
Decorporation is a fast-paced violent FPS that combines roguelike mechanics (random procedural level generation and permadeath) with skill-based style scoring.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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Not a bad game, especially for the price. While I normally don't really review games, I feel I should share thoughts as there doesn't seem to be a whole lot of reviews for this right now and providing some thoughts upfront, both positive and negative, may help inform those who are giving this a look. So, this is an arcade shooter with roguelike elements, such as procedural level generation, permadeath, and random spawns of items. It also comes with a scoring system (that seems to be mostly from just killing guys, but I can't explain how it calculates it beyond that). You will mainly be running (or should I say sluggishly walking) around office rooms, scavanging for "corporate pills", weapons, and ammo for guns. Your two main weapon types are guns and melee weapons. I always favor guns, and I managed to find a 9mm, revolver, and submachine gun on my first run. They function as you would expect, and headshots deal more damage with decent audio and visual feedback. The hitboxes for the heads do seem a little wonky (particularly for the final boss), but that could purely be a subjective observation on my end. Just a note for the guns: When you come across an ammo box, it will only give ammo for the gun you are currently holding. So, if you have two guns, you will need to switch to what you want to add ammo to before picking up the box. It is important to note, that while this game has roguelike elements, there does not seem to be any meta progression between runs. Your progression is solely within the run, and dissipates as soon as you die. I finished a run on normal, and did not unlock anything for the next run. There is also no evidence of any meta progression anywhere else. This is just simply a clarifying point about the game mechanics, and not a positive or negative. Your goal is to make it to the elevator, go up a floor, and continue until you either die or beat the game. You take a corporate pill at the beginning of the run, which does some amount of healing, increases movement speed (which is sorely needed), helps to highlight some collectibles (guns, ammo boxes, pills), and perhaps provides some damage reduction (I'm unsure on that last bit, but it seems about right). Now, the catch, is that you're addicted to the pills, and you need to continuously scavenge and take pills or you will succumb to the addiction in some way. I'd tell you what the punishment is, but I never had a problem running out of pills. I was flush with both ammo and pills and was never in any danger of running out of either. Of course, this could be due to both playing on normal, as well as scavenging most/all rooms on every floor for everything. I also could have just been incredibly lucky with the drops as well. At the end of each floor, you can utilize a vending machine right by the elevator exit to buy powerups (that usually have both a benefit and a drawback) with the points you accrued for the level. It is important to note that you do not carry points from floor to floor. So, do not plan to bank on whatever points you got from one floor to the next, because you are starting over in that respect every time you progress to the next level. I do have critiques, of course: 1.) The movement is incredibly sluggish. If you're not taking the pill, you walk like you're walking in molasses. Even sprinting doesn't seem to do anything beyond just adding speed lines. The only way you can reliably speed up is taking the pills. While that's not inherently a bad thing, I don't think I like having such slow base movement in general. 2.) There are some QOL things that I think would be nice. Two are the ability to rebind keys, and ability to adjust the POV. The default controls are fine for the most part, but there's a slide I didn't really use because I find shift+CTRL to be incredibly awkward. If I could rebind that, then I would probably use the slide more. As for POV, I just always like the inclusion of being able to change it. I can tolerate less-than-adequate POV's, and I'm not good at telling you what POV I'm looking at if not being told the number outright. The default POV in this game seemed alright, and I didn't personally have an issue with it. Regardless, for an FPS, a POV option is always nice. 3.) The AI pathfinding can be quite bad. I've seen instances of running into walls and away from me, as well as being stuck in doorways, particularly if there are multiple enemies. There was also an instance or two of an enemy being able to shoot me through a wall and connecting, causing me to take damage. It was rare, though. 4.) I don't have a problem with the graphics overall. One particular oddity that I get over and over, is that when I'm holding the revolver or semi-auto machine gun, the colors are still inverted when the pill wears off for a short amount of time. Not really an issue, just an observation. I guess more my critique with graphics has to do with the procedural level generation. What ends up happening is that you get a bunch of rooms deep, and if you like to explore like me, then you end up being unsure if you've been to a room or not when you're backtracking. It's not so much that I got lost, as they literally signpost where the elevator is through certain doorways. But, when I'm exploring, it's hard to tell if I've ransacked the room already because they seem to copy-and-paste just a few basic rooms over and over again. It's hard to landmark where you've been beyond "Okay, this is a kitchen area, this is one of two or three meeting rooms, and this was one of a dozen office cubical areas that I'm having difficulty differentiating". That being said, I can really excuse a lot of the critiques because this is literally a $3 game ($2.54 at time of this post). I don't expect polish for this price, just a decent experience. And, honestly, that's what I got. I got a decent experience. There are definitely tweaks that can be made (if I can advocate for anything, it would be increasing base movement). But, beyond that, I had a base amount of fun, which is why I'm giving it a recommend. Again, this is more of an informational post so people have an idea of what they're getting themselves into when looking at this game, rather than an in-depth critique (especially because I don't have lots of time on this game). I'm happy to read comments from devs or people who have more experience with game, especially on points where I'm incorrect in my observations. Happy to discuss and edit if needs be.
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it's just bland and not fun
Decorporation is a fast-paced FPS set in a dystopian office world. It mixes roguelite elements with first-person shooting to create a short, fun game. To be honest. I had my doubts but Decorporation soon proved me wrong. [u][b]STORY[/b][/u] One morning, you're sitting on the bus surrounded by your fellow obedient peers on the way to the Corporation building, Your overly obese boss sits you down only to say that you've been fired. You proceed to get absolutely meme'd out through the window and now you desire to seek vengeance on your former boss. At the start of the game, you'll find these Decorporation pills that magically heal you up and give you the resistance against your boss's control over this world. The game starts off humorously simple which is fine as the game gives you that vibe already. For the end however, I felt that it was very offputting for a game that started off so memey but it's something that I'll give a pass for now. [u][b]GAMEPLAY[/b][/u] Now this is where the fun begins. Decorporation's main gameplay loop is simple yet it is a blast to play. It is a [b]permadeath first-person shooter with a zest of roguelite[/b]. You explore the labyrinth-like office rooms full of cubicles and office supplies to find the elevator to the next floor. There are goons stopping your quest either by shooting, hitting, or throwing stuff at you. Fight back against these fools to raise your score for the level. The roguelite elements comes in the form of the vending machines near the elevators at the end of the level. The currency is the score you have accrued from playing the floor and they do come with their pros and cons. You could get the option of getting a snack that boosts your reload speed, but lowers your fire rate. Make sure to spend your points here as each level resets your score, I learned the hard way. Your main source of combat is either [b]melee or guns[/b]. Keyboards, apples, chairs, and knives can be found plentiful thorough the levels but you risk being overwhelmed by enemies and having to fight in close quarters. You could also throw your melee weapons and let the surprisingly good physics do the work. You can always resort to the old, reliable gun that surprisingly has no recoil and always shoots at the reticle at a decent fire rate. The only downside I find with the gun is the scattering of ammo around the levels so you really need to keep an eye out or else you might run low. There are 9 levels in total and you can totally breeze through the levels by [b]following the sign on top of the doorways[/b] to reach the elevator quickly. I'll admit that it is incredibly [b]easy to get lost[/b] in the floor with all the rooms looking the same (which I guess is the point of a dystopic office place). Oh I should mention that pills will be your main source of healing and a power-up to your walking speed. There's apparently some [b]addiction[/b] mechanic if you use the pills too often but I haven't experienced this myself since I managed to stockpile on pills near the end. [u][b]ART & MUSIC[/b][/u] Art is very minimalistic and barely any animation at all which isn't bad if you take into account how it sets the tone for the dystopian feeling. However, it could've been better but art direction trumps graphics. The music is pretty bussin'! I love the deliberately nonchalant corporate jingle you hear at the main menu. I also like the suspenseful action theme that plays as you rampage through the office space. [u][b]VERDICT[/b][/u] Decorporation is a great game for people who enjoy playing FPS. The roguelite elements help keep things relatively fresh and the game is easy to get into without much experience. I really enjoyed playing this game and I hope you folks give it a try! [code]For other game reviews, please [url=https://store.steampowered.com/curator/40640212/]follow us at What The Game?[/url][/code]
EDIT 29/12: mejoraron el rendimiento y ahora esta bastante mejor. Los gráficos y el concepto en si esta bueno y divertido, tiene algunos defectos como el movimiento que se siente un poco lento, entre otras cosas a mejorar, aun así por el precio esta bien.
сюжет 10/10 геймплей 10/10 разнообразие карт 10/10 сложность игры 10/10 босс 10/10
[h2]Decorporation[/h2] [h1]Taking Drugs At Work [/h1] I have really mixed feelings about this game. Some aspects of it seem pretty cool for an indie game while others feel very lazy. You’ll understand what I mean as you continue reading this review. So, how do I explain this game? It feels like SUPERHOT without the “time stops when you stop” element. The main back draw is that the game isn’t as fast-paced as I expected it to be. Let’s just jump into the review now. [h1]About This Game [/h1] [h2]Storyline [/h2] Surprise surprise! The game actually has a storyline OMG. I was astonished too. I didn’t expect it to actually have a plot with an opening cinematic, voice lines, and stuff. So, what may this interesting game’s story be? Here ya go: [code] Basically, you get fired from the place you work at. This pisses you off so you decide to punish the boss. You barge into the office building and kill anyone who stands in your way and fight your way up to the boss’ room. Then there’s something about a pill that’s banned in the workplace but it’s supposed to reduce your stress or something. Your player takes the pills to overcome his addiction to killing(I guess it’s killing?) and to replenish his health.[/code] So yeah, although it’s nothing special, the information presented to the player is more than sufficient. It gives the game a deeper meaning. [h2]Gameplay[/h2] The gameplay is kinda similar to games like Killing Room, Immortal Redneck, Risk of Rain 2, etc. You basically clear out floors and work yourself towards the final boss. Unlike those games. Decorporation has minimal and very simple mechanics. I’ll mention them in the form of points: [list] [*] Honestly speaking, this game is literally a Hit or Miss. It has some good aspects but at the same time, there are some really bad features. [*] The first issue I faced is that they bound the “Escape” key to force-exit the game when you’re in the main menu. As a normal gamer, I am used to the Escape Key being used for going back. This made me unintentionally quit the game so many times. They can at least include a pop-up that asks you to confirm if you really want to close the game. [*] The button placement in the Main Menu is really awkward. I am used to the “Play” button being the first. But in this game, the first button is “Quit” which is located on the left side of the screen along with settings and a tutorial. The play button is on the right side of the screen. Although the play button has a unique color, my hand automatically goes to the first button. It feels like this game really wants us to quit. [*] You can’t rebind the controls. It forces you to play with their predefined controls. It’s a bit inconvenient for a few players. [*] So, when you start the game, there are three levels of difficulty. They’re based on the question “How tough are you?” and the options are Not At All, About Average, and Godlike. I played in About Average cuz I am sure I am nowhere close to Godlike. [*] The controls are really basic. There’s the usual walking and sprinting along with sliding. You can also jump. [*] Combat is a bit weird. Your player can pick up any of the interactable items and throw them. Apart from that, he has access to a small range of weapons. You start off with a pistol with limited ammo. [*] So, there are two main types of enemies: close-range combat/melee enemies and ranged ones. They’re fairly simple to defeat as they’re dumb asf. The main issue is that the enemies literally make no sound when they move so you would be completely defenseless if they appear behind you. [*] There are pills you need to take when you are getting “Addicted”. I am not sure what your player is getting addicted to. Taking this pill will replenish your health too. [*] I just want to state that the movement mechanics in this game feel very weird. I am not really happy with them and I am sure that they can make it way better. Movement is vital in games like these. [/list] [h2] Visuals and Sound[/h2] The game uses low-poly assets which actually look decent. You can also notice a drastic change when you change the game’s quality preset from the settings. What I didn’t like is that they didn’t add proper animations. The shooting animation is horrible. There isn’t even a reloading animation but instead, a “Reloading….” text pops up near the gun. I think they didn’t have an animator on their team hence why they tried to avoid it completely. I hope they do include at least the basic animations in the upcoming updates! It increases the oomph factor of the game by a lot. Nothing much regarding the aural aspect of the game. It does its job. I was surprised when I found out that the game actually had voice lines during the cinematics. Several indie games do not include voice lines for some reason. [h1]Pros[/h1] [list] [*] Funny plot accompanied by weird gameplay. [*] Decent visuals. The game uses low-poly assets so it’s not really demanding. [*] The game does have a soundtrack although you will get tired of hearing it over and over again in the main menu. But hey, they do have actual voice lines at least. [*] A decent tutorial exists unlike some of the games I reviewed recently. [/list] [h1]Cons[/h1] [list] [*] The overall gameplay mechanics feel very awkward. For a game like this, everything should be crisp and clear. I feel like the game would be way better if the movement mechanics were a bit more snappy. [*] The main menu UI is uncomfortable. I’d recommend putting the play button on the right side of the Canvas so that it becomes the first button you see. But yeah, this is more of a personal problem that only I may be facing. [*] It would be really cool if they added rebindable controls. [*] The game has no proper shooting or reloading animations. It kinda makes it look very plain and boring. [*] I am sorry to say this but I don’t feel like this game has any replayability factor. Level design feels very linear which will make the re-play repetitive. [/list] [h1]Conclusion[/h1] The game does have scope to become at least a decent game. It would have been a completely different experience if they had better gameplay mechanics. I hope they work on it! Good luck to the devs. By the way, I am not hating on the game, just stating my opinions. So, is it worth its price? It’s not priced very high. In my opinion, the price is fair for the content it offers. Buy it if you want to give it a shot. [b]Reviewer:[/b] Midplayz Beat Your Boss HD Remastered [b]Rating:[/b] 6/10 [url=https://store.steampowered.com/curator/38888018-United-Critics/] Please follow [b]United Critics[/b] for more quality reviews.[/url]
It's neat, and so long as it's dirt cheap I don't see any reason not to recommend it. In terms of things I like and dislike about it, that's a bit more abstract. Even if there is an actual end game to be achieved, I think the game works best as a pure score attack toy. By that metric, no items hardcore only final destination or I'm not inviting you to my next sleepover. You want to go to that one, trust me, one of my friends is bringing over an R rated movie. If I were to pin a complaint to the bulletin board it would be this. The maps are just too big. Each level has somewhere from a half-dozen to couple-dozen enemies on them and after a few shots they all tend to get pulled to the player. That means that when you enter a new map, one of two things happens. Either the opening hallway turns into a kill corner where enemies funnel in and then you immediately head back to the elevator, or you need to roam around a mostly empty map looking for the last one or two you need to kill. This paired with the fact that maps tend to be pretty low-detail and lacking any real way to tell where you've been (all the doors are open by default, corpses don't stick around) and the maps feel maze-y when they aren't one-room kill corridors. Outside of that, combat is fine enough. Enemy accuracy may be a little too low for its own good, the miniboss enemies are bizarrely tanky and break the flow of usual combat (one-two headshots for most enemies, ten or more for an enemy that already has massively increased damage output), and the hit detection on doorframes is a little ♥♥♥♥♥♥ and bullets tend to pass through them. At its best, combat flows very well. Other times, it's very start and stop. Art style is flat but that's kind of the point, everything reads, which is the main thing. What is custom and standout is all nicely stylized. Overall, you can do worse, but go in with the appropriate expectations.
Git
cool
It's cheap, so mechanics are not as polished as you would wish. The goal is to run to the elevator that takes you to the next floor. There are ten floors until you reach the top where the boss awaits. Let's just say the boss is badly designed and not fun. He's a bullet sponge that fires bullets in impossible patterns and is there just to ruin the last ounce of fun you've been having so far. Floors are all the same. Sure, the layout is random, but it always uses a handful of rooms that repeat several times per floor. You got your cubicle room, meeting room, single office, etc. It’s practically a maze. There's also a possibility of getting a layout that prevents you from moving forward! What is random are snacks you can buy next to the exit elevator. Points you earn by killing enemies will allow you to buy one of three random snacks. All have a positive and negative effect, which is not that bad if you have a certain playstyle. Enemies are the same boring stuff. Except for the machine gunner, all enemies are strangely bald. One wants to smack you over the head with a pan, the second throws scissors at you, and the third is the only one carrying a gun. That can shoot through walls. AI is simple. They group around doorways and rush at you. It’s easy to pick them off one by one because even the gun-carrying office worker shoots slow bullets. A big issue is that accuracy isn’t rewarded. I’m talking about the fact that you need to take several headshots to take an enemy out. For instance, the machine gun guy took more than five headshots with a magnum. While there are three types of guns in the game and enough ammo if you’re willing to search the rooms, you can also pick up and attack enemies with items like chairs, knifes and apples. You can also throw them all you want because items don’t break.
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