly not the intention of the gameplay. But hey, I could dodge! Until you get to a boss where the room explodes if you don’t parry his attack, even if you are outside the range of his attack from the throw or dodge. If it wasn’t for the fact that the bridge boss has a OHKO shotgun, I wouldn’t be moving. I don’t think that's a good design. As another point, the parry windows feel so random. I think a key design missing here is equidistant spacing for parry windows that you break sometimes for the sake of variety, because right now it feels like every attack was given a parry window that felt like guess work more than intentional placement. (I think it’s tied to the literal hitboxes of enemy weapons, which is fine, but their movement plus player movement can be so sporadic that you don’t actually know if you’ll be hit by the start or end of a swing. Again, another reason to stand still, because maybe it’ll be more consistent then.) ((No many of them are not just weapon issues, the timing just makes no sense, and it’s not fun to just be frustrated with weapon swings with no rhythm or reason to them)) I think the solution to a lot of this is allowing the indicated attacks to be guaranteed to ‘connect’ and force the parry out of the player, while allowing other attacks to actually be dodged without exploding the room. I also think those indicators should probably have similar parry window timings, especially when they are on the same boss. The same boss decides it’ll attack me within frames of the indicator pop up because I am moving but will take their sweet time when I stand perfectly still… doesn’t feel good. This would also make the bosses that you cannot see because of fire effects, or because they make your entire screen ‘ff0000’ red, more fair to fight. If there is an audio queue that tells me an attack I need to parry is incoming, and the timing on these parries is actually consistent, then I can learn that’s what I need to do. If I can’t see the boss from clutter or blindness, and I can’t even counter it, I may as well restart. Right now the indicated attacks miss more often than they hit, too, so it is just annoying to have the marker on my screen when it means nothing 90% of the time. On the enemy that makes the room explode, get rid of his double flip attack. You cannot parry both and it’s a guaranteed room explosion you just can’t avoid. Or just make it considered one attack, so if I parry it I don’t just suffer for doing what I was supposed to do. Same for the phase 2 room explosion, but in your face. Instakill attacks from bosses just aren’t fun and definitely don’t have a place in a game like this, on NORMAL. Heat… I think there are flaws with the system as it currently is, but maybe they are able to be changed. For starters, automatic ‘reload’ to drop the heat is a bad idea. If a boss has a flurry of 4-5 attacks and I wanna parry all of them while getting damage in with shooting, I’m boned. After the second parry and one shot from my gun, I start my automatic reload and cannot do a thing. I cannot attack, parry, or melee. I know it’s a quick reload, but wanting to get chip damage when you have a window of time to shoot but not melee, and being punished for it, isn’t great. A lot of the player’s dps comes from high heat melee attacks, which honestly makes me wonder why shooting is in here to begin with, or why it’s so punishing to use when the benefit is chip damage that ultimately hurts you so much more. I shouldn't be fighting against the mechanics of the game to get to the point of having fun.
i guess its a cup o' tea :3 fun
hate to leave a negative review for a scrappy indie game like this but it has some pretty big issues that stop it from being enjoyable for me [list] [*] the settings menu has three sliders, two for volume and one for difficulty - no way to control mouse sensitivity or acceleration (this is patched over with the lock-on mechanic, but i'm not a fan of how much that affects player movement and awareness) [*] your main defensive options are parrying and dodging, but... [*] enemy animations are very stiff and jerky, making it difficult to read their attacks and prepare to parry at the right time [*] enemy hitboxes seem dubious at times, with attacks covering huge arcs while the enemies jump and dash all over the place, making the previous problem worse [*] successful parry feedback is very subtle, with no visual feedback at all [*] getting hurt tints the screen red, once for every tick of damage and maybe proportionately to damage taken? so when a boss like the backflipping shotgun guy or milos hits you sometimes your screen can go completely red for seconds at a time, completely blinding you and basically guaranteeing a game over [*] battle visibility is quite poor in some fights - milos covers the screen in opaque fire effects and sends out some sort of homing projectile that explodes like ten times in a row, and it's so difficult to keep track of that i'm convinced it's actually invisible [*] there's a thick pixellation and dithering filter over the game that can't be turned off [*] all of the five? six? boss fights i played through were set in plain rectangular arenas, which was a bit monotonous [/list] i got filtered at the second milos encounter, where the jank outweighed the fun for me. i love the concept here but i think it needs quite a lot more polish and refinement before it becomes a genuinely no-asterisks fun game to play
This game is a gorgeous game featuring beautiful ps1 style graphics, crunched down sfx and a beautiful soundtrack. The gameplay can be a bit tough to grasp at first but once you understand it, it clicks together so well. You can dash, jump, strafe, shoot, melee and parry. As you shoot and parry you build heat and then heat can be used with melee to do insane damage to the bosses. This game is a really well done game and I recommend it to anyone who wants a fun ps1 styled boss rush!
So I gotta say, I like the risk vs reward of building up heat to get strong melee attacks vs just sitting back and shooting. The fact it means the optimal way to play the game is the fun way to play is a very nice aspect of the combat loop. The parries were a little difficult for me to get used to (my own fault) but once you get them down, it really makes the fights able to flow very smoothly between defense, ranged offence and melee dps annihilation. Once you learn the punish windows and parries, bosses go from hard to counter to being a sometimes very smooth flowing experience. The game has its issues but they're more than easy enough to overlook due to it being a first major project. Overall - 8/10, considering what it is
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