
BURN BRIGHT!! YOU ARE THE PERPETUAL MOTION MACHINE!!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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Impact Project内の続編2作品をプレイしてから、過去作も遊んでみようと購入。後の作品にも使われている敵やBGMのオリジナルってこんな感じなんだ、という目線でも楽しめました。 基本は3武器を使い分けて進むシンプルな横STG。アイテム回収とかパワーアップとか手間な要素は省いて、敵編成を迎え撃つことだけに集中させてくれます。どのモードでも以下のようにリトライしやすく手軽に遊べる作り。 -コンティニュー無制限 -ボス戦前にチェックポイントあり -到達済みのステージから再開可能(ボス戦からも選べる) ゲージを溜めることで青い敵弾を打ち消すスーパーショットを撃ったり、シールドで被弾を肩代わりしてくれたり。離れた敵は1、近くの敵は5という風に、接近して敵を倒すほどゲージ回復量が増える仕組み。ボス戦でもミサイルなどを破壊してゲージ回復するチャンスがそこそこあり、機能を活かした立ち回りをさせてくれます。このあたりの弾消し・ゲージ回復の駆け引きは後のDisaster Armsにも共通するところで、そのSTG版みたいに遊べました。 ADVANCEモードをクリアすると2つの新武装が解禁され、癖が強めながら上手く当てたときの瞬間火力が高くて楽しい。最高1000くらいだったdpsが2000に上昇と、数値で示してくれるのが敵にお見舞いしてやろうというモチベを高めてくれます。 IMPACTモードはもはや弾幕ゲーで、敵の処理が遅れるとすぐさま地獄絵図に。相対的にシールドよりもスーパーショットの消費が安くなり、いかに効率よく撃てるかが試されます。ゲームオーバーを繰り返す中、段々と雑になっていくコンティニュー画面が笑いどころ。 PS・Switch・Xboxではステージが追加されたバージョンも発売されています。通しプレイで30分くらいが個人的にはちょうどよく、これ以上長くなるとダレるかも、とも感じるのでSteam版でも十分に面白かったです。
https://youtu.be/L80PtYRkWGE Very by the books side scrolling shoot'em'up with a simplistic art style and enemy wave pattern.
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Hours played at review time, across 38 reviews with recorded playtime.
Very short, but fun for what it is.
https://youtu.be/zikITD5oGcE Dev's : PD_CGT ⭐⭐ ( idéal tablette tactile pc ) Shoot'em up / Arcade / scoring / Solo / Vector style Arcade 👾Un shoot'em up, pour faire des parties avec scores en mode détente.👾 👮On aurait apprécié : . Des modes graphiques différents. . Un dézoom . Un mode vertical . Des bonus visibles en jeux. Pour aider à son premier jeu Peter David
Fantastic shmup. The difficulty is perfect, the music is awesome, and the artstyle is really unique. There's some really nice replayability, as well. The game isn't too long, and there are some challenging achievements to work towards. My only complaint is that the 2 unlockable weapon styles are not that fun to use due to them being worse than the default arsenal. I really like PD_CGT's work. I'm excited to see what they put out in the future. One of the most underrated indie devs out there, in my opinion.
ESPAÑOL: El juego destaca por su originalidad, tanto en el apartado artístico como en el diseño de sus niveles. Cada fase ha sido cuidadosamente elaborada, con enemigos que presentan patrones de ataque dinámicos y sorprendentes, lo que mantiene la experiencia fresca y desafiante en todo momento. Se trata de un título de desplazamiento horizontal que, si contara con gráficos en pixel art, resultaría aún más atractivo para mi gusto. Sin embargo, su estética actual no deja de ser interesante, apostando por un estilo minimalista poco común. Los elementos visuales parecen inspirarse en recortes de papel y cartón, una decisión arriesgada que pocas desarrolladoras se atreven a explorar. Por otro lado, la banda sonora es simplemente espectacular. Cada tema suena con una energía vibrante que realza la acción y evoca la esencia de clásicos del género, como el legendario Thunder Force III de Technosoft. La combinación de estos elementos logra una experiencia única que, aunque podría haber tomado otro rumbo visualmente, consigue destacar por su audacia y personalidad. ENGLISH: he game stands out for its originality, both in its artistic design and in the structure of its levels. Each stage has been carefully crafted, with enemies that feature dynamic and unpredictable attack patterns, keeping the experience fresh and challenging at all times. It is a side-scrolling title that, if it had pixel art graphics, would be even more appealing to my taste. However, its current visual style remains interesting, opting for an uncommon minimalist approach. The visual elements seem inspired by cut-out paper and cardboard pieces, a bold artistic choice that few developers dare to explore. On the other hand, the soundtrack is simply spectacular. Every track bursts with energy, enhancing the action and evoking the spirit of classic games like the legendary Thunder Force III by Technosoft. The combination of these elements creates a unique experience that, while it could have taken a different artistic direction, stands out for its boldness and strong personality.
Great sense of style that permeates through every part of the game from the intro, to the menus and every illustration. It's a good shmup as well with inspired enemy and boss designs. I'd recommend cranking the difficulty up a bit if you've played a few of these before though as the basic difficulty is very forgiving.
Such a cute little shmup. I love the mood that the game conveys. It's desperate and dark like many shmups but also lighthearted and cute in it own way. The basic art style is nice, the patterns are all pretty good and the simple systems are fun and forgiving. The difficulty choices range from very easy to quite difficult so STG lovers of all skill levels should be able to enjoy.
https://media.discordapp.net/attachments/673443252074184774/1074063469319557292/GBD.gif
awesome artstyle, interesting lore, music that feels a bit strange at first but grows on you over time, especially the final boss song...and non-existent gamefeel. The game handles like I´m playtesting a very early prototype, not a finished product. You´d be surprised what a bit of screen shake and slightly louder sound effects for hits landing can do. Honestly, I really enjoyed the game, I had my fill for the price, as someone who isn´t particularly good at shmups I might´ve found it easy, which is not necessarily a bad thing but these kinds of games rely on mastery to extend playtime, so generally i think it´s better to make things more difficult rather than easier, however, as I went trough other games by the developer I realized that the lacking gamefeel is a universal issue across all of their work and something that I think should be looked into.
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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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