
Concurrency is a game with a deceptive amount of content. On the surface, it's a simple rogue-lite with a few enemies and upgrades. If you begin to look deeper, however, it becomes a game where you'll traverse more than half a dozen genres in this sole indie dev's adventure romp.
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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 33 reviews with recorded playtime.
Reviews
Enjoyable game, very minimal instruction or tutorial but the controls are intuitive and it is rewarding to discover how each level works. I received the game for free, but for $6 I would say it's worth it.
商店视频里的绝大部分内容都TMD是没有的,只有不停的刷刷刷刷一个个房间 子弹贼TM珍贵,好不容易走到关底进了商店,然后又开始相同的开门出怪的流程 这游戏里钱真的一点用处都没,商人那里靠RP才刷出可怜的几发子弹,没子弹了你只能拿把砍了没多少血,砍几刀就发呆了的小破刀
This game is pretty bad. The trailer videos and the description imply there's some kind of clever metatextual subgame underneath the surface, but it's just a bunch of terrible game prototypes chained together. I have written toy projects more fun than this.
An odd, confusing romp through different gameplay styles. To the game's credit, the controls are simple and they work, and only one of the styles was a little frustrating to control. It takes about an hour to play through the game and, while interesting, none of the styles go beyond the basic. Basic platforming, basic top down shooter, basic sidescroller - the list goes on. It isn't bad, by any means, it is just kind of boring. If you got a few cents and an hour to kill, it's a short interesting journey with an ear-grating soundtrack.
This 'Game' is a terrible mess. The concept of exploring multiple genres through secrets within the game is nice, but what the hell is this unoptimized, boring, annoying mess of a game. I do not recommend this game to anybody, the controls suck, the gameplay suck, the level design is terrible, the best thing within this game would be the... repetitively bland music. Avoid this like the plague, even if it's free.
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Let me start off by saying that this game is hard, but alot of fun. I honestly did think i would spend much time on it, but the more I die, the more I find myself playing. In my almost 2 hours I have played something to the tune of 5 genres of games. And all of them were enjoyable, but admittedly a little short. Just as i find myself getting the hang of a section it is usually over and off we go again. Long story short, I love it and recommend.
It has been a long time since I've played an addicting 2d sidescroller on PC. I will not stop until I have completed this game, and I intend to be able to do speedruns of it later. Proud. Prime game.
This a nice game, it might need more polish, but is fun overall. The most fun levels in my opinion are the all the shooting ones and the platforming section. Pros: +The game is well paced with the levels changing just as you might get bored. +The puzzles are diverse and fun. Cons: -Unskippable levels or game sections.
Concurrency is yet another of literally thousands of 2D retro pixel platformers infesting Steam and lowering the average quality of all video games everywhere. This janky platformer has a couple of quirks like an equally badly done 2D top down shooter component (reskinned to sometimes have you as a spaceship, sometimes not), and some puzzles, but basically it's just procgen pixelcrap with no value for gamers. Let's go over the defects. 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. There's no option to change the resolution and no useful graphics tweaks. There's no way to ensure this is running at the native resolution of your display. There's no guarantee this game will look right on any PC as a result of this hamfisted design decision. The controls and game handling are notably very clunky and unsmooth here. It's janky and unsatisfying to play... and any experienced gamer will tell you, the handling, responsiveness and general gameplay feel of the control scheme must be well polished for this kind of game to succeed. Unfortunately, this is something the developer seems to have phoned in, with little to no apparent gameplay testing. They dropped the ball on this one. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers, or gamers using AZERTY or other international keyboard layouts. 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. Some of the defects in the game can be attributed to the choice of using the GameMaker Studio construction kit/toolset. This is a very poor quality toolset favoured by amateur developers as it's cheap and requires little in the way of development skill, but unfortunately has very limited capabilities. Just as you can't make a silk purse out of a sows ear, you can't make a great video game if you use a terrible engine. GameMaker Studio is most commonly used to make retro pixel shovelware and cash grabs. A strong argument can be made that construction kits like GameMaker Studio should never be used to make games for profit, as the "developer", Andy Imm has done here. These construction kits are intended to teach people some of the basic principles of game development, and to make small demos to pass around with friends. They're not intended to replace to actual work of real, professional game developers. So it's inappropriate when amateurs try to use these for profit, without any actual, real game development effort taking place. This doesn't result in products that have any real meaningful value for gamers. These technical defects push this game below acceptable standards for any modern PC game. You don't have to take my word about how bad the game is, we can measure the interest in a game by how much people bothered to play it. Concurrency has achievements, and they show us a very clear picture that the game absolutely failed to capture any interest from gamers. The most commonly and easily attained achievement is for finishing a level, trivial to achieve, but less than 2 percent of players bothered to get that far before uninstalling the game. That's a tiny, tiny proportion of gamers who even bothered with this. Ouch. Reviewing SteamDB to check how popular this game was with players reveals a surprise... there's a very healthy spike in player counts for the game. But this isn't consistent with the achievement stats, that show less than 2 percent of players bothered playing the game for any reasonable amount of time. How is it possible for this game to have so many concurrent players who didn't bother engaging with this game? Trading cards. People will use card idling software to collect the cards and sell them, but this won't trigger any achievements in-game. That tells us people only really bought this game for trading cards, and that's a damning indictment of the woeful quality. A closer look at the numbers shows the game just has a couple of players every week running up the game and idling it for cards, then deleting it. We must ask how it benefits gamers for there to be so many games like this, with no merit as a serious game, that only generate sales from people idling and selling the trading cards. Concurrency is relatively cheap at $1 USD, but it's not worth it. Given the defects and quality issues with the game, coupled with the unrealistic price, this is impossible to recommend.
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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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