
Energy Invasion - an arcade game inspired by the classic Breakout. Unlike the original game, your ball does not break blocks on its own, but can launch missiles in a chosen direction.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
This is a nice breakout clone with some original features. It's got a neon look to it and the end of a level you get a nice psychedelic looking tunnel effect taking you to the next level. Overall the graphics are simplistic, but pleasing. The music score is interesting, with some weird beats, but definitely a nice sound overall. There are three modes, Invasion, linear and endless modes. All three modes are similar with some slight differences. The linear mode has the bricks slowly moving towards the bottom of the arena, Invasion mode is the closest this game comes to a traditional breakout and endless mode has a ship firing back at your bat, with an energy field that appears occasionally that can either trap your ball above the bottomless pit and away from your bat, or it can stop you from destroying any bricks temporarily, (this also appears in the linear mode); plus there are area's that look like disperse multicoloured balls, where your energy balls disappear if they enter them. To play the game you fire off a large energy ball and that acts as your usual ball that needs to be kept from disappearing into the bottomless pit by catching it with the bat and bouncing it back up to the bricks. This energy ball on its own does no damage, instead you can fire small rockets that look more like small energy packets from the ball directed at the brick you wish to break. Use your mouse to direct these small rockets to their destination. They also act like the main ball an will rebound of the walls and can be caught and sent back into the arena by your bat. I've been playing breakouts ever since the first one was released by Atari in one of those large console cabinets way back in 1976. I spent a fortune on that first one, putting 10 pence pieces into the cabinets like they were going out of fashion and have loved the genre ever since; collecting hundreds of variants over the intervening years. I was really pleased with the three modes, each having its own little differences, but none are majorly different. I love the particle effects that you see occasionally and especially for little more that the price of a decent cup of coffee from one of the many major coffee houses scattered around the world, you cannot go wrong with this game. (at the time of writing it is 81% off costing only £0.39/$0.49) From the main menu it tells you your percentage progress in the two non endless modes. After playing two levels in the invasion mode I'd completed 8%, which equates to 25 levels for that mode. After completing three levels in the linear mode I calculated the same number of levels available. so with 50 levels to play, plus an endless mode, Energy Invasion is fantastic value for money. You can use either the keyboard or a controller to play the game. The 'How to Play section tells you all you need to know about the game, which for such a cheap game is unusual. This is one of those games that is an ideal break time game. Despite loving this genre, I do find playing them for an extended period can become quite boring, so i generally play these in between more in depth and interesting AAA games. You can see a couple of game play videos of game play [url=https://www.youtube.com/watch?v=kDc66p61aW0][b]HERE[/b][/url] and [url=https://www.youtube.com/watch?v=61KgI6lh0i4][b]HERE[/b][/url]. The last video is also discussed by a small panel of gamers. Oh yeas, I nearly forgot to mention, my main gripe with this game is that if the ball hits the very edge of your bat it is sent in a sideways trajectory, which becomes very hard to recover the ball and more often than not will result in the loss of the ball after it has bounced between your bat and one of the side walls of the arena several times.
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a neat twist on arkanoid/breakout. here the ball can shoot in any direction so getting stuck one one last block not an issue. in invasion mode you also have to dodge shots also this can add to the number of things you need to watch and this mode could be fun or to much depending on your play style. this is a simple but fun game and i think it deserves a +1 for a mechanic i have not seen yet in this kind of game.
"Energy Invasion" ist ein Arkanoid-Klon mit einer neuen Mechanikvariante. Das Spielprinzip gab es schon auf dem C64. Wir bewegen am unteren Bildschirmrand einen Schläger und müssen mit einem Ball alle Blöcke des Levels treffen und abräumen. Treffen wir den Ball nicht verlieren wir ein Leben. Das ist einfach zu verstehen, herausfordernd und unterhaltsam. Auf allen Plattformen gab es immer wieder Variationen dieses Spielprinzips. Mal bessere, mal schlechtere. "Energy Invasion" macht allerdings eine Abwandlung des Spielprinzips, denn unser "Ball" kann die Blöcke gar nicht zerstören. Vielmehr können wir aus dem Ball kleine Geschosse abschießen - praktisch kleinere Bälle - die dann die Blöcke zerstören können. Die Richtung, in der wir diese Geschosse abschießen, können wir bestimmen, weshalb es auch durchaus sinnvoll ist, das Game mit einem Controller zu spielen. Die Geschosse verhalten sich prinzipiell wie kleine Bälle, das heißt wir können sie mit unserem Schläger genauso nach dem Einfallswinkel gleich Ausfallswinkel-Prinzip abprallen lassen wie den eigentlichen Ball. Allerdings macht es nichts, wenn wir die Geschosse nicht erwischen, wir verlieren nur ein Leben, wenn wir den Hauptball verpassen. Das ist eine interessante Variation des Arkanoid-Prinzips. Leider macht das Spiel nicht allzu viel daraus, denn über diese neue Mechanik hinaus ist es reichlich repetitiv und unspannend gebaut. Die 25 Level sind sehr unkreativ aufgebaut und unterscheiden sich taktisch kaum bis gar nicht. Es gibt zwar ein paar Power-Ups, wie etwa eine temporär vorhandene durchgehende Linie, die es verhindert, daß unser Hauptball verloren geht, aber die sind allesamt ziemlich unspannend und eher belanglos. In einigen Leveln sitzt in der oberen Ecke noch ein Gegner, der recht langsame Geschosse abschießt. Das trägt aber auch nicht wirklich irgendetwas Relevantes zum Spielprinzip bei. Es reduziert eher noch weiter den schon niedrigen Spielspaß. Grafisch ist das Game doch sehr einfach gehalten, hat ein paar helle Lichteffekte, die aber wenig interessant ausfallen. Immerhin ist der Soundtrack nicht unspannend Eine gute spielmechanische Idee also, aus der aber so gut wie nichts gemacht wurde, wodurch das Game nach kurzer Zeit schon nur noch Langeweile bietet. [h1]Wertung:[/h1] 5/10 Atmosphäre -/10 Story 5/10 Grafik 6/10 Sound 6/10 Spielmechanik 3/10 Balancing 5/10 Spielspass [h1]Fazit:[/h1] Energielose Arkanoid-Variante. [h1][b]5/10 Gesamtwertung
klasik bir arcade top oyununu yapmışlar ama oynanış ve çizimleri sevemedim
There are three modes, Invasion, linear and endless modes. All three modes are similar with some slight differences.
So far, so good. Feeling very high on this game. If you're a fan of Breakout this is the next logical step a Breakout game would go and it's damn good. https://youtu.be/5mlsx0fws74
1- Open Idle Master 2- Drop all cards 3- Delete this game
Enerji enerji azcıkta sinerji dışarda hayat var biraz eğlence lazım :Dd.
Energy Invasion is an unabashed, lazy ripoff of Breakout (Copyright Atari/Warner Interactive, 1972). Many lazy "amateur" developers don't pay attention to their obligations under copyright law, and often steal the ideas of actual, real game developers without credit, such as the "developer" here has done. At this stage no legal action has been taken by Atari/Warner Interactive against the "developer" here, but it's never off the table, as previous copyright law cases have shown. Putting aside the unethical intellectual bankruptcy of stealing someone else's game concept for profit, this is also breaking that unwritten law of stealing other people's game ideas... you should at least try to do better than the game you're ripping off. Energy Invasion is considerably worse than Breakout. There's fundamental design problems, not least of which is the godawful garbage dubstep soundtrack as the developer decided his only hope to try profit from this before Atari filed a DMCA complaint was to scam trading cards and compete with Spotify's Skrillex playlists. Actually treating this as a game is futile... there's a couple of game modes, ugly, lazy graphics, and the biggest problem, because the paddle is a "funky halo thing", you can't see the edges of it properly, so recieving the ball correctly is a nightmare... made even worse by oversensitive controls, as the developer clearly never playtested the game (in fact, I wonder if this is just a reskin of a Breakout clone asset pack with a couple of tweaks added... Unity games have this kind of reputation). From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. Bewilderingly, the game doesn't include proper audio controls, so you can't turn off the annoying background music, you'll need to alt+tab out and stop the music using the Windows sound mixer. This is obviously not okay and it's unclear why the developers chose not to include this basic feature. The game features lazy minimalist/untextured low-polygon "retro" assets and visuals, making this look like a barely functional 3D game from the early 1990s. The lack of textures is a method that lazy devs often use to disguise their lack of talent/interest in doing the graphics properly and trying to disguise it under the name of "art", or "We made it look bad on purpose", which really isn't something gamers should have to put up with. It's unclear why the developers weren't willing to arrange high quality, high polygon count contemporary assets and high resolution textures for the game. It looks bad as a result of their decisions, and that's just another reason to avoid it. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers, or gamers using AZERTY or other international keyboard layouts. PC gamers will be insulted by the presence of console peasant children's toy controller prompts, despite this being on PC. Developers should try to be aware which platform they're developing for. These technical defects push this game below acceptable standards for any modern PC game. You don't have to take my word about how bad the game is, we can measure the interest in a game by how much people bothered to play it. Energy Invasion has achievements, and they show us a very clear picture that the game absolutely failed to capture any interest from gamers. The most commonly and easily attained achievement is for starting the game, trivial to achieve, but less than 3 percent of players bothered to get that far before uninstalling the game. That's a tiny, tiny proportion of gamers who even bothered with this. Ouch. Energy Invasion is relatively cheap at $3 USD, but it's not worth it. Given the defects and quality issues with the game, coupled with the unrealistic price, this is impossible to recommend. This is also competing with over 9,000 free games available on Steam, many of them far better than this paid product.
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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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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