
DROPSHIP is a precision, arcade flying game that will test your skills and nerves. A lunar lander with a gravity-bending twist. Navigate through increasingly hazardous environments with your ship intact and get to the landing pad before your fuel supplies run out!
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Quick Score: 5/5 Notes: Really fun little arcade game. Standard playthrough would take maybe 1-2 hours. There are also decently challenging dev times and achievements you can go for that will push your playtime to 10+ hours. All things considered the game is pretty challenging, but relatively fair. Main challenges in the game are the dev times and the hardcore mode clear. Dev times start off extremely tight but lighten up towards the end. Hardcore mode is playing through the entire game with a limited amount of lives, a full clear is about a 25 minute long endeavor.
If you like incredibly difficult gameplay, a nice twist on an old concept and some rather stunning visuals, you'll like Dropship. It's addicting, fun and only occasionally makes me rage like I'm playing Dark Souls.
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Difficult. Incredibly difficult, but in the best way. A lot of games just add health to enemies, or make you die instantly to add difficulty. That's not what this game does. This is REAL difficulty, the kind you find in only a few select titles that really know how to make something hard. It's a simple concept, with expanding mechanics, that gets really, really hard. And I love it. I'm not very far in the game as of yet, but so far, it's incredibly promising, and I'm loving the vibe of 60s moon landings. Very, very worth the money, especially if you like games like Kaizo Mario, Geometry Dash, or other high-difficulty, high-precision execution based games. Highly reccomended.
ENG: I was pleasantly surprised, Dropship is a clear example of how a small indie should be made. Gameplay focused on a particular mechanic, well executed (the classic easy to learn hard to master), in this case by rotating the ship we also change the gravitational direction, in addition to dozens of levels where the difficulty increases and new elements are introduced. Graphics are simple but well worked (crunchy!). Has leaderboards and the classic ghost, so replay it to beat our previous times and discover how we were improving feels really good. Absolutely a hidden gem, highly recommended. ESP: Me sorprendió mucho, Dropship es un claro ejemplo de cómo se debe hacer un pequeño indie. Jugabilidad centrada en una mecánica concreta, bien ejecutada (el clásico fácil de aprender difícil de dominar), en este caso al rotar la nave cambiamos también la dirección gravitatoria, decenas de niveles donde la dificultad va subiendo y se introducen nuevos elementos, con gráficos sencillos pero bien trabajados (Crocantes!). Tiene leaderboards y el clásico fantasmita, así que rejugarlo para batir nuestros tiempos anteriores y descubrir cómo fuimos mejorando se siente de puta madre. Una joya escondida, muy recomendable.
A really enjoyable, but short game about maneuvering and dropping your ship through tight corridors and tricky obstacles. The controls take a bit to get used to, and the real challenge comes from mastering them in order to make very precise movements at the right times so as to not crash your ship. The most interesting mechanic involves manipulating the direction from which gravity is pulling by rotating your camera, which can help save fuel you might need to make adjustments at other points in the level. Try beating dev times and hardcore mode for the toughest challenges the game has to offer.
Good game, well put together with good controls and atmosphere. Definitely hard, but I always felt compelled to keep going. Until I hit the nonsense that is 2-5 lol.. The game logic keeps running as you're respawning, so objects that are moving are paced differently each attempt you do at a level you're working on. This means that one attempt might be doomed to fail because even though you fall straight down every time, the obstacle is at a different place in its pathing. It's a big problem and ultimately I gave up because of it. If it's a problem now, I can just imagine it being really problematic later. If objects get reset to sync up with deaths and respawns, I would definitely play it again.
Pretty fun if you like this sort of thing. The aesthetics are cool (but a bit samey?) and the controls are dead simple. I can see myself spending a lot of time trying to get these runs down. I played with keyboard and that's probably a bad idea. I think controller would be the way to go. A few small details to be aware of: 1. When you rotate your ship (and thus gravity), you don't suddenly lose your momentum so you have to have quite a subtle touch as you coast around corners. 2. Knocking the wall will subtract health AND knock your ship off-kilter. This is either a great design choice or incredibly annoying. Depends on your perspective.
I hate it and it's excellent. Maybe too hard? I'd have loved some open levels to start with and then have it constrict later.
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