
The original beautiful girl side-scrolling shooter is back! This work commemorates the 30th anniversary of the Cotton series.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Traditional Chinese, Japanese*, Korean, French, Italian, German, Spanish - Spain, Simplified Chinese*languages with full audio support
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
Deck verified, well supported. 👍 Cotton Rock'n'Roll = Cotton Fantasy
On sale, this is a decent game with bright colors and a large variety of characters/playstyles. My main complaints are: 1) There is only 1 story. I was under the impression everyone had a story which is why I bought the game. The one story is Cotton's story, and it is entertaining, albeit, it does repeat the same "screaming for candy" scene 6-7 times. 2) Infinite Continues right from the start. If you are not playing for score then infinite lives takes away a huge part of the shmup "workload" where you work to 1cc the game, or at least, work for more continues to finish the game, thus giving you a challenge. All of that is gone here, and unfortunately, I find that hard effort part of what makes shmups addicting and captivating. 3) A few flashbang scenes that are hard to see bullets, never too threatening tho Overall, a good game 6/10. Diverse characters, great enemy sprites. Easy to 100% . Takes about 6hrs to 100% b/c you must playthru story mode with all 6 or 7 characters. The story is good for a laugh or two. Overall, the game could be improved with a bit more challenge. Can easily 1cc on Normal if that is your thing. Rock,n,Roll ' Baby!
I like this shooter because it's cute and cost a lot of money.
one for the shump heads
シューティングとしては、丁寧に作られています。ビジュアルがポップなファンタジーなのも凄く良いです。プレーヤーキャラが6人+1人も居て、それぞれのキャラでシューティングのシステムが変わるのも、とても良い。ただ、せっかくレベルと経験値の概念があるのですから、それを活かして、シールド制、あるいわ、1ステージのコンテニューの回数を制限して、経験値を溜めてレベルを上げる事で自力でステージをクリアするというナツキクロニクル方式だったら、もっと面白かったのでは、無いかなと思いました。レベルの概念がせっかくあるのに、無限コンテニューで、コンテニューの毎にレベルがリセットされて、そしてデフォのレベルでも支障が無いというのは、非常に惜しい。ただ、無限コンテニューですが、理不尽な弾幕で、良く分からない内に、やられるという事は、あまりないので、それなりに楽しめました。そこら辺のバランスは、凄く良いです。ストーリーは、パロディを少し織り交ぜながら、ウィロー、ウィロー言ってるだけのアホなお話なので、楽しめるかどうかは、微妙。しかも、他のプレーヤーキャラでも、主人公のコットンのストーリーしか流れないのは、どうにかならなかったのかなと。ですが、シューティングの部分は、凄く面白いので、お勧めです。
Pretty mid, Bullet visibility is very bad.
SI
Big variety of playstyles with truly different characters, tons of loving references to Success and Saizensen games (Psyvariar, Umihara Kawase, etc.), satisfying and irresistible scoring mechanics, a humongous amount of stages with a stage selection system keeping a brisk pace and length, charming art style, and a rich soundtrack full of awesome tunes. Incredible shmup that has so much to offer and enjoy. ---------------------- I can't say I particularly was a fan of Cotton as a series coming into this game. Cotton Boomerang, and 2 to a lesser extent, have some enjoyable enemy capture and throw mechanics, but most of the other games in the series felt more basic to me. Even though magic spells were there right from the get-go, I did not feel the compulsion to explore and really mess with those, at least within the framework of the games they are in. Sure, you can throw the Silk options, juggle crystals and set up handy magic spells, but most of the time the games still felt like you mostly just shoot the enemies until they die rather than explore a unique set of cool abilities in order to progress and score. As a result, the series wasn't all that much on my radar...that is, until Cotton RnR came out. Just a quick look at the explosions of shiny score bells you can trigger with special weapons and you just know you want to play this game. And man does it deliver! Now to be fair, the first few runs might still feel a little rough. There is a power level system and powerdowns (uh oh) that can make bosses take a while to beat if you are stuck against them at low power. Player hitbox identification is never fully comfortable as the indicator is very subtle, and some enemy attack hitboxes are a bit strange. (though this is thankfully not a game about micro-dodging patterns while putting your face in kissing range of your monitor) You first have to do burner credit-feed runs with each character to perma-unlock additional stages before you can actually go through those stages in a run. (Eww unlocks) Thankfully, those minor issues become much less relevant as you get deeper into the game and become better at it. It's not always 100% tight but it's really fun to play regardless. The special attacks and the scoring are at the core of what makes Cotton RnR so enticing to play. You are encouraged to make very liberal use of the distinctive special moves your character has access to in order to generate bells that give score and also boost the multiplier. There's times where you will want to speedkill encounters for extra enemies (Stage E gets especially wild with that), and times where you'll milk them instead (usually on bosses, but the pretty unique Stage K configuration promotes that too). There is also some sort of chaining mechanic going on, and you want to make sure to frequently collect bells and keep some around in order to maintain a high multiplier. Playing this game conservatively and treating magic spells or special attacks as an emergency tool won't make much sense here, but if you start regularly firing off those cool moves, you'll find yourselves surrounded by many sexy items and will also be able to frequently regain extends (one every 5 mil). This whole system is both quite simple in how it works but also provides enough depth and room for exploration given the stages and character tools that generate said bells. It's great! What is really cool with the game's scoring system is how flexible it is. Everything can be a resource in a way or in another. Every enemy or bullet can be a source of bells. Lasers which were a pain in classic Cotton games are actually something you look forward to here since they can generate tons of bells. Most characters can spend lives in order to replenish magic spells or gain special bombs because yes, this game is like Shikigami or Homura and gives you one extra bomb on death (for characters with bombs), which is how you know it's a great game. Bombs themselves can give bells. On the other hand, there is also a soft incentive on not dying too much with dynamic difficulty management, where bosses aren't as aggressive as you wanted if your deaths have lowered the rank level below specific thresholds, which means less bullets or missiles to milk for score, but it never feels overly strict nor punishing. A good balance. There is a certain leniency to the scoring combined with a toolkit that's large enough to make you feel like you can explore scoreplay right away, without having to immediately learn complex setups and without being severely punished for using a bomb or spell (you are instead encouraged to use them). That, with the visual satisfaction and the every X extends is a winning combination. And it's one thing to have satisfying items you can generate and collect, but the number and variety of characters combined with the many different stages in the game will also give you so much to chew on. It is mesmerizing how much you can get out of this game. There are 7 characters to choose from, and they have unique special attacks and tools. It's some genuinely interesting variety with every character being worth playing and getting better with. The main scoring always revolves around generating high value bells, but everyone has their own ways of doing so. Sometimes the characters even have completely unique interactions like Ria's grazing abilities or the whole timer system for Fine. The crossover appeal in general is so damn cool! There's representation from Success and Saizensen games, which I'm all for! Finally we get the real DDP that matters, and by that I mean Doki Doki Poyatchio obviously hehe. I never heard of that game before so it was nice to learn about it. I wanna say Kawase is probably undertuned, with hitboxes that are a bit too small on her grappling hook and magic spells. Her scoring potential also seems to be the weakest of the cast. A bit of a shame since she was the crossover character I was the most hyped for before release, and yet, she still has distinctive tools that make her fun to play in her own way. Shooting the lightning magic into a laser to generate tons of bells or catching an enemy to shoot it into another is still a blast even if hard to nail it right. If anything, the discrepancies in character scoring potentials mean that they aren't mere copies of one another, which I highly value when it comes to shmups with multiple characters especially if they aren't just standard and lazy shotlaser designs. Well, maybe Cotton and Appli are still kinda close to one another, but Appli has the enemy capture mechanic from Cotton 2/Boomerang, while Cotton has Gradius-style Silk options. Cotton might be the closest to a "default" character and maybe she would feel a bit less interesting to play as after you've explored the game with Appli, but she's still fun on her own and she still has rewarding magic spells even if they are shared with Appli. There's just something so satisfying to the wind magic where the tornado grows bigger and bigger when thrown into a large enough amount of bullets or enemies. I love it! Rest of the review : https://drive.google.com/file/d/1cH4A8KwehOTPTYJheNpCM9X_C3UrSzYt/view
Good game But really does nothing that you couldn't find in other shmups Any character that isn't Cotton is a different flavor of broken I'd suggest to not bother with normal mode unless you haven't slept in 2 days are looking for something to put you to bed, I guess they didn't wanted anyone to feel bad by calling it "easy" mode
willow
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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.
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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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