
The God of Rock has gathered the universe’s greatest musicians to clash for musical supremacy. Battle to the beat by hitting notes in rhythm and unleash harmonic attacks against opponents in this competitive rhythm-fighting game hybrid.
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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, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Really cool game with interesting concepts that really make your brain hurt in a good way. Although it is ruined by having a horizontal view, and when you are dealing with a pvp game that means you will have to get used to reading both from the left and right, which just feels strange. Once it has an option to toggle between horizontal and vertical charts, then I would recommend this game. It's just sad that the best way to play this game is on a sideways monitor.
The gameplay is neat, and the songs are OK, but the calibration tools are laughable, and the AI is a joke. I was KOing the bots on Very Hard difficulty in less than 60 seconds with more than 3/4 of my health. The only reason I even lost health was because I hadn't built the muscle memory to spin my analog stick and end with RT, because what other game needs you to do that while doing very specific button presses? As far as I know, NONE. A fighting game needs a community for it to thrive. This game had an all time peak of 32 players 4 days after the game released. Unless you already have friends lined up to play matches with you, don't even bother,
The horizontal bars make it hard to actually focus on the fighting. Maybe I just suck, but never had issues with games like muse dash. 1 update then radio silence, so this is it. It wasn't for me. :Beatrice:
Great game!! Something Fresh, Something NEW!! Something never done before!! Get ready to feel the pain of learning a new way to play games. Your knowledge on Fighting games or Rhythm games is of no use here. Fantastic Music, Lovable Over-the-top characters, Good Ol' Arcade Fun!!! The game is pretty small, but it has a ton of heart. Also, attempt learning the fighting-music combo using a fight-stick or custom Keyboard, controllers won't do you any good on anything above normal difficulty. Myself, I'm using the 8BitDo Arcade Stick and it's amazing to use on this game.
As a pioneer in the rhythm fighting game genre, God of Rock certainly has its flaws, but in spite of these, I am still giving it a positive review. Every character is unique, with their own playstyle, their own unique inputs, their own unique matchups against other characters, and the stories for each character give us a look into their life, and how it may have been previously. Overall, it is a fantastic game, and hopefully it gets the online it deserves.
[h1]簡介和注意事項[/h1] 將音Game與格鬥轉招揉合的作品,但缺乏了合理的配套系統。在強大的3D美術風格以及各有特色的技能組設計裡面,卻是相互衝突的核心玩法與UI&UX(介面與使用者體驗):雙手雙眼都在集中注意打著音符(Note),卻要被技能系統分散注意去轉招及確認出招時間。 [u]目前遊戲的伺服器已停止服務,無法進行快速對戰和排名戰[/u],就連討論區也無人員回覆,應該是不會再更新了。若仍想體驗看看的玩家只能遊玩故事模式(說是故事模式實則只是單純的Boss Rush),調整難度與電腦對戰。 更詳細的體驗與問題分析會在下面詳述~ [h1]將被核心設計拖垮的精緻角色設計[/h1] 從PV與遊戲截圖都可以看得出來,不管是作為音樂遊戲還是格鬥遊戲來說,《God of Rock》都是美術頂標的作品,尤其是真正進入遊戲看到角色的3D動態與Pose,我認為都不輸一線的3A大作,而且又有走出獨樹一格的美式風格,很能驅動玩家去嘗試遊玩當中的每位角色。 而再更進一層,每位角色也有區分出格鬥遊戲裡操作、觀念不同向性的各式技能組:專心為自己回血的希德嘉、完全特化輸出的奧利、可兩組技能交替切換混淆對手的耕筰...等,共12位角色都有其自己的戰鬥定位。 上述這些華美的表象,都在進入第一場實戰後,逐漸被核心玩法的不協調感給失焦、拖垮。 [h1]兩者兼容的核心玩法,體驗上卻被迫擇其一?![/h1] 核心玩法其實很直白的就是將音遊的打擊Note與格鬥遊戲的轉招附合在一起,然後又加上了有些複雜的技能Counter規則(必殺技>專屬技>Lv.3>Lv.2>Lv.1)。而對戰沒有時間限制,歌曲會輪播且譜面會越來越難,直到一方血量歸零為止。 技能規則先不論,光是基礎的打Note加轉招就已經夠讓人手忙腳亂了。遊戲中,[u]音符軌道是以橫向4Keys的版面設計,不管是使用搖桿還是鍵盤,都沒有舒適、直覺的按鍵配置[/u],加上譜面設計上有超多複合Note,又得在這之間轉類比(蘑菇頭)出招式,感覺上就是被強迫只能選擇專注在其一來操作,不然只會兩頭空。 曾經自嘲音Game打不過是手不夠多,現在是真不夠多啊! 既然我Note打不順,不然我專注發招,盡快把對方打倒就好。改變思路後,確實比較符合這遊戲的玩法了。 [u]很反習慣的,這遊戲對音符的連段Combo其實不太要求[/u]。對戰時雙方譜面會是一致的,打到同個Note時角色便會相撃且不造成傷害,非得要等到失誤的一方出現,對局才會逐漸推向結束。如此被動的機制,在考驗玩家的穩定度。我本來就不擅長音game,自認穩定度不佳,那倒不如在前期就冒點風險積極轉招,成為主動進攻方。 起初確實奏效了,出招的傷害報酬大過轉招時失誤的那幾顆音符造成的損傷,也用此手法逐漸玩出手感以及醍醐味......至少到普通難度以前的電腦AI是如此,再往上的難度,前面提及的技能Counter規則便成了勝敗關鍵,而這也讓我更注意到整體的UI&UX問題。 [h1]UI&UX的設計衝突[/h1] 在幾度亂發Lv.1絕招被反制後,我重新去跑教學指引,才發現[u]當對手發動絕招時,軌道中間的圓圈會有顏色提示,在這瞬間便可以運用Counter規則去反制對方[/u]。不過對於認真在打Note的玩家來說,這圈提示完全無法快速注意到,更無法在瞬間判斷要以什麼招去反制,更遑論還要轉招確認......沒錯,前面手不夠用,現在連眼睛也不夠看了,製作者真當人人是Faker是不是? 這之後,我另外檢視了其他UI,也發現橫版軌道、血量條、招式提示圈,甚至是顯示對手的音符軌道,[u]感覺都是服務於中間角色打鬥的聲色效果,意即吸引第三觀看者的目標,而不是玩家實際操作時的體驗[/u]──簡單來說,就是實況觀眾看很爽,自己卻會搞到眼花撩亂。 [h1]從過去借鑑,音樂+格鬥真有出路?[/h1] 回望過去的音樂遊戲,橫版軌道的設計算是相當少見,不外乎就是因為視覺與按鍵配置無法整合得諧調且直覺,《Muse Dash》、《太鼓達人》則是少見橫版軌道成功的案例,而它們都有一個共通點──軌道數少。 若是《God of Rock》在設計之初能夠以它們借鑑,把軌道數從4Keys降成2Keys,或許就能從根本解決玩家過度專注於Note的大問題了!以此為基礎,再把技能施放與Counter機制修改得簡便一些,音Game與格鬥遊戲也許就真能有很好的搭配效果。 希望這個IP或單純這個遊戲概念能有機會死灰復燃,不然就目前不再營運、更新的狀況來說,確實是可惜了當中的美術與音樂,以上。
I found the game to be quite disappointing. One aspect that particularly bothered me was the horizontal input, instead of the standard vertical one. Additionally, within the first few minutes of playing, I encountered several game design issues that detracted from my enjoyment. The use of Street Fighter input moves felt outdated, the music selection was rather generic, and the sound effects often overshadowed the music. Overall, these factors contributed to a less than ideal gaming experience for me.
Tem coisas que o jogo ainda pode melhorar como por exemplo deixar ele 100% compatível com o steam deck, arrumar pequenos detalhes, mas o jogo é excelente, divertido, bom pra desafiar seus amigos , inovador ao combinar musica com luta, gostei bastante! espero sinceramente que a modus continue a dar suporte e melhorar o game, ele tem tudo pra ser uma franquia consolidada no mercado se continuar melhorando!
yes
NEEDS vertical charts but fun when you get into it game advertises custom songs but i havent been able to find any on youtube or anywhere so probably wouldnt buy it for just that aspect alone special moves besides ultras are pretty simple to input on controller but i always forget its a thing so i end up just playing the notes until i remember oh yeah theres specials
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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