
Battle against mythos inspired characters from around the world in this Arcade styled breakout game!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Portuguese - Brazil, Simplified Chinese, Spanish - Latin America
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Just as advertised: a solid, classic arcade-styled game; the sort that will kick your butt at first, but becomes very satisfying and replayable as you get better and learn to handle its unique and tricky mechanics with all three of the different selectable ability sets. Jammin' soundtrack with simple but cute visuals and character designs as well.
good and unique combination between arkanoid, a platformer, and a sort of shmup. The game has a really good flow, especially on the bosses, when you get just the right angle to get past obstacles and keep bouncing the ball back and forth between the boss and yourself. Of the three classes I have only tried samurai and ninja so far, but they all sound fun. Ninja is my favorite as I am just playing for survival at this point and I like being able to consistently dash through projectiles. I like how the save system keeps track of how many credits you've used to clear the game. the game feels pretty different between difficulties too, one boss used an attack on Hard mode that they never used on me on Normal mode. the challenge modes are cool and seem to be purposed to teach the player about the intricacies of the combo system, which is something that I wish more flow-based action/score games like this would do. the way this game has done it, the player is given a lot more information. the story and characters are cute and feel like a lighter version of Touhou. the dialogue seems different between difficulties; i don't know if this is a Touhou thing or if it is randomly decided on each encounter, but it is a nice touch that also helps with replay value. Graphics are fluid and the sprite work is good. I also like how each stage has a different tileset. if I had one major nitpick I would say that I wish I could type on the high score screen instead of just selecting the characters, but I don't know if this would cause confusion depending on the input method you're using or whether it would be possible with a controller. please get this game and help Anna find her dog!!
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 39 reviews with recorded playtime.
Jogo inspirado em Touhou, vibe PC98, baseado no primeiro jogo e em português? let's GOOOOOOOOOOOOO
Demon Slayer Akagi is basically a homage to that weird first Touhou game everyone's forgotten about these days, which means it's part breakout clone where you can accidentally kill yourself with the ball, and part bullet hell boss battles. (Bosses definitely is the largest part of the two) The game's kinda held back by its graphics (bosses' dialogue portraits look a lot more stylish than their in-game sprites, and having some pyramids and mountains and stuff in the level backgrounds would've done a LOT for immersion) but the gameplay is smooth and the bosses are high quality challenges, especially if you're going for a 1CC (clearing the game without using continues). Definitely recommending this (and totally not because I know the developer *whistles innocently*) The coolest feature probably is that the story changes depending on difficulty, with Akagi getting more confident the higher difficulty you play at. More games should do this.
Akagi Onitaiji (Akagi鬼退治) es un título arcade de rompebloques (estilo Breakout o Arkanoid, para que nos entendamos) con elementos narrativos, habilidades especiales y batallas contra jefes. La trama es la siguiente: somos Akagi, una niña cuidadora de un templo que emprende una lucha alrededor del mundo para derrotar al Espíritu Sin Historia, una entidad que es capaz de otorgarte los poderes de cualquier persona en la historia si a cambio entregás tu alma. La jugabilidad toma como base a los viejos títulos de rompebloques como los antes mencionados, por ende la finalidad es conseguir la mayor puntuación posible mientras avanzamos en la historia, sin embargo en este caso podemos movernos libremente con la protagonista y devolver la bola de poder con la cual vamos a “romper los bloques” y atacar a los jefes, además tenemos una barra de vida y vidas extra para continuar, por lo que hay un poco de margen para el error. Al comienzo de la partida podremos elegir entre 3 “historias pasadas” para Akagi, y cada una nos dará habilidades especiales que podremos utilizar para avanzar a través de los niveles. Estas historias son: samurái, el estilo más equilibrado, con buen daño y defensa, que nos permite cargar los ataques al devolver la bola de energía, el ninja, un estilo más defensivo con bajo daño y alta velocidad que nos permite realizar esquivas precisas, y por último el estilo del yōkai, el más ofensivo y riesgoso, con alto daño y ataques de energía especiales, pero por el contrario tendremos velocidad baja, mayor retroceso al momento de recibir daño y menor ventana de tiempo de invulnerabilidad. Por otro lado, podemos ampliar nuestras habilidades a través de ir derrotando a los jefes, independientemente del estilo que elegimos al principio de la partida. La historia va avanzando por niveles, siendo cada uno en una parte distinta del mundo, y se nos cuenta al momento de enfrentar a un jefe mediante una pequeña cinemática al estilo de los juegos de rol de los 90, es decir con el careto de los personajes en pantalla, cajas de texto y nada de audio más allá de efectos especiales como gritos, risas o lloros. Si bien la trama narrativa es seria, el modo en que es contada, junto con los diseños de personajes y la estética gráfica general, no lo es, ya que todo tira más bien hacia lo tierno e inocentón, desde Akagi hasta los enemigos. En el modo historia tendremos niveles de dificultad, siendo el máximo el difícil, pero además de ello tendremos 2 modos extras: modo de práctica para poder entrenar o probar los distintos estilos, y un modo de desafíos, en el cual deberemos superar niveles cumpliendo ciertas condiciones, como por ejemplo no recibir daño, sobrevivir por X cantidad de tiempo o devolver la bola unas X cantidad de veces únicamente. Recomiendo para jugadores casuales, con poco tiempo disponible para jugar y también para fanáticos de los rompebloques que estén buscando algo distinto o con algún giro de tuerca. Dicho esto, le otorgo a Akagi 鬼退治 una puntuación de 100/100 ♥ Si esta reseña te pareció útil, divertida y buscás más reseñas por el estilo, por favor, considerá seguirme como mentor: https://store.steampowered.com/curator/43250695/
pretty neat i like the graffix and the dialogue music has some midifunk the website in the credits is hilarious big sword go swoosh touhou one but better critique: i hate the bombing system in touhou and am incredibly happy to find that i don't need assembly to remove it this time. the editable data.win is much appreciated replace some of the stuff at line 17 of the collision with hurt in objPlayer with if (lives || chargeAmmo) { if (chargeAmmo > 0) chargeAmmo-- else { chargeAmmo = chargeAmmoMax lives-- } and leave everything else to get what is functionally autobomb. makes 1ccing not balls @devs sorry i broke into the game i like it though
Arcadey breakout game inspired by early days Touhou. Has a neat character/story basis and varied gameplay mechanics to keep things fun for awhile.
I like this game I just wish i was better at it
Eu nunca esperei ver algo ao estilo de HRtP em pleno 2021, uma grata surpresa eu diria
Simples, viciante e com humor maravilhoso nos diálogos. A jogabilidade claramente se inspira no clássico Touhou: Highly Responsive to Prayers. Não esperava que a historia fosse mudar de acordo com a dificuldade, isso me pegou de surpresa. No caso são mais as interações e a interpretação das personagens tendo um leve desenvolvimento(ainda com o humor inesperado rs) isso influencia a jogar as outras dificuldades e ver como a história se desenvolve. No mapa do Brasil tem o FODENDO BOTO COR DE ROSA!
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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