
This is an adventure game, you will use modern firearms to fight against strange alien creatures, collect various props and skills to survive.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
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有幸从作者那里获得了一份key,刚开始是看视频介绍蛮好玩的,所以亲自上手试了一下,还是蛮杀时间的,而且游戏的风格很喜欢,有种特别的味道。 感觉有些不足和bug希望可以完善一下: 1.武器、配件只有购买时才有名称,没有介绍和数据,希望能增加鼠标放上去有介绍的功能 2.购买的配件无法正常工作,只是增加了弹药数量,希望能够修复一下这个问题 3.死亡后自动回到起点,但是可以以0血重新打这一关,emmmm就可以靠回血硬回上来 4.武器可以重复购买,那么有什么意义吗?比如增加伤害之类的?还有武器伤害是固定的嘛?如何增加呢? 5.地图太小,尤其是6-15关,容易被地形和小怪卡死 6.不清楚升级点购买的天赋是否真的生效。 PS:作者本人也说了这是一个简单的练手作品。如果能够修复一下这些问题就更好了,修复不了就希望以后的作品能够更加完善。既然是免费获得的那就不会要求太多啦,再次感谢作者的慷慨!
Don’t Stop by Doomsayer is a top-down action shooter that tries to distinguish itself with a simple but effective twist: time is your most important resource, and everything you do is measured against it. Instead of treating survival as purely a matter of health or skill, the game builds its entire loop around a constantly draining timer that forces players to stay active, move quickly, and make decisions under pressure. This creates a sense of urgency that defines the experience from the very first run, turning even small moments of hesitation into meaningful setbacks. At its core, the gameplay is built on fast, reactive movement through procedurally arranged areas filled with hostile enemies. Players are tasked with navigating these spaces while eliminating threats and collecting resources that help extend their remaining time. This creates a constant push-and-pull dynamic where exploration, combat, and efficiency are all interconnected. You are not just trying to survive encounters, but also trying to do so in a way that maximizes your time gains and minimizes wasted movement. This structure gives the game a rhythm that feels more frantic than a typical top-down shooter, as every second carries weight. Combat itself is straightforward, relying on a selection of firearms that vary in handling and effectiveness. The shooting mechanics are responsive enough to support the pace, but they do not introduce much complexity beyond aiming and positioning. Most encounters revolve around maintaining distance, circling enemies, and avoiding being overwhelmed. While this keeps the action accessible, it also limits how much the combat evolves over time. Enemy types offer some variation, but they rarely demand drastically different strategies, leading to encounters that can feel repetitive after extended play. The roguelite elements come into play through randomized layouts, enemy placements, and upgrade opportunities. Each run offers slightly different conditions, encouraging players to adapt on the fly and make quick decisions based on what is available. There is also a sense of progression through unlocking weapons, accessories, and upgrades that carry over between runs. However, the depth of these systems is relatively modest. Build diversity is limited, and many runs begin to feel similar once the player becomes familiar with the available options. The game provides enough variation to stay engaging in short bursts, but not enough to sustain long-term experimentation. Level design supports the game’s emphasis on movement and efficiency, with maps structured in a way that encourages constant forward momentum. While the procedural generation adds unpredictability, the environments themselves lack strong identity. Areas often feel interchangeable, with little in the way of unique visual or mechanical features to distinguish them. This can make navigation feel less engaging over time, as the player is moving through spaces that serve their function but do not leave a lasting impression. Visually, Don’t Stop adopts a clean pixel-art style that prioritizes clarity over detail. Characters and enemies are easy to read, which is essential for a game built around quick reactions, but the overall presentation remains fairly plain. There is little visual evolution as the game progresses, and the aesthetic does not develop in ways that reflect increasing intensity or challenge. It is functional and consistent, but it lacks the distinctiveness that could elevate the experience. The audio design follows a similar pattern. Sound effects provide necessary feedback during combat, helping players stay aware of enemy actions and environmental cues. However, the overall soundscape is fairly subdued, with limited variation or dynamic changes. The lack of a strong musical presence or evolving audio intensity means that much of the game’s tension comes from its mechanics rather than its presentation. One of the more notable aspects of Don’t Stop is how effectively it uses its central mechanic to shape player behavior. The time system forces a level of focus and efficiency that keeps the gameplay engaging, especially during shorter sessions. Runs are quick and easy to restart, encouraging players to try again immediately after failure and refine their approach. This makes the game well-suited for brief, high-intensity play sessions where improvement comes through repetition and optimization. However, the same qualities that make the game engaging in the short term also highlight its limitations. The lack of deeper systems, limited variety in enemies and environments, and relatively static progression structure mean that the experience can begin to feel repetitive over time. Without significant changes in how the game evolves, the motivation to continue playing can diminish once the core loop has been fully understood. Overall, Don’t Stop presents a solid concept that adds a layer of urgency to a familiar genre, creating a fast-paced and focused gameplay experience. It succeeds in delivering tense, efficient runs that reward quick thinking and movement, but it falls short of reaching its full potential due to limited depth and variety. It is best enjoyed in short bursts rather than as a long-term investment, offering a consistent but somewhat constrained experience. Rating: 6/10
首先感謝作者免費提供的key。個人認爲作爲練手作品而言,完成度已經非常高了,音樂雖然簡單但是很帶感,槍械射擊帶來的快感也很足。不過目前玩了半小時的感悟也不少:1. 中間關卡的地圖太小,感覺就算一直按照最開始幾關的方形地圖也會更舒服,好走位,僵尸四面八方,更緊張刺激。2. 我最喜歡綠色那把變異者,打擊感十足!不過其他槍械的手感都有點輕飄飄,要麽是前搖太久了,畢竟怪獸就在跟前,每一槍的空擋有點大。總之,上面都是我很淺薄的個人體悟,這個游戲的完成度很高,再次感謝作者
看了up的视频,感觉很有意思,亲自玩了这个游戏,感觉嘎嘎上头,但还是有很多不足的地方,up可以考虑修改一下的 1.枪械不知道是因为我的电脑问题还是什么的,8和9无法切换,10不知道是哪个按键,并且商店里买的配件建议up可以做个指引,tap键可以装配,现阶段只有不同的弹药和一个右键榴弹,可以后期丰富一下种类。商店买配件的最高配置弹药+70的可以限制最多出现几个,商店配件可以限制一次只能买一个,买了就黑掉,不能再重复购买。子弹可以设置一次性买几百金币的。 2. 15关前基本能玩透所有枪械及整个游戏的基本腔调,15关后建议可以增添血更厚或者贴人自爆或者会远程攻击的不同机制的怪,可能比后面相似的地形、同种怪加快出怪速度、延长通关时间更不容易审美疲劳(后期基本人不用动,机枪原地扫射,+70的弹夹基本就无敌了,游戏体验就比较单一) 3.技能点买的除了一个蓝色的击杀怪加血量上限的有提示最多只能生效一个,其他有些类似于三秒怎么样效果的东西后期点了多个可能也只是生效一个,这个可能需要改进,买了只能一个生效的,后面就不会再刷新出来。 作为练手的作品,我感觉其实作为mod已经很不错了,至少突突突的很爽
好玩!爽!
我是看了BiliBili來支持作者的觀眾,不錯的小遊戲,steamdeck 上也可以玩
不错,还可以改进。比如切枪可以加个进度条。
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