
#Funtime is an explosive twin-stick shooter where shooting isn't your only weapon. Swap your ship's color to destroy enemies, avoid damage, and ultimately control the battlefield.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain, Czech, Danish, Dutch, Finnish, Hungarian, Japanese, Korean +9 more
Engagement
Hours played at review time, across 28 reviews with recorded playtime.
Reviews
I'm playing Steam games in alphabetical order, you can watch my review here: https://youtu.be/Nw8f6kqNUp8 tl;dr A great twin-stick shooter in a similar style to Geometry Wars. Great soundtrack and SFX, visuals are excellent but a bit busy at times. Mechanics are solid, but slightly under-utilised. I recommend picking this up when it's on sale.
Did we really need another geometry wars game? Of course we did, you idiot. Geometry wars is amazing. You know why? Because it's just FUN. You aren't saving the damn world, and there are no demons eating children. It's just pure, beautiful, blazing-neon TTS...which at its core is nothing more than a primal dance. It's a bow-hunter among prey and predators. These games strip it all down to the brass tax, hunting and evasion, and then crank it up to 11. This game might be even better than Geometry Wars. There's less stress here, more creative ideas, and way more fun-key techno. The open-world mode makes me smile, the upgrades and high-scores keep you coming back, and ideas like a wrecking-ball swinging off the back of your ship? Yeah, that's Funtime.
The color switching and ground painting are cute conceits, but the rest of the game is poorly built around them (most things ignore your color and your trail), or even works against them (trying to use the trail is really at odds with the shooting), making the result more disappointing and stifling than fun and expressive. A shame, because I'd love to have seen this concept done well. Funtime has two core mode distinctions: arcade and challenges. The arcade modes are simplistic and half-baked, basically giving you six different ways of not quite enjoying the game like you'd want. They also start boring and have to ramp up, making every run start with waiting. You also have to earn currency to unlock every basic game feature, including the color switching, bombs, health pickups, etc. This just feels pointless. The "challenges" are something like fixed scenarios built on the arcade modes with modifiers and specific setups. They start out as something like tutorials, but it doesn't say what is going on or suggest them for that. The early challenges I did all had fairly unrealistically low targets, even requiring me to tediously suicide well after getting three stars to make the level end. I skipped ahead by about ten levels, and those were not as trivial to star, but were not really interesting either and tended to instead drag out getting to the target. Your upgrades are all set by the level, which generally means you play differently from run to run and often get stuck with the annoyingly weak shooting you buy out of in arcade. Challenges all have leaderboards attached, so I suspect those are actually the meat and variety of the game, but the selection screen doesn't say what the conditions/upgrades are set to, leaving the whole thing basically opaque if you come back to play some part more. After an arcade level, it only gives you the option to restart the level, not to return to the select. Challenge levels only let you restart or blindly go on to the next. You have to pause and go back to the main menu to do anything else. Also, in arcade, you can pause and buy upgrades while playing, but they won't have any effect until after you start a new run. That's all just sloppy. Mechanically, play doesn't feel right: you are huge and [i]way[/i] too fast for enjoyable maneuvering, while enemies ridiculously clutter the space. Some colors matter while many do not, and the shades can be easy to miss (one enemy even looks like the multiplier pickups you chase). I seriously doubt there's any point to a colorblind player touching this. "May be difficult" is rather an understatement, especially since even if you could just ignore the colors, there would be no point to spending time with the game in the first place, since it's not exactly a strong twin-stick shooter anyway. One upgrade adds a sidekick ship which colors just like an enemy, chases you around unevenly, and shoots lots of enemy-colored shots, sometimes big shots that bounce [i]everywhere[/i]. It will also easily kill things you want to not kill (eg, setting up some color-based effect). I regret even buying that upgrade, because it adds so much trouble and mess to a view already cluttered with various random shapes and colors. One of the modes attaches a dangerous object to your ship by a cord, letting you swing it around with your movement. Sounds fun, but the way this plays/moves actually feels pretty awful and heavily constrains you because it will very easily hit you. Scoring is multiplier based. You build multiplier by grabbing pickups, and you lose it all if you get hit. As usual with multiplier games, nothing you do at low multiplier really matters, making much of the play feel more like waiting for the ramp up to relevance, and punishing you severely should you get clipped and have to start all over again. I haven't seen any sign of interesting scoring mechanics besides a simple bonus for color-trail kills, but I didn't look very carefully either, due to the overall slipshod design.
This is a very cool game and seems heavily influenced by Geometry Wars 1 & 2 (which are amazing games - I got both of those games in the Xbox 360 days and still play them occasionally now). I like the way the levels change up and the goals change. It keeps things interesting. My only complaint is... there should put a colorblind warning on this game. I got about 10 levels in and then all of the sudden the game becomes about changing the color of your ship.... and I can't see all the colors. Yellow and Green look the same to me... sometimes I confuse red for green. Those levels I have to guess the colors or die. So.... I can't really play after that point because the rest of the game seems focused on color changing... EDIT: I don't want to discourage anybody from playing this game though... it's a lot of fun. Some games have an option to change the colors up. For example, I can see yellow and blue very well... Also, lightness and darkness make a difference. A very light yellow will look different against a very dark green. When the value or brightness is the same... they blend. I don't want you to change the game for me :) - but I think something like 10% of men have some kind of colorblindness. Just something to think about.
So far I am enjoying this game. I have played similar games in the past like Geometry wars, but this one puts a creative new spin on this type of game.
A very cool arcade game with a pleasant visual design and invigorating music. There is also pumping and many different levels differing both visually and in gameplay. The game also has a very interesting color change mechanic, which allows you to more easily deal with enemies of the same color. I didn't like the aiming system a bit, I think it should be improved. The rest is an excellent and fun time killer.
Almost, but not quite there. This is, on it's surface, a fun little twin-stick shooter. The problem is that it has a couple of fundamental problems that just make it unplayable in long batches. First, the ship's clipping is very off to the point where it's almost impossible to avoid getting hit unless you just force yourself stare at the ship the entire time. Something with how the ship is rendered or how the clipping is implemented makes the game just not playable if you focus on anything else in the playfield. The second is that the challenge mode for shooters like this is pretty boring. It'd also be nice if the rogue-lite unlocks had no theoretical top, instead of just getting 3 bullet upgrades. Very mediocre. Anyway, don't bother unless you just don't care how good it is.
Pretty addicting reminds me of the game Waves.
I like it! I play a few TSS, never really TRY to get high scores or try to do better. This game makes it easy to do both, and makes it fun at the same time. The music is good. It fits the play style of this game so well. I have more to see and more to enjoy, but i am looking forward to getting in and seeing what kinds of fun, #Funtime has to offer. Good game. Have recommend.
This game speaks for itself, it really is a drive, play one pleasure, also in the game is good neon style and excellent soundtrack, and at each level it is different. In the game itself, there are several modes, one arcade without levels, and the second is already for passing and only 54 levels, and you need to go level for at least one star to go to the next level, in general, I want to say, the game is worth buying, I definitely recommend
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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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