
A Bayonetta- and Devil May Cry–inspired action game set in a cyberpunk world. Air-combo your way through cyborgs, mutants, and robots while jamming to an epic soundtrack!
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About
Developed by Brain Hack Magic, Counterclocking is a hack-and-slash game inspired by many beloved action games such as Devil may cry, Bayonetta, and Metal gear rising.
The Actions:
Counterclocking is a third-person action game. You control your character in real time to fight the enemies. The control is similar to Devil may cry, in which stylish combo and fast pace maneuvering are satisfying to do. You have multiple weapons to switch to all the time and learn new action moves by defeating each boss similar to the Megaman series.
The World:
Counterclocking takes place in a near-future sci-fi world. A time that everyone can improve their body or cognitive performance with modification. Genetic mutation, bionic implants, or even pure robots are everywhere in the game. The main character is armed with heavy robotic armor and a glowing katana and can switch to multiple weapons during the fight.
Genres
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 30 reviews with recorded playtime.
Reviews
Very smooth moving, Little bit harder than I thought, satisfying fight for about 2 hours. There are many types of enemies for this game, need some strategy or you'll soon defeated.
Played it years ago, came back after several updates... it's still way too easy to cheese enemies with projectiles, spam dodge to evade all their attacks, and many of the mechanics are just entirely vestigial.
I didn’t expect much story-wise, yet the dev sneaks in a few cinematic flourishes that elevate otherwise straightforward “fight room, move on” pacing. It’s not groundbreaking narrative, but the effort is visible. My main gripe is flow-killers: unskippable micro-pauses, a couple clunky transitions, and inconsistent audio levels between cutscenes and gameplay. Fixing those would significantly improve immersion. Even so, the core loop—slice, juggle, dodge, repeat—hits that satisfying groove. Solid EA buy for genre lovers.
So unfortunately there isn't much too like about this early access hack n slash title. The combat looked great from the video I saw but actually executing those moves just felt boring. There's no weight behind your attacks, the enemies are silent and offer no audible reactions to being sliced up. The protagonist is completely silent as well, not a single grunt or cry in pain as he takes damage. There is no audible feedback when your hits land, you might as well be fighting with feathers. The music is repetitive, character designs quite ugly and the writing leaves a lot to be desired. The developer acknowledges that writing and story isn't their strong suit and hopes by releasing it in early access that the community can help improve it via feedback. Apparently the game is in a finished state but it really does not feel like it.
Fast-paced hack-and-slash spectacle fighter that shows promise. Funny dialogue, great sense of humour. The player can choose the mission order similar to entries in the Mega Man series, and obtain powers and skills from defeating bosses that can be used when replaying earlier missions. It may be janky as of now, but has plenty of content already.
Edit: came back to take another look, and noticed the page said it did not support M&K. I will not be giving it another try nor will I be changing my review. I cannot speak on any other criticisms regarding my inital review, and I wish both those who are willing to play on controller and the developer the best, but I am not willing to play nor recommend a game without mouse and keyboard support In the game's current state, menus can only be navigated by mouse and keyboard, but you have to have a controller in to actually play the game, or at the very least to have any hope of getting through the dialogue this aspect is very unintutive it has 2 or 3 sound tracks it constantly cycles through sound effects are very bland and the impact of the animations is lacking there also doesn't seem to be any sort of major lock on function for enemies THAT SAID...the ideas it is showing off have a lot of potential, and I will be following the game closely in the future, and looking forward to seeing how it develops in its current state, I cannot recommend, but if the devs manage to deliver on the ideas, I can easily see that changing even before full release
Jogo hack and slash onde você escolhe uma missão, espanca e vai embora basicamente. Há também alguns bônus que você pode ativar antes de entrar nas missões, tais como maior porcentagem de vida, mais energia e afins. A jogabilidade está bem fluida, com combos que você vai liberando no decorrer das missões, porém quanto a configurações está bem cru, não há ainda como mudar opções gráficas, otimizações como fps e afins. Recomendo para quem curte o gênero, com uns rock de trilha sonora ainda, mas só depois de algumas atualizações, com configurações que irão melhor a sua jogabilidade
Counterclocking is a hack and slash of extremely simple proportions. That says it takes inspiration from games like DMC and Bayonetta, however I don't really see what that inspiration led to because there is almost nothing akin to either of them. I played and beat 6 of the 8 available levels before giving this review (yes in just 1.3 hrs and a good 15 minutes of that is load times) PROS Decent enough visuals Service level combat Upgrades. Nice music CONS Music over powers everything else sound wise but thats fine as there is little to no audio for much else. Dodging and perfect dodging mean almost nothing. There are no I-frames for the character for dodging so multiple attacks you are getting ♥♥♥♥♥♥ either way. There are no I-frames for taking damage which is yikes when an enemy throws 9 projectiles at point blank... expect to take damage from each and every one of them. You can easily fall off the map and have to restart. The level designs are basically straight hallways that are broken up with forced fights and thats in. There is some difficulty if you fight against a boss's style but almost none, they can easily be overcame or you can straight cheese any of them with sniper shots or rushing hard enough. Remember when I said their were no I-frames? Yeah bosses actually can get them when you break them but you... you do not. Some of the attacks aimed at you, well you can dodge but they will still hit you because the enemy turns mid way through the attack you passed through and it still slaps you. only 8 levels with minimal really going on but is still somehow 22gb meaning it isnt exactly optimized and pulls a decent chunk of render and encoding yet not much actually going on. Ranged attacks from grunts show a sniper line but those dont always actually show up especially if they are on screen or if they are further away they are so thin, it's almost unnoticable. All and all I can't recommend this game, whether it be early access or not there are so many issues with it that it was just kind of terrible. ESPECIALLY considering it says release date Apr 2023, meaning its been in EA for 2+ years now.
My thumb hurt from the hacking and slashing. I don't know where Bayonetta and Dante were during this game but I do know that my thumb needed a bandage after hacking and slashing so much. The combat is hacking and slashing. The music is hacking and slashing. The anime waifu girl boss cyber babes are hacking and slashing. You will hack. You will slash. You will be sore.
Came for the flashy trailer, stayed because the combat actually delivers. The move-set depth surprised me—cancel routes, launchers, AoE sweeps, it’s all there. That said, feedback is king in action games and here it’s 70% visual, 30% audio; flip that balance and you’ll hook even more players. I’d also love a proper sprint to bridge long corridors and maybe a stamina-like mechanic to add tension. Still, this is a rare indie that *feels* good in the hands. Big recommend with an asterisk: “wait for the sound/controls patch if those are dealbreakers.”
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Trends
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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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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