
Shoot! Dodge! and... Get Hit!? "Ikaruga" is a vertical shoot 'em up that features an unique polarity-switching gameplay. Switch the ship's polarity and "get hit and absorb" enemy bullets! Achieve High Score with the chain bonus!
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Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 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
muito complexo e desafiador
[code][td]Click https://youtu.be/BD6YjhT87Vk?si=B6ifEWV3xPKID7DK [/td][/code]
A laser focused, brutally difficult shmup that requires the player's utmost attention for its whole short duration. It knows what it wants to be and executes it with extreme gameplay purity. First off the game's main mechanic made it legendary for a reason - the way the polarity system is used to absorb one type of bullet while the others become dangerous and vice-versa is very unique and requires a brain-to-reflex connection which is rarely explored in other games, let alone other shmups. I'm completely astounded at how creative this mechanic gets. It never felt so good to me to be bad at something What it lacks in content quantity it more than makes up for in pure, raw, unfiltered skill based gameplay - you don't simply play Ikaruga just to get to the end, because that isn't even a challenge nor is there anything that happens at the end to make it "worth" it just to get there - just put the game on free play/infinite continues and you'll get to the end in the span of 30 minutes. Ikaruga is more about the journey than the destination. Yeah sure, the destination is still having enough skill to beat the game in a way you would want to set for yourself as a goal, but the journey to getting there is almost like working out rather than simply playing a hard game, it's a satisfying process. Three difficulty levels (which technically change the way you play the game more than they are difficulties, although hard is definitely harder than normal and easy across the board), 5 short stages, one defensive mechanic and one offensive mechanic, all backed up by a blood pumping soundtrack and clean mid 2000s visuals. Simple and direct, nothing is hidden from the player at any point, what you see is what you get. The core of Ikaruga is practice and getting better. It's a 1 on 1, as in the player against the game, and that purity and simplicity is what gives it this weirdly welcoming aura. It beckons the player to get better, because apart from that there isn't much else here. I'm massively impressed by what this game managed to do with the shmup formula, it's a very unique experience and it's definitely something that should be a longer "on & off" type of game for anyone that wants to play it rather than a one & done type of deal.
This game is a masterpiece. The gameplay is simple, but addictive. It has the twist of changing polarities (black/white) which makes it a totally unique experience. The presentation is excellent with beautiful graphics and unique music. I particularly liked the motives inspired by Buddhism and the letters. Single player mode, two player mode and double mode (1 player controls 2 machines, one with each hand) are available and provide great replay value. 10/10
The gameplay starts off strong and I like the bossfights, but in chapter 3 environmental obstructions are used in annoying ways that don't really make sense to me
ふらっと立ち寄ったゲーセンに置いてあったので100円1枚だけ入れて遊んだ時に非常に面白いと思って購入。 濃密な弾幕のなかで色を切り替えて潜り抜けるのが最高に楽しい。なんで今まで触らなかったんだろうってくらい。多すぎてこんがらがったり意識が他の方に行ったせいで小さい敵弾に被弾とかあり得るので適切な対処ができるようになるとさらに面白さが分ってきそう。 単にクリアするだけなら他の弾幕シューティングとさほど変わらないが、高得点を狙おうとした瞬間超絶難しくなる。基本的にはチェーンボーナス頼りで、チェーン数を維持するなら後先のことをよく考えて撃たないとチェーンを切らざるを得ない場合が発生したり、無理して維持しようとして被弾も十分あり得る。 だいぶやりこまないとチャプター評価がA以上はおろかC++すら全然届かない… 2020年代後半になった今でも色褪せない面白さがしっかりあるし、個人的にこういう独創的なゲームシステムを持つゲームはもっと増えてほしい。
It's a really good game, mainly because the puzzle mechanic is cool and I love the general aesthetic. But there are still 3 major issues for me. That said, it's still a good game, and I'm giving it a positive review. [h1]First: Visibility[/h1] I'm not a big fan of the color choices in this game. The black and red polarity is the best one, since I can clearly see the bullets and it doesn't clash with anything else in the game. The white/bluish polarity is the worst. The first couple of stages take place in the sky, where everything is, well, bluish white. So often I find myself unable to see what's happening whenever that color and polarity are active. That's a real problem, because the boss on the second stage is bluish white, set against a bluish white background. I just wish there was an option to bump up bullet contrast, add outlines, or even just dim the background. [h1]Second: The visual indicator for polarity[/h1] I wish there were more ways to tell which polarity I'm in, because combined with the visibility issue, it's often the last thing I can track. The best fix would've been a distinct sound or on-screen effect for each polarity, rather than the same audio cue throughout. Again, these are just personal nitpicks. Other recent games offer these kinds of accessibility options, which I think are a must. [h1]Now for more of a tangent:[/h1] There's one thing I don't like about this game, or rather about certain parts of the community: the usual "this game is hard, you just suck" attitude. I'd much rather see "this game is approachable first, but still takes a lot of time to learn, and here's what you can do to improve." I think a lot of people write off others struggles with shmups as "they just suck," instead of considering that maybe the game just isn't approachable enough. Some people have vision impairments, neurological conditions, and many other factors that affect how they play. Dismissing that as "you just suck" misses the point. When I looked up guides on fixing visibility issues, I mostly found people saying the person struggling just sucks, instead of being open to the idea that visibility problems might be part of why shmups aren't more mainstream. I've 100%'d Enter the Gungeon. I know it's not a shmup, but it's a great example of good visibility, with bright red bullets that stand out clearly. Other games use background dimming too, like The Void Rains Upon Her Heart. As always, I'd rather have a game that's accessible and hard, than one that's just hard. Games shouldn't be difficult for difficulty's sake. They should be approachable first, and then we can talk about difficulty.
Amazing game, takes some getting used to but if you stick with it beating it becomes a very immersive experience. There's also playing for score but for us mere mortals beating the bosses before they fly off is where it's at. Highly recommended! Don't forget to charge and use your missiles, I don't think I could beat the bosses without them.
Odeio esse jogo... recomendo.
彩笔的补票
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Languages: English*, Japanese*languages with full audio support
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