
Plant seeds to grow guns in a challenging retro platformer.
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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
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Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The game is too bad in so many ways. I feel very disappointed considering that i voted for it and was waiting eagerly for its release. Here's my pro/con list: [u]Pros:[/u] +8bit retro graphics retro music & feel. +nice idea with planting guns. [u]Cons:[/u] - Too difficult in a way that it's [b]only[/b] punishing and not rewarding, at all. - Seems very unpolished, you have to stand on the correct pixel to jump off a platform. - Cannot change keyboard layout and the default layout is junk. You control with WASD and jump/fire with JK. And then there's Shift. But a 8 bit/retro game without cursor keys layout? - ESC should mean ESC not ALT+F4 - Totally unbalanced enemies, you have to use a full gun magazine to kill the first two of them on the 1st level. - A game without save, without checkpoints, 3 lives and a totally useless intro level EVERY **** TIME ! Verdict: Nah.. [2/10]
It's hard for me to say anything nice about a game in which I couldn't beat a single stage. The difficulty in this game is right on par with Silver Surfer for the NES -- that is to say, it's next to impossible. I get that this game is meant to emulate 80s platformers, but it did so in all the wrong ways. One thing that bothered me greatly was the lack of checkpoints. Every time you die, you start back at the beginning of the stage. Unless, of course, I hadn't yet reached a checkpoint in the stage, which only compounds the difficulty issue. Another problem is that, like many platformers of that era, the game relies on pixel-perfect jumps as a means of coaxing cheap deaths from the player. Speaking of which, the game also tries to include the Ninja Gaiden style of wall jumping, but it doesn't feel as fluid as that game. I find that a frequent problem in games of this type; they want to emulate Ninja Gaiden, but in the end all it does is make you wish you were playing that instead. There's one level which effectively starts with a boss fight. At first, the pattern to beat the boss seems simple: Get out of his way when he jumps or charges, and avoid the rocks that fall when he does this. That's enough to keep you focused, but the game devs didn't stop there. They also throw in these slug creatures that fall along with the rocks, so you have MORE things to avoid. Why bother? It's unnecessarily difficult. As a lesser point, there are some glitches/bugs, though nothing game-breaking, as far as I can tell. During your death animation, you can actually still shoot from side to side, which is funny even though it's pointless. I notice the game is marked as Version 1.5; I hope there are future fixes coming that address the insane difficulty, otherwise I have to say this game is not enjoyable in the least. Thank goodness I only picked it up for $2.99, otherwise I'd be even more upset.
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Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Boring gameplay and old school lives system where if you die you got to restart the section and if you run out of 3 lives you restart the whole level. The game tells you the first time you run out of lives "GET USED TO THIS"... no, no I will not, thank you very much.
Another game that tries to use the excuse of "It's supposed to be hard! It's retro!" to make up for terrible mechanics, terrible gameply, terrible design, and just a general lack of fun.
At first, I was caught up for the title and retro style. Sadly, this game is bad. So bad that I have nothing more to say.
[h1] 0 out of 10. [/h1]
It's unfortunate that this game is not very fun and all it really has going for it is the nostalgia factor of the 8-bit graphics style. The music/sound is a quick afterthought and most of your deaths will be in lieu of Contra styled deaths, just not knowing what to expect ahead of you as it unfairly hits you in a timed jump so it becomes a game of advanced memorization as you restart levels over and over again. You only have 3 hits at your disposal and then you die. One of my biggest complaints is the very short invulnerability time when you do take a hit and it's very easy to get juggled around and die. I think the majority of the difficulty this game has to offer is largely from poor level design, not having a very large field of view in front of you to predict what might attack you, and relying too heavily on purposely creating scenarios that there is no way you could guess something is going to attack in such a way or is not destroyable making the first encounter a cheap death. All that aside if those things don't bother you in a retro platformer than by all means drop the cash on this game since it is not ridiculously priced for the content it does offer. But there are games far better than this for the same price as well so I'd recommend to shop around.
YIKES! From the sound-effects to the level and enemy-design, this game wants to be Megaman so bad it hurts. It's too bad that Gunworld is completely insufferable from top to bottom. This is one of those games that's difficult for all of the wrong reasons. Why is this game is so difficult? It's because Dwayne (Dwaine?) is on the wrong-end of the screen at all times. When playing a 2D platformer, it's important to be able to see what's ahead. This rule was established back in the 80s. When the hero of a 2D game is running, they should be in the very center of the screen. Instead, you have very little real estate, so if an enemy appears, you probably won't be able to react in time to avoid it. Alright so let's break it down. In the City stage, Dwayne has to jump between conveyor belts. There's enough space ahead of Big D so he can see the jumps he has to make, and not much else. At one point, a large fire-spewing robot is going to spawn out of seemingly nowhere. You'll have no idea this robot is here, until you jump off of a conveyor belt, bump into the mech, and fall to your death. When you restart the stage, at least you'll know when that particular mech is going to appear, so maybe it won't kill you again. I'm hesitant to refer to this as "trial and error" game-design. It's more like you get the middle-finger at every opportunity, simply for having the gall to play this game. At this point, I don't even have to find other aspects of this game to complain about, it's already a failure. When you're practically expected to die just to know what's ahead, then the game is an absolute mess. The worst part is that fixing this game shouldn't be a complicated process. All GunWorld really needs is a handful of improvements and it would be playable. I suppose that's how developers make hard games. They break all of the established rules just to guarantee easy deaths for the player. I'm done discussing this pile of filth.
All the smell of yet another ported console game where the developer clearly isn't a PC gamer. [list] [*] Escape instantly exists out of the game without warning. [*] No way to customize controls. [*] Unconventional keyboard controls. [/list] Maybe it's an OK game if you have an xbox controller?
Poor design does not mean its retro. Fantastic binding on ESC key, exactly what this game needs -- exist game silently without a warning, should also uninstall.
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.
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