
STORY TELLING BOSS RUSH. Humans, animals, or both. What and who are they? In a world known to be inhabited by both. Beings more than humans and animals. Shrouded in mystery. Connected either through mythology or paranormal. Discover through the narrative of "HUMANS CONNECT"
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Languages: English**languages with full audio support
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
⠀
Very cool game and concept. Some aspect remind me of Kingdom Hearts, but with some souls-like elements, the makings of something awesome. For a solo developed project this felt surprisingly good to play, not perfect but smooth enough to enjoy. Each fight was unique and challenging. 2nd boss fight was the best because of the characters move set, dodge roll and counter were good, but the second phase of the fight was a lot harder than the first. Some tweaks I'd make: The 2nd bosses move where he slaps you with a big yellow claw needs a little more telegraphing, it's too instantaneous, no time to block it. Also, for his move when he summons a bunch of arrows the timing window you have to block is really narrow, could be a little longer to match the rest of the fight. The 3rd fight needs a little something more, it was pretty easy once you learn the bosses moves because he doesn't have that many, a little too repetitious. Other than that I'd say it's pretty amazing.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
"HUMANS CONNECT" is a very poorly made third person "boss fight" brawler where you basically do some laughably bad fights in a janky Unity kitbash. You also get to read incredibly cringey, laughably bad dialogue that really will convince you that Steam Direct was a mistake. What do you do in the game? You have to fight some werewolf/furry thing. This looks a lot like it was designed for consoles, but released on Steam instead by mistake. While this is on PC, it has all the hallmarks and deficiencies of a console game, from the clunkier than needed control scheme to the less than cutting edge graphics. There's 10's of thousands of PC games on Steam, and PC gamers deserve only the best. This might not appeal to many gamers due to the lack of PC-centric design. It's unclear why this never made it to the video game console appliances it seems to have been designed for. The technical execution of this game is shallow and simplistic, just enough to tick the boxes required to get something (anything) published on Steam, rather than investing the huge amount of effort and budget needed to create a fully fledged, comprehensive, high quality product. This feels like a tech demo more than a full game. The graphics aren't great, really poor quality mismatched assets and janky animations. That's understandably a turn off for a lot of gamers, and it's a big contributor to the failure of the game to attract gamers despite having no up-front cost. Gaming is a primarily visual medium, and if developers want to succeed, they must understand that it's not an area for compromise. You deserve better than compromises. Now on to pricing and value for gamers. There's no initial download price, but the developer was charging $10 USD for this. Price barriers, especially on low quality products, can be a direct cause of failure. It seems like a nice gesture for the game to have no up-front cost anymore, but it also tells us that the game wasn't good enough to succeed as a paid product. This is also a bit of a slap in the face to anyone who showed enough questionable judgement to pay money for this... nobody got refunded. A peak of [b]5 concurrent players[/b] (according to SteamDB) for a "free" game is a disastrous public reception. Out of 130 million potential players here on Steam, almost nobody was interested. Even though this is "free". That level of rejection speaks a lot for the quality of the game. This "free" game won't count toward your game collection count on your profile. With that in mind, is it something you should still download? This one scores a "nope". While it won't necessarily cost you money, the time and hard drive space it requires could be better invested in one of the many higher quality alternatives on Steam.
İnsanlar, hayvanlar veya her ikisi. Onlar nedir ve kimlerdir? Her ikisinin de yaşadığı bilinen bir dünyada. Varlıklar insanlardan ve hayvanlardan daha fazlasıdır. Gizem içinde örtülü. Mitoloji ya da paranormal yoluyla bağlantılı. "İNSANLAR BAĞLANIR" öyküsünü keşfedin
Special revieuw request, this took me longer then the game xD. 1) First things first: No Subtitles other then the picturetelling in ch4, deaf people one thing, but I had a hard time figuring out who was talking and what they were saying. Lack of different voice-actors? If you dont wonna spoil the names, use the colour palleting as in ch4. 2) I'm gonna be as simple and compact as I can be, with a Chapter by Chapter breakdown near the end. Starting off, it's was hard to recommend this game cause it all came down to one thing for me, "I couldn't play the game like I wanted to". It became apparent that every chapter had it's specific way of beating it, without leaving much room for personal playstyles. Meaning many of the moves became either underwhelming or a death trap. Leading into a very scripted kind of playstyle. Which in turn is the result of a fixed cooldown time in between enemy attacks. Which also made it feel like the bosses had too much health, kinda felt dragged out. 3) No menu/pausing/retry option while playing a Chapter. This one is self explanatory. 4) No button mapping, fixed controls. Understandable for controllers, not so much for keyboard and mouse. 5) Pet peave maybe, but I wish every game that releases on PC has this: Changing Controller Button Icons. Switching from the now standard Xbox icons to Playstation, Nintendo and Steamdeck as an option. 6) Flashing when attacks from the player are hitting. Understandable if its used to discourage mashing cause that's a tell for when the enemy wants to attack, so maybe an option to disable both? 7) Casual players might feel like the game is unfair, has cheap oneshot and/or no-hit-run mechanics. 8) No camera controls, fixed camera. Not really needed with how the game autolocks on the enemy, but usefull is some chapters. Chapter 1: Very good introductory level, gave alot of freedom to figure out the controls, combos, movement, check the HUD etc. Gave a good idea about how the rest of the game was gonna be. Chapter 2: -Phase 1 very good, very clean. The counterattack damage depending on how far you are into the fight was a weird addition. -Phase 2 felt weird. The fact that he hit and missed so randomly made this fight kinda tedious with how blocking works in this fight. I got baited often into guarding before he decides to do the onehit Scythe attack. Chapter 3: This fight felt really cheap at first. But I understood the idea behind this boss. Phase 2 caught me offguard nicely for the full aggro mode. Chapter 4: Think I cheesed this one, never got into a second phase and under half hp all he did was get stunlocked and walk towards me menacingly. Chapter 5: Think this one felt the most scripted in turn of, how long can I attack untill he attacks again. Ngl all I did here was: full basic combo, 1 extra hit, run and dodge away with spacebar, go in again. Depending on how long it took me to get back to the boss, I would skip the extra hit or sometimes not do a full combo. Overall: I really like these kinds of games, simple, straightforward, comprehensive, can get very detailed in its simplicity. Some nice hints to other games aswell. This game all things considered with the single developer and development time, felt like it simply wasn't playtested enough by different people. As a developer you can easely miss what you are trying to achieve in these fights, because you know the fights too well. You know them inside out, so you know the perfect way to deal with them. The issues lies in this that the idea of other moves/playstyles becoming redundant, non effective, too risky or in chapter 3 specifically, a deathtrap. But even with this I recommend this game, cause with more feedback, tuning, balancing, this game can really become what it wants to be. And I'll wait for the day when this happens. Biggest L in this game: No Actual Bossrush. Biggest W in this game: The Gallery/Art. Visual chapter telling at its finest.
For a free game I really enjoyed this game! The boss fights are fun and varied, each have a different strategy to them, every fight uses a different character with a different move set, including: Dashes, Dodging, Teleport dodges, Air combos, attacks while running, a ranged attack, a healing mechanic, crazy combo mechanic that uses a full energy bar, and my favorite was the guard/counter mechanic in the 2nd fight! The guard/counter mechanic gives you two options after you successfully counter.. you can choose to evade after the counter or negate (which stops the attack of the boss usually depending on which phase the boss is in, sometimes it's better to evade after the counter). Overall solid game for a one-man team! Only gripe is it's too short but it's a fun time! Give it a shot..! It's free, you pretty much don't have much to lose! Also, it's preferable to play with a controller in my opinion! I used a PS4 controller and had a blast!
Very bad game, no logic in the attack and no good Animation
This game is awful and clunky. Pls fix
Very cool little game, very impressive for a solo dev project. The action feels good in the hands, it's very responsive, and it has a cheesy but very fun shonen vibe to it. It could use a polish pass for the readability and timing of some attacks. Reading what a character does during loading screens is very vital to understand each fight. Absolutely recommended for fans of buff beast people.
Just got done replaying the game for the achievements. I can't get the last one no matter what I do like closing the game, doing all the chapters, or using a controller. Very unfortunate. Humans Connect got some updates since the last time I played. There are more cut scenes. Of course, there are some glitches like being invincible in Chapter 2 and Chapter 5. In Chapter 3, there is a rare bug when Inpu fires a blast he keeps running. In the extra chapter, some of the bosses dialogues are gone, and the only dialogue I recognized was "That's enough!". What I like about the game are its cutscenes and the combat is cool like watching a super hero show that. Unlike other games, werewolves are usually used as enemies to fight against the players and that was it; there were nothing special about them, but in this game, you play as a powerful werewolf who fights against a jackal with a scythe and a demon. I think the game wants to make it challenging by providing intense combat, and to tell a story about a werewolf fighting to protect his master while fighting to survive in this apocalyptic world, but it's not engaging enough. I would like more context from the characters. I don't know what Nightwolf is protecting Julia from when they are running away, why Inpu tries to kill them when he was trying to save her, or why the Alpha is inside her seeking revenge. The interaction with each other are very neutral, so it's not very interesting and I don't learn anything new about the world or their life. The story is explained more from discord, but in the game, there's not enough information. And then the combat needs to be more fluid. The biggest problem is that the combat is very stressful. The bosses start-up attack are not noticeable that it can lead to some cheap hits, and their attacks are random, which I think that was the intention, but they can attack "anytime" when I am attacking, and one hit from them are deadly. There are some bugs that makes me invincible from most attacks in Chapter 2 and Chapter 5 when I play as Julia. I agree that it would be nice to have some button mapping or key bindings because I don't like that my guard button is R1 and to summon my allies is L1 and A. The stages are good as they way since it requires a lot of space to move around and they fit with the theme of the world. Music fits with the game. I can feel the transition between combat and flashbacks. Those are my thoughts on the game. I had fun with the game. I can't wait for the next one. Edit: Never mind. I got the achievement. I just had to disable the Steam inputs.
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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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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