
FLEETCOMM is a tactical squadron combat game overflowing with hardcore maneuvers and space-borne gunplay.
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Languages: English
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Fleetcomm in its current state consists of only 8 "tutorial" missions designed to get you acquainted with the game's controls. The actual game chapters are going to be released at a later date (hopefully for free), with the first scheduled for May 30, if it isn't delayed. UPDATE: Chapter One of Fleetcomm has been indefinitely delayed. If you buy this game you will only receive the tutorial missions and the developer has not set a release date for the actual game itself. KEEP IN MIND THAT YOU ARE PAYING FOR TUTORIAL MISSIONS WITH NO GUARANTEE OF RECEIVING A FULL GAME. So what's it like? It's a slightly more "tactical" variation on games like geometry wars and asteroids. It has a fairly typical loadout of shmup-like weapons, a shield, a weak laser with infinite ammo, a stronger "railgun" with limited ammo, a temporary cloaking mode and a bomb (which doesn't seem to actually do anything). The gameplay mostly consists of trying to fulfill simple mission objectives such as "destroy all of X". You'll be given a small ship to navigate around a 2D plane (think asteroids but with freedom of movement) and you'll have to dodge/reflect numerous projectiles and enemy ships, while trying to shoot down as many enemies as you can. Sounds great in theory, so how does it play? Kind of like a steaming pile of garbage. The controls are really awkward. You use the mouse to steer the ship but the mouse buttons aren't utilized at all, requiring you to engage in some pretty awkward fingerwork on the keyboard. Enemy design consists mostly of amorphous blob like enemies, which gives you the impression that you're fighting amoebas rather than a menacing alien fleet. The game is certainly colorful and your screen will often be filled with flashing green lights and various bright artifacts but you're more likely to get a migraine than enjoyment out of it. To be fair, the game is definitely playable and there's a kind of logic to the gameplay, but it's just not fun. Even the original Asteroids feels like a much smoother and more intuitive experience. I'd also go as far as to say that Asteroid's 4 bit sound effects were a lot better than Fleetcomm's bizarre mixture of hums, drones and blips that make the shooting feel very unsatisfying. Some of the weapons, including your primary gun, don't even make a sound and it's hard to hear the very quiet buzz of exploding enemy units over the deafening dubstep soundtrack. There's just no weight to it at all and you just don't get that feeling of "mass destruction" that you should get from playing a shmup. As for the deafening dubstep soundtrack? It's as I described. Repetive, distracting, unpleasant, and it consists of one single track that plays over and over again. Just terrible! I would rate my 30 minutes in Fleetcomm lower than coming down from an ecstasy binge in a really bad nightclub. Really not a very good experience, and nowhere close to a "complete" one. This is essentially an early access game without the early access label, and a bad one at that. Don't spend your money on this rubbish. And the worst part of it all? It's the result of 4 years of "work" and over $37,000 in public donations. What an absolute joke. EDIT: ONCE THE PRICE OF THIS GAME INEVITABLY DROPS TO A DOLLAR, IT MIGHT BE WORTH BUYING AS A KUSOGE OR A GAG GIFT, BUT ONLY IF YOU FEEL COMFORTABLE GIVING THE DEVELOPER YOUR POCKET CHANGE.
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Hours played at review time, across 31 reviews with recorded playtime.
Fleetcomm is the most disappointing release since Rogue's dad blew his load into his mother. The game crashes on start for many people. Lets get into the graphics first because thats you see in the game. ITS NOTHING BUT PULSATING LIGHTS. Its like a nightclub had an abortion while on MDMA. The music sounds like you gave a toddler a laptop and said "make wubwub" and the result makes me want to struck deaf so I shall never hear again. This game is full of bugs, a great example is the lack of a firing sound for the gun in the game. Keep in mind, this game took 4 ♥♥♥♥♥♥♥ years to develop, theres no excuse for such ♥♥♥♥♥♥♥♥. The game was about feqw dollars at its discounted price, but honestly I feel owed money for taking up 305 MB of HD space for this digital ♥♥♥♥. There's better things you can buy with a few dollars, like gas, or a candy bar, smokes, a gf, rope, suricide note, twitter followers, a beer, tolls at toll booths, taxes etc This game is awful, there's no reason to give this log of ♥♥♥♥ the time of day unless you're watching it burn. ALSO ITS ONLY THE TUTORIAL LEVEL AHAHAHAHAHHA
Have you finished your game yet Slade? The answer is no.
So this game is so unstable it somehow crashed in the first five minutes. Let that sink in. Even ignoring the drama of the developer, that alone is worth a downvote. Add in that the music and sound effects were done by Slade's cat clawing its way away from him while he did things illegal in most states and even a shill wouldn't +1 this. Oh and apparently this is just a tech demo, it's not even the full ♥♥♥♥♥♥♥♥♥ game! Then consider that this developer actually thinks he can act like he represents the anti censorship group #GamerGate while aggressively censoring his own damn community so much so he delayed release about 4 or 5 separate times because he does not even Striesand and didn't realize the more he censored people that called him out on his BS the more word of his corruption would spread. It's certainly why I'm here. If it were merely a ♥♥♥♥♥♥ game I'd have ignored it and let it fade away on its own. Corrupt, censoring, suicidal indie dev? Nope. Get Executed with Impunity. As someone who actually believes in what #GamerGate is about, and developed a deep hatred for this sort of corruption well before I knew #GamerGate existed I'm gonna come in, have some lulz at the dev's expense, and continue on my way. Here's some highlights of stuff that was censored that's far more entertaining than this "game": Slade was called out on "Stolen Valor" - where he claims he recieved military honors he didn't. Slade disrespected the military in general by admitting he hid like a coward while calling the people that actually fought stupid. People asked where's the game? Slade got TrigglyPuffed and perma censored. Slade's probably spent more time worrying about some guy who likes Splatoon characters than actually working on this "game". "FleetSCAM" is probably more discussed than "FleetCOMM". One of the delays was because Slade clicked a phishing link and compromised his account. He can't even Internet correctly.
Slade has managed to finish his game but also not finish his game. This is Schrodinger's Game
In the interest of disclosure, I really do not like the developer of this game on a personal level. However, this has nothing to do with anything, as I am also capable of seperating the Art from the Artist, and there are a great many things that I have enjoyed over the years, knowing full well that a jerk made them. With that said... Oh dear. Oh dear indeed. Fleetcomm is a bit of a mess, to understate the situation completely. From the very first menu's inconsistent (but piercing) audio, to the realization that the ONLY graphical option is 'Fullscreen on/off', we're looking at an incredibly bare-bones game here. Content-wise, this really shouldn't be carrying the 'V1.0' label, as it currently contains justt seven disconnected tutorial stages (plus one survival arena), with the first chapter of the planned story not due until later this month. Okay, the gameplay - the game claims to be a tactical shooter experience, but what that really means is that it's Asteroids + Gradius' Options with hideously convoluted controls and almost impossible to read graphics. The background (in this version at least) is a near solid black field with occasional dark red haze, and almost all enemies are the EXACT SAME COLOUR with no clearly visible highlights, so in order to clearly see what you're shooting at, you need to hold your Scan button (Tab by default) to draw obnoxious yellow lines to every enemy in the arena. This is also somehow worse than early alpha builds of the game, which were still pretty confusing to watch, but the background provided at least SOME contrast against the enemies. Basic readability and usability were clearly not the focus of development during this game's many delays. Besides that, the game feels twitchy and hard to control in the worst of ways. What should be an intuitive arcade shooter is made convoluted beyond reason by drowning every simple and accessible element in a haze of noise, both visual and auditory. The soundscape of the game is a hellacious mess. A cacophony of piercing wails and beeps that never really seem to indicate anything of use. The engine is also a mess. Just by firing missiles I've managed to drop the game - in windowed mode, to boot - to single-digit framerates, which never recover even after the missiles explode. Music tracks play on top of each other. Physics seem to be a suggestion rather than a rule, with enemies drifting in random directions contrary to what their sprite might suggest. There's also no indication from the starfield to tell you which way you're drifting. Somehow, despite the framerate tanking, my GPU is still running cool. However, on the totally static mission selection menu, the fans rev up, as if it's rendering some impossibly complex scene that I can't see because there's a couple blue box-buttons in the way. There's really only one thing I can say in this games favour, and it's that the music isn't too bad, although I gather that was produced by a third party too. In short, this is an ugly, painful, messy experience, and woefully unfinished. Despite this, it's being sold as a full product, with no indication on the storefront itself (you need to check the Recent Updates page) that there's nothing but the tutorial here at present. Four years of development and multiple crowdfunding campaigns, and this is the 'final' product released. Even with more content planned for release, somehow I doubt adding more of this is going to make the game any better. Avoid. This game is bad. I've written so many words here, but I still cannot really describe how broken this feels on even the most basic conceptual level.
Four years to make this and I could only take twenty minutes. A full release shouldn't be like this. Even without that, it's just unpleasant to play. Maybe it'll be better after more updates, but this isn't the sort of game that deserves a second chance. Also, who the hell makes an episodic Shoot 'Em Up? The music's alright at points, though. FULL REVIEW: https://dvsgaming.org/late-to-the-party-fleetcomm/
FleetCOMM, a game in development for approximately four years that managed to deliver nothing. From going silent on Kickstarter backers to flood of delays just before its launch, developer apparently had his hands full with something else rather than his Asteroid re-imagination. But how bad can it be? UI looks worse than most games stepping out of prototype stage, gameplay itself was rather dull though that might be a matter of preference, aesthetically game was seizure inducing, bright colors, abstract swirly backgrounds almost felt like it was made by a completely baked graphics designer, sound wise it was nothing to write home about and music was lingering somewhere in an okay category. The most absurd part about this game, is that majority of it is missing. After going to chapter selection you will be greeted by varied selection of two chapters, Chapter 0, the tutorial and Chapter 1 which is currently unavailable and will be released on May 30th. Now considering reputation of this developer and their history with delays, I wouldn’t put much hope in that date, but perhaps you’re younger than me and still have some snippets of optimism left, good for you. Funniest and rather disingenuous part of this entire ordeal is, FleetCOMM released as a full game, yet with this lack of content it should be considered an Early Access title. So after all that gloating that game is released and all the haters (more on that soon) complaining about him being incapable of finishing his game, will choke on it, turned out that he didn’t finish it after all, but hey, at least it’s on Steam, right? And that brings us to another important chapter, the PR mismanagement. After game got delayed several times while already being on Steam, people started asking questions, expressing their dissatisfaction and yes there were occasional troll or two poking fun at a game which release was long overdue. Response was to ban trolls, then any kind of criticism, and finally nuking entire community hub, it’s almost like streisand effect is unfamiliar concept to these people :^) Closing thoughts? This game should be renamed to FleetCUMM, because it’s nothing more than glorified wank of an incompetent developer at attempt of an Asteroids reboot.
Positives: I like a lot of the ideas behind this title, and the graphical style is quite cool (in a slightly psychadelic way). The difference between weapon systems encourages tactical thinking and the various elements are introduced in a sensible way. It is stable on my system, with only minimal slow-down when things get particularly busy on-screen. I like the sound-track and, once customisation is implemented things will really start to get interesting. Negatives: The game at present amounts to a small series of tutorials. Accessing the different scenarios feels quite cumbersome (not least because you have to quit back to the start menu between games). At present, I do not believe this title is worth the cost (even with the 40% discount), although, once episode one becomes available (presuming this update is free), my opinion may change.
Devs are absolute A-holes, banning and censoring anything negative at will. They won't censor this bad review. Devs 0/10, game 2/10
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