
Fiery action platformer heavily inspired by the Mega Man X series, focused on fast and fluid movement and combat. Jump, dash, shoot and swing to stop mergers with the GEC, a monopoly funding the mysterious "Happiness Project."
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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
Engagement
Hours played at review time, across 29 reviews with recorded playtime.
Reviews
首先we need Chinese please!!! 这是个洛克人X系游戏,整体画风明亮,操作手感中上,有简单难度选择,关卡有中继点,可以爽快的进去打一圈。不过没中文剧情就没法评价了,目前看来有6个大关选择,后续不知道有没有其他的,打折值得购入玩玩,蛮爽的。
I liked the game, it's a fun Megaman X/Zero-like. That being said it doesn't really come to those standards, and sadly it's also not a classic in that sub-genre. But again, I had a lot of fun with it which mitigates the problems I had.
I was specting a megaman x, im getting a megaman x. Its enough for me
This would be a cool Mega Man X/Zero successor, if it actually worked. Having issues just like everyone else with loading and the game crashing. Super disappointed, since I backed this on Kickstarter.
Realmente me gustaría poder decir que es un buen juego, porque visualmente me pareció genial y la historia pintaba interesante, además de estar claramente influenciado por la saga Megaman, pero los controles me resultaron muy caóticos. Los dashes, doble saltos y agarres funcionan cuando quieren, al margen de que, por algún motivo desconocido no te deja asignar algunas teclas (si estás acostumbrado a jugar con WASD como yo, olvidate. Hay varias teclas que ni siquiera las reconoce en el menú de configuración pero SÍ en el juego, con otras funciones). Una lástima.
I hate to say I refunded this game after playing through it. This game gives the player a whole host of tools to play around with including dashes, air dashes, double jumps, and a grappling hook, but the sheer volume of options the player has makes it incredibly easy to avoid practically every hazard. The player has a lot of life as well so anything that can't be avoided can simply be tanked for a small amount of contact damage and otherwise comfortably ignored. One of the first weapons I got was a grenade with high damage and low meter cost which led to bosses being beaten almost as soon as they appeared on screen. Gigabuster is clearly a love letter to classic 2D action platformers, but without the focus other titles have. It has too many abilities and its level and enemy design doesn't support them particularly well, resulting in nothing feeling threatening and the whole game being a breeze.
Finally, after 3.5 years, I was able to play it on my new PC. And I really enjoyed the game. I got this game for free because I supported it on Kickstarter. Not everything is perfect. But to be fair, this is the first game by "Gigawaller," and he made it alone. Some of my negative points: - You can get the double jump after finishing a specific event. This isn’t very clever in my opinion, as it didn’t feel that important, which is why I got it quite late. - HQ3 – The part where you climb on the "walls" (not sure about the correct English term) was kind of annoying. The controls only register if you press “up” on the controller, but since you mostly use the sticks, it often doesn’t register properly. That’s why I fell down very often. - In the last stage, there were some areas where you had to climb because the ground was burning. I decided to just run through the fire because it didn’t feel like a real punishment. - You can die in a boss battle without any real punishment, since you start directly in the arena and can just try again. - When I bought something, I didn’t really know what to spend my money on. (Maybe add some buyable cosmetics in the next game.) Those are my negative points. My positive points: - (Except for the climbing part) the controls are great and very fast. I also liked that you have the dash ability from the beginning. - The graphics/art style is something I really liked. - The music is very different in each stage, but you can still hear the main theme most of the time. - Like in Mega Man, you get a new ability after defeating a boss. - Well-designed bosses and abilities. - Lots of things to discover—but once you’ve found everything, you’ve found everything :D - Playable with a controller (I used an Xbox 360 and a PS5 controller). I totally enjoyed the game, even if it was kind of short. But like I said at the beginning, it’s his first game, made by a single person. Well done, Gigawaller. Well done. 🙂
A very cool MMX-style playformer that feels like it should be great, but is absolutely WRACKED by small flaws. Sound mixing is pretty awful and makes things sound and feel very flat. A lot of art is stretched to mixed resolutions and looks blurry. Awful sense of readability, a projectile deflect that only sometimes works, damage that feels like it just happens and you can completely miss it. This is absolutely a first game. Spiritually, the only way I can describe this game, is that with how all the art blurs, it feels like a pretty off PC port of a PS Vita game. A lot of cool art, design, mechanics, that all don't really gel together fully, and a story that so far, delivers a lot of info when it doesn't need to, or probably could've been expounded on in other ways, and very confusing UI elements. But this game has a ridiculously cool vibe. If you ♥♥♥♥ with with anything about how this game looks or sounds, or if you ♥♥♥♥ with Megaman, No More Heroes, Viewtiful Joe, you'll probably ♥♥♥♥ with this. There's a very cool Treasure-esque game buried in the code here and you can feel glimpses of it - there's a few moments where boss patterns made me feel like I was playing a great MMX boss fight. A very, very unpolished gem. You'll know if it's for you. At sale price, I don't see any reason not to try it.
To start at the top, for $15 as a MegaMan X/Zero like made by 2 people I'd recommend Gigabuster, but it's not without it's faults. The gameplay is fine, very MegaMan X/MegaMan Zero. You have armor parts to upgrade a la X, but multiple weapons (sword/axe/spear/bat/gun) like Zero. The overall feel of the game is fine but it makes some choices I think it could have skipped. Your arsenal by the end of the game is nuts and I can applaud that but it feels like you have at least 2 character's movesets by the end and it might have been more fun to actually have 2 characters to play with though I get that story wise it'd be weird. It felt like they didn't want anyone's favorite move to be left out, so it's just all here, which again is admirable but it's also hard to ever feel like you are really utilizing the whole moveset. Speaking of the movelist... Something that I felt a lot playing the game is "oh this is [mechanic/enemy/thing] from [place]". It was a game pitched on being MM Zero-like so it's not surprising a lot of the same stuff is here but there's also unexpected bits, like a boss that's very Death from Castlevania with a company logo that looks very Willy Wonka. You get the leg upgrade that hovers.. and looks a lot like X's 4th Armor when you do it. It's hard to find the line of homage I think, but I do feel like it toed into being a little too referential/similar to some other works. Again, it's a game designed by 1 person for a Kickstarted game meant to be like an existing series so I'll definitely cut them some slack here but if you've played a lot of the games Gigabuster is going for you'll go "yeah okay I see what you're doing on this one". Also to be very clear, they aren't the only one using Zero's X4/5 movelist as the base the sword in a MMX style game, it's bascially universally how it's done. The music is solid, it's a game made by 2 people and one of them is the composer (Jasmine Cooper) who did a really good job here. Compared to a lot of other reviews, I had very few bugs. A couple visual hiccups here and there but only one hard break, when a boss died right after I did it locked up and it wasn't quite sure what to do about that. I suppose I had achievements bug out in that I got them when I shouldn't have but, minor stuff. Not perfect, but still an enjoyable game.
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