
Fight through waves of alien interlopers and save the world as Dewey Owens in HYPERGUN, a fast-paced roguelite shooter centering around a procedural weapon of questionable effectiveness. Enter the simulation. Build the HYPERGUN!
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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*, Portuguese - Brazil*, Russian*, Simplified Chinese*, Traditional Chinese**languages with full audio support
Engagement
Hours played at review time, across 47 reviews with recorded playtime.
Reviews
Themes across 47 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
[h1]へんてこアタッチメントがランダムドロップのローグライクFPS。面白いが荒い調整が牙を剥く場面も多々[/h1] エイリアンから人類を救うため、シミュレーションを用いて最強の銃を開発するFPS。 ランダムドロップのアタッチメントを集めつつ、全6ステージの踏破に挑む。 [h1]システム[/h1] ・アタッチメントはランダムドロップ。但しドロップするアタッチメントの種類を増やすには研究所のストアでアタッチメントを購入する必要がある。 ・操作は移動とスキル、プライマリ及びセカンダリファイアのみ。ADSは無し。セカンダリファイアはそれを持つアタッチメントを装備している時のみ発射可能。 ・インゲームマネーはビットとハイパーコインの2種類。前者はシミュレーション内でヘルス・シールド・鍵等を買う一時的なお金で、後者はアタッチメント・クラスのアンロック等に使われる恒久的もの。 ・クラスシステム。4つのクラスがあり、それぞれでベースとなる銃、スキル、体力等が異なる。初期クラス以外はハイパーコインでアンロック。 ・マップはランダム生成。基本的な部屋構造は変わらないが、トラップの位置が異なる場合がある。 ・戦闘はアリーナ形式。部屋に入ると敵が出現し、殲滅するまでその部屋から出られない(ショップと宝箱部屋を除く)。 ・クリアした部屋はワープポイントが起動し、マップから好きな部屋へ移動可能。部屋の無駄な行き来を省略出来る。ボス撃破後も自由に行き来可能。 ・体力がゼロになるか、最後までクリアするとシミュレーション終了。ハイパーコインのみ保持される。 ・恒久的アップグレードは無いが、ストアに並ぶアタッチメントがどんどん優秀になるので、結果としてゲーム後半ほどクリアの可能性が高まるつくり。 [h1]良いところ[/h1] ・アイデア豊かなアタッチメントの数々 ドラムマガジンやグレネード等の普通のものから、バナナのマガジンやスロットマシンのバレル等へんてこな見た目のものまで様々。ゲームが進むにつれ銃の見た目がどんどん可笑しくなっていくのが面白い。 ・移動と射撃の爽快感 移動速度は速めで移動中の命中精度低下も無し。昔ながらのFPSの操作感。 射撃音は初期こそ迫力が無いが、アタッチメントによって様々に音が変わるのが楽しい(例えば卓球ラケットのアタッチメントを付けると、射撃音はピンポン球の音になる)。 ・手強い雑魚・ボス達 1ステージ毎に新たな敵が登場し、段々と戦闘で考慮しなければならない事が増える(シールドを付与する敵がいた場合、それを倒さない限り本体は無敵等)。 また、ボスも遠距離を考慮に入れないとならないものや瞬間火力が重要なものなどバリエーション豊か。 ・音楽 シンセウェーブの心地よい音楽。 [h1]賛否両論点[/h1] ・グラフィック 原色多め、眩しめのグラフィック。シミュレーション世界っぽくカッコいいとも言えるが、どのステージも無機質で代わり映えしないとも言える。 またステージのライティングのために、せっかく出来上がったカラフルな銃が見づらいという点は個人的には減点対象。 ・アタッチメントの効果は小さめ 銃の使い勝手が大きく変化するようなアタッチメントはほとんど無し。 変わったものもあるが、だいたいはファイアレート・弾速のほか、跳弾・属性ダメージが付与される程度。 ・高難易度 小さい敵は撃ち落とすのが難しく、また大きい敵は素早く移動するものがおり、不意打ちを喰らいやすい。 受けるダメージは小さくなく、回復手段も乏しいため、全体的な難易度は高め。 またボス撃破後にいくらかの報酬で体力回復出来るが、ギリギリの体力でクリアとなると次のステージですぐダウンとなることが多い。最後まで体力には気を配る必要がある。 より良いスコア(敵の撃破数など)を狙うゲームではなく、クリア出来るかどうかを狙うようなバランス。 [h1]悪いところ[/h1] ・ランダム要素が素直すぎる 特に体力とシールドについて。 これらはシュミレーション内のショップから購入出来るのだが、ショップの内容は完全にランダムで、中には空のスロットもある。 戦闘で痛手を負ってしまったのでショップで回復を狙おうと思ったら、回復アイテムにろくなものが無く、ビットばかりが余って結局ゲームオーバーということが多々あった。 いくつかの回復手段は固定で配置しても良いのではないかと思った。 ・付加効果の説明不足 毒や電撃等の属性ダメージや、レーザー砲のアタッチメント等様々なものがあるが、いくつかは説明不足でどういった効果かよく分からないもがあった。 特に属性ダメージは使ってもその効果が分かりづらかった。どのアタッチメントにもより詳しい説明が欲しい。 ちなみに電撃は機械系、出血は生物系の敵に効果的っぽい。 ・セーブ不可能 プレイ中のセーブ不可能。 全ての工程で1時間はかかるのである程度時間に対して覚悟をもって始めないとならない。 中断セーブが欲しい。ただし稼いだハイパーコインはどこで中断しても保持される。 ・バグ(銃が消える) 致命的ではないが残念なバグ。アタッチメントで改造した銃が一切見えなくなる。 なおこれは一時的なバグではなく、完成した銃が展示される場合にも不可視となる。 ゲームプレイに支障はない(むしろ視野が増えるだけプラスとも言える)が、銃の見た目が大切なこのゲームでは大きな減点ポイント。 ・バグ(進行不能・困難) 以下2点致命的なバグに遭遇。 ・敵が壁にめり込み、ダメージを与えるのが困難または不可能。 ・シールドを付与する雑魚を倒したにも関わらず敵にシールドが付与され、撃破不能。 これらのバグに遭遇すると強制的にやり直しとなってしまう。頻度は多くないが後半に遭遇すると非常に萎える。特に爆発系の武器を使用すると起こりやすい印象。 不幸中の幸い、遭遇頻度は低めで遭遇箇所はゲーム前半に多い。 [h1]総評[/h1] 実力と運の割合は7:3という感じで、上手くなるほど被弾が抑えられ後半に進めるが、クリアにはアタッチメント及び回復アイテムのドロップ運がある程度必要となるバランス。 また銃の見た目はどんどん楽しくなるのだが、一方で使い勝手は最後まであまり代わり映えしない。 敵は派手に吹っ飛ぶし射撃音も良いので射撃の部分は悪くないのだが、ゲームプレイの変化の小ささとバグが足を引っ張っている印象。またセーブ不能なのも不便。 移動の速いスポーツ系FPSが好きで、かつクリア出来るか出来ないかというレベルの高難易度が好きならオススメ。クリアしたときはガッツポーズしてしまった。 一方で、私はあまりプレイ経験が無いがローグライクFPSは多くリリースされており、それらの中にはより優れたものも多くあると思われるので、特に惹かれる部分がなければこのゲームはスルーしても良いかもしれない。 個人的には射撃感・見た目が欠点を上回ったのでオススメとさせていただく。
[h1]Hypergun[/h1] Tucked away in the confines of a high-tech weapons research lab, the outside world as we know it is soon-to-be doomed (don't ask). [i]Hypergun[/i] takes us into the corporate world of weapons manufacturing in a humorous and not-too-distant future where the gun parts are more entertaining than they are practical. Pick your class from a list of seemingly mundane executive positions, from the lowly Intern to the crafty Lawyer, the brutish Security, or the softer gentler touch of Human Resources. Each has their own specific base gun, and a specific set of interchangeable abilities to help you through the facility. Then there's the completely imaginative gun attachments that range from rad as heck to hilarious as hell, like a ripsaw attachment that fires saw-blades into your enemies or a corncob that fires popcorn in rapid bursts. Each comes with a set of helpful stat increases to aspects of your gun such as fire rate or damage, but not without a few drawbacks of its own in other areas. Usually though, the positives far outweigh the negatives and any collection of attachments is going to turn your weak little pea-shooter into a serious killing machine. [h1]Gameplay[/h1] A staple variation of enemies comes streaming at you in steady waves per each squarea arena-like room; fast moving melee assassins, shielded snipers that pressure from afar, flying drones that keep your attention to the air, and of course the huge tank-y brutes that can ram you from across the room. More specialized and difficult specialty enemies begin to appear in their distinct biomes; multiplying blob creatures in the Jungles, crazy alien wizards that lock on with area of effect bursts, and Berserker brutes that continuously chase the player down and pounce them for a beat-down. Whoever tells you Hypergun has a small variety of enemies is lying, and none of those even come close to the massive unique boss battles that top each distinctly themed world. The Challenge Rooms sprinkled about Hypergun's hectic arenas and hallways of death are where the real action of the game lies. The most condensed and intense waves of enemies will come at you almost ceaselessly. These rooms are the perfect last-ditch effort for players down on their luck who want to put themselves to the test for that life-saving upgrade, health kit, or stash of Bits to buy shields and other necessary items for the oncoming boss-fight. I'm honestly not sure if the people complaining on the length of the game are just bragging, or if I'm just particularly bad at these sorts of games. It took me a good hour of repeatedly dying before I got the initial 7 Hypercoins needed to even purchase my first store-bought attachment, and then another hour or so of dying to get to and beat the first boss without losing to him. After that, I had the flow of the game down and the Hypercoins were rolling in along with all of the crazy new attachments and the addiction quickly set in. After that point the runs do become a bit easy, and so long as you're constantly moving you'll very rarely get hit. But Hypergun isn't so much about crazy difficulty or precision accuracy (check out Tower of Guns or Heavy Bullets for that sort of thing), it's more about collecting and seeing how insane an arsenal of weird, run-altering attachments you can find for your gun and experimenting with the endless combinations of attachments a player can accrue in each individual run. If you're willing to put some time (and some Hypercoins) into it, Hypergun becomes incredibly satisfying. Hypercoins can be used to not only buy the entirely new classes with their own unique way to play, but completely new special items and abilities to buy and replace old ones with for those classes. The attachments you buy at the weapon's table are way more powerful than what you usually find on the field, and purchasing them will throw them into the mix of randomized attachments the player comes across. The more you collect, the more you buy, the more insane each run gets with way wilder possibilities for weapon sets and class ability builds. [h1]Visuals/Audio[/h1] Hypergun has a super cool synthwave style to it all, with a lo-fi vaporware sort of look to the level designs using simplistic Heavy Bullets style color palettes but with much, much higher quality visuals and an enormous cyberpunk atmosphere by way of neon lighting and extreme bloom. It's all even got a powerful retrofuture synth-heavy soundtrack to back it all up. [h1]Final Thought[/h1] The simple procedural arena-map style complete with shops to purchase items, and a special treasure room to pick up powerful gun attachments is all very reminiscent of some kind of Enter the Gungeon but as a First Person Shooter with some impressive production values. The same addictive progression of your favorite top roguelites is here, and while Hypergun might not have the same palm-sweating difficulty as other FPS roguelites it doubles up on the fun and wacky arsenal of weapon parts to blow stuff apart with. [i]This review made possible through the generosity, consideration and contribution of the developer and EvolvePR.[/i]
Graphics are good, and the game has some good humor as well. I love the fact that you start off with a base weapon and you can find attachments which change it both physically and statistically. However for now, I'm going to say this is a pass. The enemies get very repetitive and quite frankly, the gameplay isn't very fun. The idea is there, but I'm not so sure the execution is. The environments are boring, and everything just kind of meshes together. The enemies, the items, the destroyable props, bullets - all of it looks the same. To be honest, I wasn't really trying to dodge anything so much as I was basically just making sure I didn't stop moving - that was enough to keep me alive with more than enough hp. It didn't help that I couldn't even tell what there was to dodge in the first place aside from enemies that charged at you. The office space was really interesting and it was fun reading the devices around the map, but I wish the amount of detailed effort that was put into the lobby was also put into the fighting arena's. They're very mundane, and almost seem totally randomly generated but not in a good way - or just pumped out quickly without much thought. Ramps that lead to walls, platforms that just end to a fall, random static objects all over the place that just obstruct view. This becomes even more of an issue towards the 3rd level where bushes and trees are all over the place. The boss fights seem well intentioned, but could use work. For example, the sphere boss was extremely boring and consisted of me running in a circle for 5 minutes just holding down my trigger. Also it's not very obvious that it had a physical shield you had to break - for the first minute I was just frustrated that damage numbers were being displayed but no damage was being done. It was only after a piece finally broke that I realized what was going on. I still didn't get hit once during the fight though. The 2nd boss was much more interesting. The arena was a bunch of hexagonal surfaces with some hexagonal blocks along the ceiling. Every now and then the boss would cause some to drop from the ceiling and you had to dodge them, but you could also destroy them. I wish the game had more of this kind of design, because immediately I thought "maybe I can shoot them down myself?" and I tried it. I could, and if you caused one to fall on the bosses head it would stun him. Here's the games major downfall though - the bugs. Riddled with bugs. When I entered the boss room on the second level, my weapon model disappeared completely. It never came back and even persisted through any loading screens. During the second boss fight, the boss got frozen in a mid-animation frame in mid-air and stayed like that for the rest of the fight. He still attacked and moved, but there was zero animation to him and made it difficult to see what was happening. Also sometimes enemies will run the complete wrong way. This isn't a bug, but some enemies have massive i-frames where you can't kill them. For example, the wizard mob will begin a teleport animation and sometimes he just kinda of hangs out before dropping into the ground which leads to a full 7-8 seconds of you being unable to damage him. I really like the direction, and some of the gun attachments were great - one turned my gun into an espresso machine which I actually loved. Sadly, the game is very boring, and very repetitive. It's less than 2GB so really there's isnt very much content. I'm going to give it a few patches and see how it goes, then I'll be sure to write an updated review.
If you're gonna copy Enter the Gungeon and Strafe then make sure not to add arbitrary limits that only frustrate and force the player to grind uncomfortably. Half of these mods aren't worth getting for fear it'll mess up fake firearm. It's sad cause I *really* want to keep playing this game but every time I do I just get frustrated like i do in pay2win games but there's not even a scheme here. If you're gonna make a roguelite, please don't sacrifice fun for "balance" in a solo shoot'em up seemingly based on getting an incredibly lucky dice roll (YAHTZEE!) in order to beat the game as brokenly fast as possible.
[h1]你来告诉我这游戏为什么会获得“褒贬不一”[/h1] [b]那些游戏时间1h,0.几h给差评的,你们真的有在用心玩这款游戏吗?你们拿着平台给的key草草的写着云评测,是对你们所属平台的不负责,更是对因为相信你们平台,把key交付出来的游戏开发者的轻蔑和侮辱,作为平台key的测试员,你代表的是你整个平台的印象。[/b] 一款节奏相当快速的FPS型rougelike作品,自带简中,目前我写下这篇评测时,商店的评价倾向为“褒贬不一”,我看到有些人将“游戏只有pve”作为一个缺点进行差评评判标准,[b]那么我希望你挑出来有一定知名度的十款PVP题材rougelike类型游戏私聊到我的留言板,让我开开眼界,谢谢![/b] [b]另外更是看到有运行时间1小时的大神就宣称“游戏可玩性不高,多玩会就腻了”,请问你解锁了游戏的多少内容呢?都没有了解游戏内容,你也配说游戏就玩腻了没可玩性? 玩求生之路2如果第一关死亡中心,你一直在楼顶上散步都不下去,也自己不去打mod,而且没人联机陪你,是不是你也可以就评价游戏流程短,可玩性低,扩展性差,联机体验极差而且基本是鬼服?[/b] 游戏剧情十分简单,大意就是你进入作战模拟室,与各种各样的外星人进行战斗,有道具(枪械配件),有血包,有比特(单局游戏中可以使用的金币),有紫币(累积性使用金钱,用来解锁商店配件和人物),有boss,有多个关卡。本人目前游戏时间3.3h,最高挑战到第二关。 [h1]没错,这大抵就是那些运行时间不到退款时数差评给出的原因——难度偏高![/h1] 与传统的许多动作类,横版射击类的rougelike不同,这款游戏采取的是类似《killing room》的fps型rougelike,节奏则更较前者快上一筹,真的很快,地上自爆怪,近战怪不停找你,天上有着弹速极快移速很快的飞行怪从几乎第一个房间就为你带来空袭——优先解决空袭远程怪很多时候成了单纯理想性的说法,因为地面怪的海量和高速以及成群结队高弹速自机狙的飞行怪让你很多时候完全应接不暇。 没错,这就是一款节奏快到你很多时候无法把你想要的操作通过大脑而只能通过肌肉反应去打出来的游戏。 游戏中音乐节奏虽然稍显单调,但仍然十分带感,非常搭调游戏的风格,并不那么容易听腻,加上怪的攻击声音需要听的必要不大,主要靠视觉,你也可以关了游戏声音配上自己的战歌。 游戏中目前含有较多的道具配件,各有自己的特色点,因为我个人目前解锁的数量不算多,无法做出是否平衡的判断。而且除了初始人物外还有另外三个截然不同的人物可以解锁,各有特色主被动技能,武器,定位。加上用来解锁他们的紫币获取概率并不是很高,可以预见到游戏时间的确会在一个比较长的开荒期了,但并不能太了解到开荒完毕后的游戏乐趣。 说到现在,我都是在夸这款游戏,但是这款游戏的确也有着许多不可能去忽视的缺点所在。 [b]加载界面卡顿严重[/b] [b]我说真的,为什么你们要直接发正式版,不能先发抢先体验版么,你们目前的内容和发售的时长,加上考虑到你们游戏的类型,的确更适合说先上一段时间的抢先体验。而不是直接上正式再听取玩家意见[/b] [b]难度真的偏高了……你看看你们这个评价,大部分人都把自己的无能恼羞成怒归咎于你们的难度了,虽然是他们不对,但也要照顾一下低龄儿童的市场需求啊……[/b] [b]没有换弹动作,相当不爽,宁愿你们通过加入子弹制来提高游戏射击精准度的重要性来增加难度,而不是过度依靠人海战术提高难度[/b] [b]真的希望可以加入联机,这个游戏如果可以联机一定非常适合直播和朋友开黑,语音可以玩的很欢乐和紧张刺激,最好别有友伤2333[/b] 最后,关于适宜人群,完全推荐对重度FPS、ROUGELIKE元素爱好者进行购买,不适宜初爱好者尝试,不适宜休闲玩家尝试。 [h1]7.5/10,难度偏高的一款——有良好发展前景,目前游戏价值充足,待开发内容偏多的rougelike游戏 [/h1]
Read the full review over at [url=https://saveorquit.com/2018/08/24/review-hypergun/] Save or Quit! [/url] [h1] Get Jacked In [/h1] HYPERGUN is a fast-paced roguelite first person shooter where the main objective of the game is to create the HYPERGUN. With humanity on the brink of losing the war with the invading Aliens, the world depends on DevTech Labs with their HYPERGUN program to create the ultimate weapon to defeat them. Playing as Dewey Owens, you must master the ultimate combat simulator, fight through the waves of alien interlopers, and build up the HYPERGUN of questionable effectiveness. Can the world be saved in time, or will humanity die? Enter the simulation and find out! Let me state, I’ve been raised on FPS games my entire life. FPS games are my bread and butter, and some of my all time favorite games are roguelite shooters such as Ziggurat, Tower of Guns, and STRAFE (I would also say Immortal Redneck but I don’t own that game.) The moment I saw this game and played the preview demo, the game had sunk it’s neon claws in me. I just HAD to play this game! Thankfully we didn’t have to wait much longer and the full game is out! The real question is, does HYPERGUN have what it takes to stand with the best? Let’s find out! [h1] Your Mission [/h1] The year is 2038, and a highly advanced alien race has occupied planet Earth. Humanity is at its breaking point, and the fate of the human race now depends on the top-secret HYPERGUN program: a highly advanced simulation that is designed to create the ultimate weapon to combat the alien oppressors by combining weapon components across countless simulations. You play as the intern, Dewey Owens, who was allowed to sneak into the facility over the weekend. Your goal is to try and finish the simulation in time to create the HYPERGUN. When you start the game you enter the labs. Here, you are free to explore the area at your leisure. You’ll can look at laptops and tablets to discover gameworld lore, check out the galleries of the aliens that you have encountered, and look over the mass collection of weapon parts and mods you have discovered though your plays. The Meta Shop lets you unlock more weapon parts as well as your stats for your runs through the simulation. The Labs acts as the Hub that let’s you select your class and change the skills for the classes, but this requires Hypercoins to unlock this stuff, which I’ll explain in a few. [h1] Build the HYPERGUN! [/h1] The main goal of the game is to build the HYPERGUN, and to do that plays must clear through the simulation. It sounds easy enough, right? Well it all depends on your skill and your luck in getting weapon mods and attachments. With six procedural generated levels, you will go room to room to fight waves of simulated alien invaders, all the way to the boss of each level to advance. As you kill the aliens, there is a chance for them to drop items, such as bits (money to purchase items in the simulation stores), item refills, health, shield, keys, Hypercoins, or even weapon mods! Each map will always have a shop, and a reveal map room, though where to find them will always be random, and items in the store will also be random. There may even be rooms with a chest of different quality, though most chests will require a key to unlock the goodies in them. The most prized item you will want are the Hypercoins, as they are used to unlock classes, skills for the classes, and new weapon mods in the Meta Store. Collect as many weapon mods as you can, then enter the boss room and try to take them down to advance. It will be no easy task if you don’t have good weapon mods, but with pure skill you can take down everything. There are four different classes that you can play as, though only one class is available at the start and the others require 50 Hypercoins each. Every class has their own unique weapon style and their own special set of skills, from active abilities to passive, and each skill requires 20 Hypercoins to unlock. This is where most of the grind to the game is, collecting enough Hypercoins to unlock everything. You get the most coins by getting further into the game, as bosses will always guarantee at least five Hyper coins. On a complete run you will acquire around 40+ Hypercoins, but this also depends on how lucky you are with those drops and how many special crates spawn on the maps as these could drop a Hypercoin. [h1] Neon Aesthetic [/h1] Each of the six levels will have their own aesthetic but function the same, with some minor changes and decorative obstacles and traps. Most of the rooms are big and open enough to allow you to run around enemies to get some distance if needed. The levels are randomly put together from pre-made rooms that connect to one another to form a slight maze, each with a shop and map room, as well as chest rooms and challenge rooms appearing once in awhile. The further you get, the more traps and level hazards you will face, though it is extremely limited in terms of variety. There is also the ability to teleport back to rooms you’ve cleared via the map, just like how it worked in the game Enter The Gungeon. Now keep in mind the screenshots I took is the game running at low quality settings, as I am running an old budget computer, but I was able to run the game at the highest settings. The only issue with that though was then the game ran at 10FPS for me, which is not something you want when playing a twitch shooter. Even setting it to the lowest settings, the game still looked really nice and ran at a nice 50-60FPS for me. This was honestly my biggest worry as I wasn’t sure my old PC was going to be able to handle it (and is why I tend to avoid newer games), but thankfully it ran it just fine and I was able to complete runs and have a blast playing! There are a wide range of options to change as well, even down to the graphical looks! The only annoying part is you have to be in game before you can access the options. [h1] **** Due to Steam Text Limit, read the rest of the review over at [url=https://saveorquit.com/2018/08/24/review-hypergun/] Save or Quit! [/url] for more info on Sound, Music, Gameplay, Monters, and Problems with the game! **** [/h1] [h1] Final Thoughts. [/h1] Is the game perfect? Well no, it can start to feel repetitive, especially when everything starts to feel the same, but is it fun? Well 20 hours in and I had a blast! It’s a simple game, but simple fun to just kill things and hope you get some awesome weapons. With the devs already working on post launch content and updates, the game can only get better and better, which is why I don’t plan on deleting the game any time soon. I will end up coming back with each update and work towards that nice 100% completion. With enough updates this game could easily be worth every penny! As of right now some people might not find it as enjoyable as myself. When in doubt, get it on sale or wait for more updates! Hopefully they knock it out of the park, and get lucky enough to be able to print a physical copy for consoles, so I can add this to my collection!
HYPERGUN est un FPS rogue-lite que j'ai bien apprécié ! Le but de ce jeu est de créer l'HYPERGUN, l’arme ultime pour décimer les aliens qui ont envahis la terre. On commence le jeu dans un labo qui sert de hub, on peut s’y balader librement avant de se lancer dans la simulation dans laquelle on se bat contre une copie virtuelle des aliens qui ont envahis la terre. A noter que le jeu ne se prend pas au sérieux et propose pas mal de notes d’humour à travers notamment différents mémos répartis dans le hub. L’arme, c’est ici que se situe « core gameplay » du jeu. Cette dernière se décompose en 8 parties : canon, accessoire sur canon, accessoire sous canon, viseur, corps, munitions, poignée, crosse. Au fur et à mesure de la progression dans la simulation, on trouvera des accessoires qui, si on le désire, seront automatiquement insérées dans la partie correspondante de l’arme. Les accessoires amènent différentes modifications, notamment des bonus de statistique (+X% précision, dégâts, …), des malus (-X% vitesse d’attaque, …), des modificateurs d’attaque (passif) ou encore des nouvelles attaques que l’on activera avec la touche corresponde du clavier (1, 2, 3, …). La simulation change d'une fois à l'autre avec un agencement différent des pièces (map) qui elles ne sont pas uniques dans la construction (room). Il y a actuellement 6 niveaux, chacun un boss et un thème graphique différent ainsi que de nouveaux ennemis. Sans parler de la pièce du boss, on trouvera 2 pièces avec une fonction, à savoir une pièce magasin (dans le quel on dépensera les « bits » récoltés) ainsi qu’une pièce défit dans la quelle on peut tenter de battre des vagues d’ennemis pour gagner des récompenses. Il y a possibilité de débloquer 3 classes additionnels (le vigile, l’avocat et l’employée RH) en plus de celle de départ (le stagiaire) qui auront tous une arme de départ, des statistiques ainsi que techniques actives et passives différentes. Aussi, les Hypercoin que l’on récoltera pendant les simulations servira également à débloquer de nouveaux accessoires qui tomberont de façon aléatoire pendant un run. Il semblerait que HYPERGUN souffre de la comparaison avec un autre jeu nommé MOTHERGUNSHIP mais ne possédant pas ce dernier (du moins actuellement), je ne peux pas élaborer sur cet aspect. Par contre, si vous cherchez un FPS rogue-lite, simple à jouer, pas prise de tête et qui propose un challenge correct (je suis arrivé au 6ème niveau après 3 runs) il y a bien des chances que vous trouviez dans HYPERGUN votre bonheur.
[h1]Buyer Beware.[/h1] I managed a to get to the final boss in run 2 and a complete run on 3... [b]on my 3rd run![/b] 5 hours of gametime and I finished the final boss. I'm average at these Roguelites. So take that for what you will. And because of that I've strong, mixed feels about the game. On one hand, these roguelites get *too* grindy at times, requiring atleast 20 runs (~40 hours) before you see the final floor. End up feeling as though your just grinding againts an artificial difficulty that serves [b]*only*[/b] to pad out time. On the other, I'd expect to have to do more than a couple runs in order to actually fulfill the purpose of a roguelite. To feel like I'm growing a character over time. Rather than just walking in day 1 and knocking down a bunch of push-over. [h1]Some other problems are:[/h1] -Level 3 - The Jungle is abit of a mess, visually and navigation-wise. Too much brush and trees, the brush hiddens enemies and their projectiles. The trees do the same but are also obstacles blocking your circle strafing and getting you pinned in corners. Getting pinned in corners is a minor problem with some of the later tile-sets, but its Level 3 were they're the biggest issue. -Lots of lootboxes and stores, but no keys or money. I'd maybe opened only 1/4 of the lootboxes since the keys barely drop, plus barely stocked in the store. Only brought 1 item at every other store because money barely drops. -Too many items cancel other items out. In the last run I had 36 mods on the weapon and 8 of them cancelled each other out. 4 items that did '+5% dam -5%RoF' and 4 items of '+5%RoF -5% dam'. [i]If I see that once or twice in a run fine, I can tolerate that, but 4 times in 2 of 3 of my runs?! [/i] -The upgrades acquired during a run are tiny. See previous point as one example. -Final Boss is a DPS rush. The Hivemind has three stages, the last two have segments of the entire floor periodically turning to fire, do clip damage and the boss has Area of Denial attacks, you're going to get hit one way or another. *Which is the only reason I died in my 2rd run.* -No Meta character/weapon upgrading. The only things you buy with the meta-currency are 3 different classes, or items unlockes for a chance to have them drop in a run. [i](since I've only played 5 hours, maybe there are some actual perma-upgrades in the meta-shop, if so consider this point moot) [/i] -My first run's weapon (died on second boss) only had a few mods, yet has better Damage/DPS than my 2 other weapons that got me to floor 6!... You're weapon gets worse the longer the run goes! [b]The gun that ended on floor 2 is my [u]number 1 weapon[/u], over a weapon that was completed !![/b] There are some more issues and a few bugbears I still have. [b]However[/b] if the Devs address (with new updates/patches) these main issues above *AND* expand on the game, with a few more tiles per level, more goodies both in-run and meta-upgrading, scaling up player and enemy power as the run progresses. And I'll change this review to a positive. I had fun HYPERGUN, it just needs more. Music is great, the audio in gerenal is good, aside from the weapon firing sounds which is a mixed bag of OK and bland. I think the enemies are for the most part fine, there's enough types of enemies - can't think of a role that isn't already being filled (The sniper with the riot-enegry-shield is annoying to deal with. Root the shield so players can circle around or reduce it's health). With the exception of the final boss, the bosses are OK, nothing to write home about. Good player movement, with a good move speed that can be increased and a double jump. With the exception of the Jungle the tiles are nicely varied. Hope too see improvements in the future. If not, I think this game is a hard pass.
Game has a lot of potential but was dropped by the developer soon after release. Hasn't seen an update from the dev since late 2018. Fun game but could have been made great through iteration. Can't recommend at full price.
As much as I would love to recommend this game, the developers dipped out and decided not to update this game which other wise has amazing potential. If the developers came back and gave consitent updates I would give this a glowing review, as for now this game is dead and not worth a postive review.
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