
Coffee Crisis is an neo-rogue brawler that puts you in the shoes of the only baristas on Earth with enough heavy metal in their veins to fend off an alien assault. Play solo or join up with a friend to fight across eight locations ranging from your Coffee House HQ to the far reaches of outer space.
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About



Stats
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 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
[h1] Начинай утро с чашечки говн… Американо! [/h1] Любят определённые группы разработчиков закосить под классику. Зачастую в таких проектах каждый изгаляется над игрой в меру своих сил. [i] Coffee Crisis[/i] – beat ‘em up. Главная проблема – это управление. Под клавиатуру оно приспособлено посредственно. Никакого обучения в виде плаката с подсказками, надо всё сделать по-старому! Поэтому умираем мы в самом начале, перекликивая всю клавиатуру. Разобравшись как крутится и скакать можно уже идти вперёд. Противники не прощают ошибок, действуют агрессивно, во время вашей атаки без проблем проведут свою атаку. Противники имеют относительно неплохое разнообразие, к каждому нужен более гибкий подход, чем просто устраивать мясо. Но что-то всё равно не так, это становится заметно, когда темп местами спадает, и уже успеваешь освоиться. Иногда урон по герою проходит сам по себе. Все враги в 3-х метрах от вас, а полоска здоровья уменьшается. Местами область атаки врагов не сходится с анимацией удара. И моё любимое: искусственно запереть персонажа с кучей противников на маленьком участке. Сюжет. Тут всё без откровений. Простенькая завязка о налетевших пришельцах и работниках кофейни. Перед каждым уровнем пару предложений текста. С дизайном всё порядок, продуманные фоны и локации, умеренное количество объектов. Неплохие анимации и нормальная графика. Вот только не завезли 1080p. Из-за этого всё слишком пиксельно. Есть различные визуальные эффекты, которые дают разнообразия, но этого как-то мало, чтобы впечатлить. Звуки сделаны в том же антураже, здесь всё без сюрпризов. С музыкой решили сделать стилистический уклон в сторону метала, дабы было больше драйва, а с ним и больше не обдуманных действий. Но есть загвоздка. Саундтрек очень короткий, одна и та же простая мелодия быстро наскучивает и начинает раздражать. В целом, для дебюта нормально. Но делать здесь нечего. И очень подозрительно выглядит гурьба хвалебных отзывов про «классику» с временем достаточным, чтобы выбить карточки.
Thought it would play similar to Streets of Rage, but it's just a clunky mess. The music is the best part of the game. Terrible controls, terrible level balance, the game throws waves of AI at you after giving you 3 baddies in the first level. Tried to access to (super) secret level via level code and it was 100% broken. Couldn't back out of the menu, had to use task manager to close the game. Feels like there was very little quality control put into this one.
Całkiem przyjemna gra. Polecam !
better story than twilight.
Это маленький шедевр который меня лично сильно порадовал) Пару часов веселья гарантировано)
Like others have said, it's an unbalanced mess. The problem with Coffee Crisis is that there's a lot of quantity over quality. Too many enemies. A good beat-'em-up has waves of enemies but in a controlled environment. You clear them and move forward. And in most cases they're the same. No RNG, you get the muscle memory to know how to clear the stage better the next time. This, though? If you think twenty enemies on the screen sounds bad, try having many of those pelting you with projectiles. I'm okay with losing if I deserved to lose, but there's no balance to this game. There's too many respawns and most things happen at random. Speaking of beating the game, here's another thing you'll encounter: too many passwords. [i]ONE[/i] password is too many. I'm guessing the developers wanted to be cool and make it seem all retro with passwords. I mean, it really wouldn't be hard to implement save games in a Unity game. Especially when the alternative is your customers having to input dozens of passwords to overcome your poorly designed levels. It feels needlessly archaic. Even plenty of '90s games had battery backups on the cartridges. Too many shaders. Why is this a thing? I thought it was kind of weird when it had graphics modes when I started it for the first time, like basic and ultra. Since I have a good system I went with ultra but I wondered why when it's a 2D game. Well it's because the developers decided to throw in a bunch of shaders for no apparent reason. I suppose they put them in because they look cool? (Which kind of contradicts the whole passwords because retro thing.) But the thing is, they don't look cool. They look annoying. You like being swarmed by enemies? Try it when the screen is divided into lots of distorted hexagons. I guess it's supposed to be like seeing the game through the eyes of a bee? But why? How about a fuzzy black/white one, or dozens of others? They serve no real purpose and they're a hindrance, not a help. Player control feels very janky. I felt the need to completely abandon the use of weapons because of how cumbersome it is. Use weapons and you'll probably be pelted by projectiles without doing much damage to the enemies. You can make use of holding the punch button for a power attack, but even then some enemies are able to lunge and hit you before you have a chance. Getting hit that way or by the projectiles you'll always be attempting to dodge cancels the charged power attack. Finally, too many dollars. Considering how flawed this is, the asking price is absurd. Fortunately I got it very cheap. You can get some true indie classics for this game's normal Steam cost. I'd say that you should only consider it for a dollar or two, but you'll almost certainly be disappointed so probably not even then. On the bright side, the music is fairly good and the pixel art is passable. Sadly, they're the only good things I can say about this game.
Seré claro y directo dando mi opinión sobre el juego. No me gustó en lo absoluto, me da un poco de lástima con los desarolladores pero tengo que ser sincero. Las 2 horas de alcancé a jugar me dio la impresión de que el juego estaba mal hecho. Por lo general en los juego Beat'em up estamos acostumbrados a una curva de dificultad que empieza bastante sencillo, hasta que literalmente no podemos descuidarnos o perdemos la partida. En Coffee Crisis desde el nivel 1 ya es bastante complicado (y eso que jugué en modo fácil, así que imagínense), hay hordas de enemigos constantemente que son casi imposibles de superar sin perder una vida a menos de que utilicemos los poderes (aumento de daño, invencibilidad, etc). De hecho, me atrevo a decir de que no hubiera podido pasarme el juego de no ser por los poderes. Puedo llegar a entender que algunos juegos de este género sean más complicados que otros, pero me parece una exageración la dificultad de Coffee Crisis. Lo siento pero no puedo recomendar este juego, lo terminé simplemente porque me sabía mal dejarlo ahí de lado luego de gastarme el dinero en él (teniendo en cuenta de que ya era muy tarde para realizar el reembolso). Dicho lo anterior, así concluye mi reseña. Gracias por leerme.
A good example of a bad Beat 'Em Up game
Coffee Crisis is a console ported 2D retro pixel arcade brawler/beat 'em up game with a coffee theme, which sends the very clear message to gamers that the developers should not give up their day jobs at Starbucks. That's reinforced by a very weak, buggy, and lacklustre technical implementation in this lazy console port. Hammering the nails in the coffin is the way the developers, after huffing a lot of their own gas, call the game "neo-rogue". Anyone who uses such a term should immediately shut down and destroy their PC and promply depart the gaming industry, because it's over. Before we get into the usual technical defects, the gameplay itself is also flawed, with very bad lack of polish, clunkiness, bugginess, and so on. One key complaint is the lack of hit-feedback/stun mechanisms. In arcade brawlers, players suffer if they don't pay attention and enemies sneak up on them. To reward players for paying attention, and to make the game playable, enemies will be stunned for a bit after you hit them, but in this game, the developers, because they have been so busy getting my order wrong at Starbucks, did not know about this mechanic, so you'll get massacred pretty fast as soon as you run into enough enemies, no matter how good you might be at real, genuine arcade brawlers. From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. A choice was made to use obsolete, decades old retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result. While there are options to change the resolution for the game, all this does is scale up the simplistic 2D art assets used to make the game, which makes little or no difference to the graphics quality. Without any other substantial graphics tweaks, it's not possible for gamers to improve the lacklustre 2D visuals. The game features no proper level design or game/story flow/plot, as they opted to try to use samey repetitive procgen algorithms as a substitute for adding such content to the game, to avoid doing the important job of level/map design. As a result, the game doesn't actually have any content worth mentioning, just endless, boring, repetitive, soulless algorithmically generated sameyness. Developers must learn that procedural generation is not an acceptable substitute for content. Because this is designed for consoles, it carries a number of deliberate design deficiencies. Compromises were made to cater to the inferior console gaming appliances that the game was designed for. These are unfortunate compromises and limitations that PC gamers shouldn't be forced to accept, but it's evident that PC was a second thought for the console-centric developers. The game is deficient as a result of these choices, and would have been so much better without the handicaps that designing games for consoles forces upon a game. Once more, console peasants have made gaming worse for everyone. These technical defects push this game below acceptable standards for any modern PC game. Coffee Crisis didn't appeal much to the people who own a copy of the game, either. It has achievements, and they show us a very clear picture that the game didn't really capture any interest from gamers. The most commonly and easily attained achievement is for ACH_CompStage1, trivial to get, but less than 28 percent of players bothered to get that far before uninstalling the game. Hardly a success story, gamers just weren't all that interested in the game. Coffee Crisis has the almost comically optimistic (if it wasn't so sad) price of $10 USD, for which you could easily get any number of older AAA games. Yeah, this costs more than Middle Earth: Shadow of Mordor, the developer clearly thinks this is a better game than that. What a joke. This is also competing with over 9,000 free games available on Steam, many of them far better than this paid product. Given the defects and quality issues with the game, coupled with the unrealistic price, this is impossible to recommend. This game features a number of suspicious, likely fake positive reviews. The reviews all appear at almost exactly the same time, very shortly after the game launched on Steam, all have a direct Steam purchase of the game, and all have very similar wording and writing style, in Russian or in the same broken English. This is highly unusual given the very low quality of the game and poor player counts. The "Positive" review score on this game should be taken with a large grain of salt. This might be done to deceive and scam gamers into paying for a bad product.
extremely boring, moveset is criminally scarce
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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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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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