
Escape Space is a classic arcade space shooter with RPG mechanics. Fight for various factions against swarms of enemies or bosses and improve your standings, level up your rank, unlock new gear and weapons, and upgrade your spaceship.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French
Engagement
Hours played at review time, across 30 reviews with recorded playtime.
Reviews
Cool little SHMUP with a nice and active dev!
Après presque 1h de jeux je recommande le jeux. La prise en main est facile et rapide que ce soit sur clavier ou à la manette.
挺差的,三个帮派没什么区别 任务嫉妒重复,差不多就是三个重复任务,和一些有一两句对话的同样重复的任务 没有特色的武器和特殊武器 几个地图重复用
Pourquoi j'ai aimé ce jeu: -Super addictif ! -Les musiques sont top -Possible de faire évoluer le vaisseau + sorte d'arbre de compétences. -Le système avec les différentes factions est vraiment intéressant. - Gameplay fluide. - Graphismes rétro comme j'aime.
Not usually a fan of shmups with a more mission based format. But it's really fun in Escape Space! I wish the intro to each level was faster, or a skip button.
Cool music, decent art, core loop is really exciting on paper, in practice I found too many issues to really enjoy the game. But I really found the space mercenary fantasy really cool and wanted to share my excitement for the game in the form of (hopefully) constructive feedback. [b]TL;DR:[/b] pacing is way off in between milestones. Until medium/hard stages are unlocked, the game felt like a massive slug. Factions system feels unimpactful. [b]EDIT:[/b] I came back to the game and gave it more time: I have good fun with all the cool end game content. For one main reason: the discovery rate (new content appearance) is three times more generous at the end. That's usually the oppposite in games, for a good reason. It's really a shame the early game felt so un-engaging while the mid/late game content is packed with missions, areas, and enemies. It's all in the pacing. The upgrade / weapon aquisition also feels weird: I reached Nightmare missions with something like 15% of all upgrades maybe? And I used the last Outlaw weapon for most of the game. That's very poor use and distribution of your valuable content IMO. [h2]Original review focused on early user experience feedback:[/h2] [h3]Sluggish feeling[/h3] I begun the game 10min ago and I feel like I'm having 20 sec of gameplay with super short missions, then 20 sec wait. Everything that is not gameplay is too slow: level start animation, level end animation, wait for dialog opening, wait for dialog title animation, wait for word appearing, wait for skip button... Then wait for teleportation. Half my play time is spent waiting instead of playing. Most end game message say "mission done, good job" so they aren't worth waiting for. This become less annoying when longer missions arrive but was a big pain in the ass in the beginning. You could technically discard this entire point if I had longer mission available early on (easy but long missions, I guess). [h3]Repetitiveness and big pacing issue[/h3] 10 missions done and the feeling of repetition is very strong already. Enemies moving around and shooting fast projectiles, kinda work as a pattern, except if most of them do the same, with slightly different parameters. That makes for stages which lacks mecanical identiy and fail to provide a clear level design emerging from bullets, satisfying to learn and beat. While I love the idea of contract missions, the generated content feels generic very quickly unfortunately. After a dozen of samy mission, with nothing happening, I was about to give up on the game when suddently.. New mission with scenario, new background, new enemies, new music, new powerup system, new system with allies fighting with me, and a BOSS, finally. That's cool! But it arrives after the poor level design from a dozen of samy generic contracts has almost entirely killed the game experience for me. The main issue here is that you've spaced out too much your interesting content and added too much weirdly short filler in between. After that, again, I almost dropped the game before the Hard main mission was introduced. Important pacing issue overall in my opinion. [h3]Factions without the umpf[/h3] I like factions system in general, but here the implementation feels off. Either you make me choose a faction before the game start, and that's it. Or you make me navigate a dynamic simulation with gain/loss of reputation that have meaningful implication depending on my on going choice. Right now I see my reputation growing with the outlaw and reducing with the others, but what use is that metric? How does it feeds into the system of the overall simulation? Yes, I unlock Outlaw mods and weapons, get reduced prices, that's nice. But that would work just as well with a linear Outlaw side quest like any rpg. No need for a point based faction system with reputation, it's been 20 missions and I never had the choice to take another faction contract. I'm really confused as to the purpose of the reputation points so far. EDIT: I'm now level 35, for some reason I can do mission for scientist now. Not sure what's the purpose of that since I own max stuff from the Outlaws... I guess the point is to be able to do the other story missions without the middle grind? It increases the feeling that faction choice don't matter anyway. It feels overall very clunky to me. [h3]Level up for what?[/h3] Never understood what level up was used for. EDIT: noticed it got lock at level 30 until I beat the main mission. So I now suspect that levels are used to unlock main missions? If that's the case that's quite unintuitive. I'd rather have a simple Fame level, that slowly increase like xp, and everytime it fills the bar, I reach a new Fame level, which would unlock the next main mission. That would make more sense thematically and would provide a clear milestone regarding when the next cool content bit will arrive, providing an incentive to carry on. [h3]Smaller notes[/h3] - [b]Failing a mission[/b]: Restarting a mission because I got one shot by an obstacle feels sluggish. Have to wait for the mission result, no restart button, go back to HUB, launch mission again and rewatch the entire non-skipable cutscene. - [b]Too tanky[/b]: never failed a single mission so far (except for being one shot by obstacle), I took lot of hits because I'm not particularly skilled, but still I outlived all oponents easily. That doesn't help making the idea of upgrade exciting, because it doen't feel needed. EDIT: got my first death from the trio boss in Harduous mode. That's loooong overdue. - [b]SFX[/b]: Got the first outlaw weapon, the sound design is so abnoxious that I have to fully mute the sound, ouch! Lots of sfx are missing. Xp gain, Level up, menu navigation, collect loots, etc. - [b]Trolling Chest[/b]: That chest that appear after the end of the level that you cannot shoot because your gun are locked (happened many times) - The back button should be usable to unpause the game. Stopped playing but thumb up because I support your initiative. Would insta buy an improved sequel or invest more time in the next updates :) [h2]Good luck with future updates[/h2]
Escape: Space Escape: Space is what I would call a good shoot 'em up game. It features three factions that offer contracts ranging from survival and escort missions to elimination tasks. As you complete these contracts, you level up until you reach a maximum level, at which point you receive a "priority mission" that increases your level cap. What I love about this game is the overheating system, which increases damage as long as you keep it high. The variety of weapons ensures that each time you start a contract, your gameplay experience is different. The real test of these weapons comes when facing elite enemies. They pose a greater challenge but often lack additional support units. It becomes a one-on-one fight, but don't be fooled. A momentary lapse in attention could result in hitting a roadblock, leading to a game over. I would rate this game a solid 7/10. Good work!
This is a fun lil bullet hell game that takes me back to the days of R-Type, one of my favorite game series as a kid. It is still in early access and getting more features added all the time and the dev takes your feedback into account for improving it. definitely looking forward to more new features and fun to be had.
Long time since I played my last shoot'em up and the first thing I’d say about Escape : Space is : the gameplay is soooo smooth ! I mean, it’s a real pleasure to just fly around, breaking stuff and making money to upgrade our ship, to break more stuff with style ! Upgrades, weapons, mods, storyline… add a great RPG vibe, and the customization of your ship will make you want to try all the mods and all the weapons to find the build that fits to your gameplay. You can feel your power rising each time you leave the Parts Dealer. Special mention for the overheating system which is super smart and really challenging ! I could also talk about the factions, the quality of the pixel art, the variety of the missions… there’s a ton of points that make this game so cool !
Ich gebe mal einen Daumen hoch für Escape Space. Real müsste man jedoch einen Daumen zur Seite geben. Warum? Das Spiel rockt ... augenscheinlich ... und es hat mich bei der Stange gehalten für 10 Stunden. 10 Stunden und rund 10 Euro ... das passt vom Verhältnis Preis/Leistung. Dennoch fehlt irgendwie etwas. Zum einen finde ich es befremdlich das die Level Ups bei 99 Prozent auf Maximum enden. Wieso 99 und nicht 100 Prozent? Wäre es nicht sinnvoll gewesen optisch die 100 zu erreichen? Fühlt sich irgendwie doof an und sieht auch doof aus. Dann fehlt mir von der Story (sprich der Hauptmission) ein würdiger Endkampf samt stilvoller Endsequenz. Ebenso wie die fehlende Anfangssequenz zum Spiel. Es wird eine Art Missions-Feeling und Story geschaffen aber nicht würde voll begonnen und beendet. Hier haben die Programmierer massiv Potenzial vergeudet bzw. verpennt. Dann sind die Errungenschaften soweit gut schaffbar. Allerdings ist die Errungenschaft "Alle Waffen freischalten" mit den beiden Waffen für minimum 5 Mille Credits viel zu teuer angesetzt. Wenn man alles freigespielt hat und die Story durch ist farmt man sich einen Wolf für die letzten zwei Waffen und die damit verbundene Errungenschaft. Nur um alle Steam Achievements zu haben. Wenn man das erreicht hat (Ich überlege ernsthaft ob ich das mache und wofür!?) und dann die Waffen hat ... wofür soll man das machen? Das Spiel ist so oder so durch. Die Waffen freischalten nur um alles dann mit den Waffen zu spielen? Ich meine ... man hat ja alles bis zur völligen Besinnung eh schon hundertmal gespielt und die Story ist durch ... wieso also sollte man das tun? Hier wäre ein Betrag von 1 bis 1,5 Mille pro Waffe völlig ausreichend gewesen. Viel zu überteuert als das man das wirklich durchzieht. Klare Schulnote 6 .... setzen. Nicht falsch verstehen ... das Spiel ist an sich toll und es ist zu empfehlen ... aber diese Errungenschaften ohne Anreiz auf neuen Content bei Erreichen dieser Waffen ... macht null Sinn!!! Ansonsten ... solides Spiel.
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