
In this small scale, turn based tactics game, you spin Guncho's revolver cylinder to keep his bullets aligned to enemies. Fight your way through randomly generated shootouts. Upgrade your bullets and use tactical abilities to defeat your foes. Ride your donkey and become the ultimate Pistolero.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Japanese, Russian
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
This game is super addicting. It never gets old. OFC I love the theme of the game obviously but also it is a change for a western game.
good
Que buen juego. El ost es super disfrutable y la jugabilidad es para echarle tanto como quieras. No es estresante pero tampoco facil.. Para nada facil. Pero es tan facil hacer una y otra run.. El arte esta muy bien logrado. Voy a estar pendiente de lo que cocine esta gente.
遊戲很有意思,但關卡、和敵人種類有點少,過癮到一半就嘎然而止了,有點小可惜,希望製作組可以更新~
wicked fun! ya gotta try it!
I just think it's neat
Super jeu, une bonne dose de réflexion. On se dit à chaque fois que ça va être facile, et on se fait avoir bêtement.
A clever, tight little puzzle that is the perfect bite-size to give it a run before - or after - a long day
One of the best turn-based puzzle games I've ever played, the way everything keeps interacting with each other and how you need to keep track of all the things on the board reminds me a lot of the tension you get sometimes playing Spelunky. Even if it's run based with a perk system (that btw is very nicely balanced), it's more like deciding what tools you want to use for the right ocasion. Everything you pick will always be useful and can backfire at any moment if you don't play careful. The fire/reload system is probably the cherry on top, always making you move and decide when it's safe to take risks to reload or to try and survive by using the enviroment, overall this to me is a must play for anyone who loves puzzle games in general, give it a go!
I've played this game a fair while, and I'm not entirely sure what I feel about it. The core element is very enjoyable. A hexagon based grid dictates where you can move, and a six-shot revolver dictates in which direction of those directions you can shoot. Both shooting and moving will cause the revolvers' chamber to turn, moving fired chambers around, preventing you from firing in those directions until you reload. An enjoyable and fairly intuitive concept that requires some planning ahead. This is emphasised by the information icons above your characters head before you confirm a move. It'll tell you if you're likely to die with a skull, and from where with curved arrows above the grid, or a direction you're being moved in with straight arrows away from you. The games problems however - for me - stem from the games randomness, which seems to contradict that core concept. The enemies are well varied, and require different strategies (the woodcutter is melee only, the gunslinger can shoot four hexagons' away, the demo man will throw a stick of TNT that'll first light, then explode, the donkey will charge, pushing you (and whoever else is in the way) in a direction. There is however no way to predict in which order an enemy will attack. Will this does add some interesting unpredictability and chaos to the game, for a game that's meant to be about tactics, I feel this doesn't work in the slightest. I've been put into many situations where the game was won or loss not because of tactics, but enemy turn order. And more often than not, I've found the game tends to favour itself over you. Maybe this is just some bias talking though, I don't know the numbers or the code. Ultimatly though, it feels only prudent to play incredibly defensivly. With some of the power-ups you get only adding to the chaos (ones that will do something random), I've only found myself selecting those when I've got no better option. What I was kind of hoping would be an interesting spin on a Into The Breech style strategy game, what we end up with is an annoying halfway house between that, and chaos. The game would be dramatically improved with just an enemy-attack-order toggle. Would let you plan out your move, think ahead, and actually outwit the enemies, instead of hoping that one will attack instead of the other. If it weren't for getting some of the achievements, and how easy the game is to play, I would have probably given up long ago.
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Trends
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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