
Hyperspeed neon brick-breaking with bullet time and explosions. What more do you need? How about ludicrous powerups and multiple game modes? You're welcome.
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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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Comme tous les casse-pieds, j'adore les casse-briques. En achetant [b]Drawkanoid[/b], je n'avais jeté qu'un oeil rapide sur la page du magasin. Le survol de deux évaluations et l'esthétique en néons acidulés des captures d'écran avaient suffit à me convaincre que ce jeu-là me conviendrait. Sans avoir pris ne serait-ce que deux minutes pour me renseigner correctement, je m'attendais à un casse-briques assez classique, avec deux ou trois mécaniques qui dynamiseraient le genre sans le bouleverser. Sur ce, je l'achetai et le lançai le sourire aux lèvres et la fleur au fusil, la manette branchée comme il se doit. J'appuyai sur le bouton start, mais rien ne se passait. Toujours ce même écran titre, qui semblait déjà me murmurer : [i]"ça ne va pas bien se passer, entre toi et moi, je suis là pour te causer des problèmes et te gâcher ton après-midi"[/i]. Hein ? De quoi ? En toute hâte, j'allai sur la page du jeu pour vérifier [i]c'est quoi que ce bordeI[/i] et y découvrir qu'il n'y avait en fait aucune compatibilité manette. Ca se fera à la souris, sinon niet. Bon, allez. D'accord. Pourquoi pas. Je lançai ma toute première partie. Et là, je réalisai mon erreur. Si ce jeu se joue exclusivement à la souris (ou au touchpad), c'est qu'il y a une raison. [i]Ah, mais ce n'est pas un casse-briques au sens traditionnel du terme ?[/i] D'accord, on envoie bien la balle vers le haut de l'écran et oui, on l'y envoie pour casser des briques. Ca, c'est le [i]Ping![/i]. Jusque là, tout va bien. Mais lorsque la balle revient vers le bas de l'écran, le temps se ralentit considérablement et il faut, à chaque [i]Pong![/i], tracer sa propre barre comme le proposent de nombreux mini-jeux Nintendo DS. D'accord, c'était bien un casse-briques et d'accord, ça avait le mérite d'être original. Mais je mentirais de ne pas avouer qu'à cet instant-là, j'étais en train de me demander s'il n'aurait pas mieux valu fermer le jeu et vite demander un remboursement Steam, tant qu'il en était encore temps. J'étais toujours en train de me poser cette question quand les deux heures de jeu avaient fini de s'écouler. Et que j'y jouais encore, mine de rien, tout content de progresser un peu plus à chaque tentative. Finalement, il me plaisait bien, ce couiIIon de jeu, et mon après-midi n'était pas gâchée.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 37 reviews with recorded playtime.
Coś innego. Ciekawe podejście. https://www.youtube.com/watch?v=GJK1PzGo50A
A great fast paced paddle drawing brick destroying game.
This is an interesting take on breakout where you draw the paddle with your mouse. I think the game is a fun time but I have experienced bugs where levels cannot be cleared. This seldom happens and I don't personally mind because I can just start a new run, but I put it out there because I doubt the game will receive any updates.
My computer can't handle the graphics; when there's too many shiny visual effects the game stutters pretty bad. Also this is not what I expected to be a traditional brick-break with some roguelike style twist; my eyes are mainly focused on the line-drawing part and unlike those traditional brick-break games I can't focus on what happens above. I feel like I'm missing what makes a brick-break game satisfying to play in this one.
- excellent, bright graphics - intuitive and interesting gameplay - the gameplay mixes frantic and chaotic, yet slow and strategic quite well - cool updates - music is somewhat repetitive but fresh nonetheless - a rad Arkanoid clone!
Приятная игра, от которой не стоит ждать откровения, но как времяубивалка довольно хорошая вещь за небольшие деньги.
Ever since the "Indie Explosion" of games on Steam, I've been attracted to Breakout Clones - games that mimicked Breakout and Arkanoid "paddle and ball" style games but a with a new twist. While I was only marginally entertained at best by these games as a child, these new variants of the genre have been alot of fun for me. Ironically, probably the worst one I've played of these is the official Breakout recharged. Drawkanoid is another one of these games - a name that channels the spirit of Arkanoid plus the ability to redraw your paddle. I'd say the game is a bit more akin to Shatter, as the bricks have physical properties causing them to float around the board if they are loose or come in the form of bullets being shot from a sort of turret brick that shoots out bricks similar to patterns seen in bullet Hell games. In Arkanoid, you slid a paddle at the bottom of the screen to bounce a ball up towards bricks which could randomly drop power ups. In Drawkanoid, you use the mouse to draw a paddle in a field at the bottom the screen. When the ball returns to this area, you have limited time in slow motion to draw a paddle to redeflect the ball back to the bricks. Instead of power ups being dropped, you can start a run with a loadout of up to 3 power ups depending on which ones you bought prior to the run. The run based nature of the game, combined with buying upgrades between runs and random brick layouts on each stage gives Drawkanoid a rogue-lite vibe, especially with the fact that your persistent progression is in the form of currency dropped from certain bricks or situations, allowing you to buy upgrades and power ups at the end of a run. Power ups include the ability to penetrate more bricks, the ability to aim directly at a specific brick, or draw a path for the ball the follow. Other upgrades allow for situations that give you more currency or lives. My top issue with Arkanoid in my limited time is that the presentation is both great but also distracting. The use of vibrant, neon colors and sparkling effects are a treat to the eyes, but a distraction to gameplay, especially in later levels when your time to draw the paddle before slow motion ends is drastically reduced. By the time you reach levels 5-7, you have very little time before the extremely fast moving ball bounces out of control, and sometimes, depending on where the ball bounces, it would have left sparks, trails, and a beam of light surrounding it, making it hard to see where the ball is, let alone where it is going as you try to find a good spot to draw your next paddle. Many times, I couldn't see the ball and by the time I could, it was too late. Worse off, certain trajectories make the ball bounce at a angle that is hard to guess where it will bounce too, causing you to draw the paddle in the wrong place and lose precious, very limited lives. Sure, feel free to argue "Skill issue" here - getting better at the game will make this less a problem. But it does effectively mean you will play about to the same point over and over again to grind for currency to get upgrades like more lives, which get dramatically more expensive per upgrade. If you like Breakout clones, Drawkanoid is very fun and scratches that itch, but expect to play an indefinite amount of runs before you have a chance to beat it.
Giving this a highly tentative recommendation. I do think it's very cool, but I find the wide paddle, increased time slow, and aiming upgrades all basically necessary to make the game playable at all, and even then I find it way too fast to aim consistently, which makes it sort of impossible to apply any strategy, so instead I'm just brain-deadedly bouncing the ball. Which has its fun, but makes it hard to get any depth out of the game. I also find it odd that all the upgrades I listed are, well, upgrades, when all they do is make the game easier rather than change something about how the game works. Personally I would prefer them to be difficulty settings, and then maybe you get bonus points for having them switched off.
动感小品游戏建议打折入,这宣传视频看的性价比还是很高的
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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