![|][-@I7 in vitro #デッド・インヴィトロ](https://shared.akamai.steamstatic.com/store_item_assets/steam/apps/2403370/header.jpg?t=1686641168)
"|][-@I7 in vitro #Dead in vitro" is a vertical scrolling bullet hell shooter developed by Cupro Laboratory. Control "Ferrum" a boy who was newly born as a zombie in a certain laboratory, and confront powerful enemies.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
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<このレビューはファーストインプレッションです> [h1]◆概要◆[/h1] ケツイオマージュの弾幕シューティング。 「定価235円」とよくわからないほど安いがシューティングとしてはかなりしっかり作られており、ド派手な色使いやエフェクトながらも敵弾の視認性はすこぶる良いなど、シューティングにおいて何が大事かをわかっている作品。 ボスの位置をわかりやすくするために縦線が入っているのも良い。 steamのシューティングとしては稀なクロスプラットフォームなランキングもあり。 ケツイオマージュということで敵に近づくほどロックオン速度が上がり、点数箱の倍率も上がる(火力が上がるかは不明)。 そのためできるだけ敵に近づいてロックオンすると倒すのが楽になるかもしれない。 steam実績は[url=https://twitter.com/cuplabo/status/1668543701453537280]現在製作中[/url]とのこと。 難易度は5段階だが、最低難易度であるEASYはORIGINALより体感楽かな程度。 目に見えて簡単というわけではないため注意されたい(ただし嘘避けはかなりしやすい)。 一方でシステム面は作者の方が作り慣れていないのか、気になる点が多め。 解像度設定はなくウィンドウモードはAlt+エンターキー(+[url=https://forest.watch.impress.co.jp/library/software/sizer/]Sizer[/url]でウィンドウサイズ変更)、キーコンフィグもないためJoyToKeyなどが必要。 おそらくポーズ設定がなく戦闘中にescキーを押すとタイトルに戻され、何なら難易度選択画面で戻るボタンを押してもタイトルに戻れない。 ついでにオプション画面もないしウィンドウを非アクティブにすると動作が止まる。 ランキングシステムがあると言ったものの、御謹製でsteamランキングはなし。 このあたりはUnityの仕様を軽く変更すれば改善する点だが、まぁ定価が安いから良いかで許せるあたりが値段の暴力。 だがあまりにも安すぎるように思えるため、もう少しユーザビリティを最適化して最低でも500円ほどにしても良いのではと思った。
Wow. Just... wow. What an absolute riot of an STG this is. It's not often that I feel the need to review an STG after just four hours of playtime. More often than not I prefer to commit to higher difficulty clears before giving my final thoughts on a shmup; as that's when the intricacies of its core design, balance, and scoring are best stress-tested. Dead In Vitro (annoyingly stylized as "|][-@I7 in vitro," much to the dismay of any sort of SEO) however is the ultimate definition of a hidden gem; though it thoroughly escapes me how a gem this bright and flamboyant can remain hidden for any length of time. While Dead In Vitro very obviously carries its strong Cave influences proudly on its shoulders (the behavior of your options come straight out of Ketsui, along with its Chip system; and with boss spawn animations seemingly copied from 2nd loop Dodonpachi Daifukkatsu runs), the closest resemblance to any STG this game has is... Like Dreamer. As with Like Dreamer you control an adorable and highly lovable character while your screen is being bombarded with a never-ending onslaught of bright pastel colors while you're charging along to the delightful tunes of a deceptively happy and addictive upbeat soundtrack. I could frankly go on forever on how much I love this game's presentation, but it is so much more than that. Firstly: Dead In Vitro is an absolute elite-tier masterclass on how to do insanely good bullet and pattern and "everything overlapping with each other" visibility. It is just nuts. I've already had several high-rank runs with extremely dense patterns moving at the speed of light, and yet death has never been so pleasantly calming to challenge and confront. In a way, this game also reminds me a lot of Crimzon Clover: a game many rightfully consider to be the number one benchmark when it comes to visual clarity. Sure, you might have millions of chips and score bonuses flashing on the screen at once, but at no point does that take away from the clarity of the ocean of danger around you. Likewise, patterns are so well designed and colored that you can decipher individual patterns in very little time. And boy are you going to be needing that visual clarity because Dead In Vitro has one of the most aggressive ranking systems I've played in a shmup (at least in Original mode; there are other modes offering the player fixed ranks instead). Controlling rank is actually pretty easy: you start at 2 (with 1 being the easiest, and 5 being complete lunacy); with chain-bomba being the only way to rank up, and death being the only way to rank down. The issue is that each rank increase is quite bonkers: with 3 being noticeably harder than 2, and 4 and 5 even more so. That brings me to another interesting mechanic in this game: your bomba and hyper are actually integrated as a 2-in-1 solution (kinda like "fever"). When you bomba, you activate both iframes and a hyper which lasts a little longer. Your bomba also temporarily increases your rank by 1. If however you activate another bomba while your hyper is still active, that rank increase then becomes permanent (until you either die, or activate yet another bomba during your hyper to increase it further). This also means that it's quite easy to prevent going into high rank, at the cost of scoring potential. The only time you'll really want to be in high-rank outside of the scope of scoring is to trigger the TLB, which will only spawn if you deliver the killing blow to the final boss at Rank 5. And bless you if you want to take on this monstrosity: because the TLB fight -- which is an extremely insane resource-check against the player -- is locked at Rank 5. You'll want to have almost all your extends and bomba going into this nightmare, and that is despite this game being quite generous with its bomba stock (you never lose any on death as bomba gained on death are added on top of your current stock). With all that said though, going into higher ranks is really where this game shines. It's an extremely delicate balance between dodging patterns which are both dense and moving at lightning speed, plus resource management and finding spots to take little breaks from the chaos. What this game does best of all however is: it makes me happy. Just look at its screenshots on Steam! Look at the colors, look at the enemy designs. Everything is just so clean... yet so adorable. So well put together. The boss fights occasionally even bring a tear to my eye; everything is put together with so much love, so much heart... and so much soul. And those screenshots... they barely even tell the full story. You just have to play this game to really appreciate how well everything comes together: from the animations to the music to the patterns and enemies and boss fights and even player responsiveness and control. It's just so... perfect. And yet... have you seen its asking price? Really? That is all this developer is asking for? This is just an absolute steal. Even if a simple non-TLB Original clear is all you're after... this is an absolute bargain. I really wish I could donate more! Thank you so much for this game. It really brings me so much happiness >.<!~ <3
Fun STG that is difficult not to recommend given that it's only $2, but you should probably be aware that it's a bit rough around the edges and that you get what you pay for. The game's gimmick is that you can trade N+1 bombs to increase your rank by N (up to a maximum of 5), which increases the amount and spread of bullets fired by enemies and bosses. For the first 4 of the game's 5 stages of the game you never really end up using this gimmick because the "rate" (score multiplier) is reset to zero at the end of each stage. The game's True Last Boss is unlocked if you beat the final boss while your rank is 5, and it's a resource check with undodgeable patterns that fill the entire screen with bullets, so for scoring runs you'll end up saving all your bombs until the end. Due to how the rank system affects bullet spreads it also breaks certain patterns (for example, the third boss ends up being easier on rank 2 than rank 1 because of even-numbered spreads). Some bullet patterns near the end of the game will drop the FPS to single digit numbers. I can't tell if this is intentional to replicate old arcade shmups or because Unity can't keep up with the amount of stuff on the screen, but it doesn't really impact the playability of the game. The visuals and effects are overwhelming at first but I got used to them and never felt they hindered my ability to read incoming bullets. The music is made up of royalty free tracks you might recognize if you've played other doujin STGs but they fit the game's themes and are nice to listen to. There are no selectable characters, options, practice modes, replays or pause screens (if you hit escape during a run the game instantly ends). All that said, I still enjoyed the game and think it's worth checking out.
pretty wild game. it has an interesting take on difficulty that hinges on you not spamming bombs so that you keep the enemy rank low enough to survive. it goes up when you bomb, but goes back down if the bomb effect ends or you get hit. learning the patterns with the floating ranks is an interesting way to make it less homework-y and you can even get some smooth no-bomb runs in a short time due to the mechanic. tip: scroll below the most difficult setting for a surprise!
とりあえずオリジナルをクリアした時点でのレビューです ケイブ好きならおすすめ めちゃくちゃ安いのでゲーセンで1クレ遊ぶ気分で買ってみていいかと アーケードゲーム並みにシンプルでコンティニューもないのでSTG入門にはおすすめしません ・まずは東方みたいにコンティニューしてバッドエンド見るか……コンティニューないじゃん 1敗 ・あれ……このボム、弾が抜けるぞ!? 1敗 ・ボム連打してたらなんかランク高くなってるんだが? 1敗 ・目がしょぼしょぼしてきた、ポーズしよ escキー→タイトルに戻るorz 1敗 ランクの仕組みはショップの説明欄に書いてあるのでちゃんと読みましょう
works great on the SteamDeck, really fun game.
お安い割にいいゲーム。 オリジナルクリアは裏ボス出さなければケイブや東方のイージーより簡単。 ボムの抱え落ちがないのは快適で非常に良い。(死んだら持ってるボム引継ぎで2ボム加算される。) 裏ボスが難易度関係なく避けさせる気が全くないので倒すなら必要数のボムを用意しましょう。 PC性能でフレームレートが落ちる方が楽になるのはちょっといただけない。 いじって意図的にずるしたものがランキングに乗れるのはもっとよくない。
Pretty basic bullet hell, but I like the simplicity. You get a wide shot, a lock-on focus shot, bombs, and that's it, no need to overcomplicate things. The way the screen gets overloaded with numbers whenever you bomb or get a bullet cancel is really fun. cool neon color scheme, neat style overall. I like that you can alter the difficulty dynamically, lets people decide on their own how much challenge they want (I can't handle above rank 2 though). No continues but the difficulty is fair enough that anyone should be able to clear it, unless you're trying to beat the TLB. Extremely light on features, you don't even get the option of rebinding keys or a pause button, but at 2 bucks it's hard to complain, it's a very solid shooter that easily gives you your money's worth.
you might look at this and think its caveslop but youre wrong this is caveslop with BETTER visuals now thats... now im in trouble!
Found this pretty randomly. very fun shmup on its own and worth playing, even better deal with the price. difficulty varying to skill is a nice touch, trying to score felt great. Only real con is for controller use the dpad isn't used and defaults to analog stick movement. joy2key or other workarounds are fine though.
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