
A 2D action shooter/hack&slash set in a fantasy land where the gun is law... but so is the blade!
Modeled estimate, not a reported figure. How we estimate →
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About
Take on the challenge, let's have some fun!
Play in the role of Mozz, a skilled Ghosting mercenary of the Neon Arlenis Heroic Guild, and take on the dangerous Ghosting Warrior Captains across action packed stages in a linear, Arcade-like style.
Unravel the mystery of the Half-Elf Swordsman who seems to be on your trail, are you really the hero of the story?
Master your gun and your blade across a variety of stages with different themes.
A gamepad is recommended, but not necessary, for a more balanced experience.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
¡Tremendo juego! Me encanta, uno de mis favoritos sin duda y por el que tengo mucho hype desde hace años. Tuve el gusto de conocer esta joyita mexicana en 2021, desde entonces he jugado todas las versiones que ha habido hasta ahora la Early Acces 2.281 y el juego no hace más que mejorar y superar mis expectativas. Hay cosas que extraño como la parodia del oxxo, otras como lo roto que estaban los controles y se podían explotar para speedrunear más fácil, pero sin dudas la versión actual está equilibrada. Si te gustan juegos arcade de disparos tipo metal slug este juego es para ti sí o sí. Es rápido, entretenido, visualmente llamativo, exquisito en cada una de las partes que lo conforman, pero lo que lo hace más especial para mí es que cuando mi cuerpo agonizaba por un virus hace ya unos años, este videojuego estuvo ahí para acompañarme y eso no tiene precio, es un honor poder ver la evolución de uno de los que considero un excelente juego de un solo dev, y me siento aún más feliz de ser QA de este proyecto. Tengo muchas ansias por saber como acaba y de consumirlo en español en el futuro. 100/10
Tough not recommend on this one. There's a lot of love an attention put into this game's art and character design, but the raw experiencing of playing it feels heavily unoptimized. The game doesn't even have a full screen or resolution adjustment setting in the options, meaning I played all my time with it in a shrunken window. The core combat arsenal isn't bad either, and I can see the spin wheel technique could be fun for some later platforming sections, but as is the game feels kind of uninspired in the main levels and just sort of underwhelming for the bosses. Would give this game more of a chance if it didn't have the aforementioned issues, but even at a discount it's a soft 'no' for me.
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Concurrent players on Steam, sampled daily since tracking started.
Marvellous Game, totally recoemnded, with a really nice gameplay, i have to say that it was quite a suprirse the first time a play it, cause its gameplay its basic, but the way to combine the mechanics are quite ingenious, and the level bosses are kinda difficult, but not in a bad sense, more like a souls like gender. so, my veredict its 100/100 recomended!
Good game reminiscent of SNES classics, nice attack mechanics too, but sometimes I forget to use them and just use my normal gun. It's in early access, but I hope it gets more levels.
Great game! nice balance betwen challenge and fun with well made characters.
Ehn... it's really hard to hit not recommend here because there's a lot I like about the game, but the cons just outweigh those positives a little too much. For ten bucks it's pretty cheap but... it's also an equally cheap experience. Even after I got it on a steep sale I was left feeling just a little too unsatisfied. My first problem is that some elements feel really tight and responsive juxtaposed to those that feel the opposite. On one hand you have this sort of mixed offensive/defensive core ability when you press Y (We'll call it spinny blades) and it will activate immediately and very responsively nearly every single time. But then on the other hand you have the very basic melee attack which won't activate immediately after jumping or double jumping. It's really, REALLY bizarre and I can't figure out why. Though my ASSUMPTION as to why this is done is because the melee attack will reliably knock some attacks back at enemies. So I think the dev was trying to make the [b]core melee attack[/b] into a [i]side arm parry.[/i] And considering that you can also fire a gun and use the spinny blades offensively and how much emphasis there is on the ammo types... yeah I'm saying that's the idea. (The ammo types were boring btw. I didn't even use the starburst one) So why the complaint then? Well you're encouraged to knock attacks back at enemies and the unresponsiveness of it gets a little annoying. In fact, it got so annoying that I just went to ignoring it altogether and just firing gun and spinny blades. Speaking of, I think the function of the spinny blades is probably the best part of the game. There's a few segments where it feels like properly controlling it can be quite fun. It's a bit slippery and rough to really properly use it, but it feels like it has a lot of potential for fun bouncing between enemies and objects. If it was somehow mixed more fluidly with the shooting and normal gameplay, I could really like it a lot. It's just a shame that... it has a stamina meter... Yeah... the best part of the game has a stupid ass stamina meter. Of course, obviously there's a reason for that right? Cause it blocks projectiles and knocks some things back and helps you climb stuff. Of course it needs a stamina meter. It's just... I dunno I was constantly in this state of wishing I had way more freedom to use it. Instead I regularly was left shooting lazily and occasionally spinny blades. (I didn't bother with left trigger) Hmmm... I think things here have a lot of potential to be something great, but I just get the feeling the dev wasn't experienced enough. And I feel like all of the mechanics in the game really show that. Something I really hate seeing in games is an overload of player advantage mechanics. Like double jumping, wall bouncing, dodging, etc. Not because I think those mechanics are bad, but because devs usually don't know what to do with them or they mistake them as 'good mechanics that are good no matter what' instead of 'mechanics in games where they fit nicely'. I feel like this is heavily the case here because the dodge ability isn't something you really reach for often, but you'll run into a handful of situations where you just sorta fail them and go 'oh right, dodge is a thing' because it's not fun at all here. It feels really stiff and tacked on. Why's that bad? Well because when you're making a game, you have to consider the player's toolkit. This means that you can actually sabotage yourself by giving the player too much freedom. Even something as basic as double jump can hurt a game if you don't know what you're doing. An obstacle normally made for a single jump might need to be raised to make it a challenge to double jump clear it. But if you didn't properly plan for that, uh oh, the camera needs to pan up while doing that and the player may not see something and jump into it. Get what I mean? Sometimes it's best to just focus on some core mechanics and not add random stuff for no reason. Or at least consider how it will affect your game, how to limit it, etc. Which, slight spoiler, but there's a very short part at the end where you get like, huge upgrades to your spinny blade and the game has low grav and that part made me go 'why is there literally only one part of the game where I get to fly around like this?' . Also there's a sub boss in the game where you get to ping pong around off him and it's cool and made me wonder why there weren't more segments where you can just pinball around off enemies. Seriously, spinny blade gameplay was the best part but way too limited and lacking focus on it. Ok, I may seem like I'm talking excessively about gameplay here, but really, that's the biggest reason to get it. The art style isn't awful and I find the character designs pretty appealing. Visually I like the main character a lot and her dialogue isn't insufferable. She's fairly reasonable and the [i]OTHER[/i] writing doesn't get in the way of her character too much. She's certainly not the best character though mind you. I'd definitely like to see more of her for sure and I'd be curious to see the game expanded more or a sequel. A good chunk of the enemy designs feel somewhat throwaway. Not awful, just ok. A few of them are neat, and who doesn't like a good lookin gal and her mech? Generally good. Also having your hub area take place in a rainy café is a very good idea. The writing and dialogue are sub par. Numerous spelling errors, tropey writing, etc. Who cares if the gameplay is the focus right? Well, pro-tip: if you're not gonna write something decent, how about just... not ♥♥♥♥♥♥ writing anything at all? Mind you I love good writing, but this isn't good writing. And since I'm obsessive, I viewed about 50% of it before fully cutting the game off and pressing start on all dialogue. (I also skipped all dialogue that wasn't directly interacting with the main character. I don't do the whole 'here is a random cutscene somewhere else in the world with characters you don't know talking about something that may or may not be related' schtick.) Still had to select everyone though to make sure I didn't miss any hidden items or powerups. (I probably did somehow) Genuinely, I'm not asking for Legacy of Kain tier writing, but I just want the characters to feel like they really exist and for the story to make some kinda logical sense. Half the time I didn't even understand why I was going to places and things felt entirely random. Which is in fact totally cool by me! Love seeing unique and interesting places! But if you're not going to make it feel natural, perhaps consider not bothering to really explain it? I mean, I'd prefer the prior if you can do it, but handwaving is perfectly fine. Sound design was a mixed bag. Some of the sound effects really didn't feel fitting while others did. Music was serviceable. I really remember the beach for some reason. Can't tell if that's just that I was in the mood for a beach or not. Most of the tracks though are already gone from my memory. Also, I don't know if it was a bug or the game being an ass to me, but I kept intentionally failing this forced elevator section because I wanted all the stars and it INSISTED on having a pair of them in a difficult to reach spot where you have to QUICKLY obtain them or they just go off screen. It was very frustrating, but what made me REALLY MAD was that one time I was failing it and... it just spit me out into the next screen? I don't know if that was intentional or not, but I suspect it was because you may actually get someone giving you tutorial advice if you fail a boss fight even once. Please, please do not give me unwanted or unasked for tips. That's all I have to say. I wish this game was better. Lots of lost potential. Also tacos are great and more games should have them as food items.
В раннем доступе пока всё довольно топорно, но в перспективе может что-то очень годное получиться. В первую очередь хочется настройки управления, на стандартных играть совсем больно. По геймплею напомнило Valfaris, но повеселее и попроще: тот же арсенал (пушка, меч, щит), боссы требуют уважения, счетчик смертей к концу игры перевалит за сотню. [После релиза] Простенькая, коротенькая, счетчик смертей едва перевалил за десяток. Самый сложный враг - управление. Симпатичные персонажи, забавные перепалки. Музон мог бы быть и покачественнее.
when takemura said "no army is stronger than the power of real, traditional tacos" i felt that
Es muy entretenido, esta bonito y es adictivo... La protagonista es linda, los diálogos son divertidos, amé el diseño de los dos jefes a los que me he enfrentado, creo que vale mucho la pena y eso que apenas es el Juego con Acceso Anticipado... no puedo esperar a seguir jugando ♥
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