
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!
Modeled estimate, not a reported figure. How we estimate →
About
Genres
Sums Steam only; PlayStation, Xbox, Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $9.99 | 2.4Kreviews | 95% | — | $562K |
| $9.99 | 1.2Kratings | 94% | — | not modelled | |
Engagement
Reviews
Themes across 62 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
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.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese*languages with full audio support
| $9.99 |
| 535ratings |
| 92% |
| — |
| not modelled |
| $14.99 | — | — | — | not modelled |
| $9.99 | — | 88%* | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 62 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Um clássico divertido, nunca conseguir ir além da terceira fase.
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.
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.
Jogaço
接下来向你走来的是,真真正正经过时间检验的竖版STG神作,尼尔机械纪元里STG元素的灵感源头,横尾老贼的心头好——斑鳩。 这美术这画面这音乐这设计,近20年前的游戏放到今天也不过时你敢信。只不过STG这个游戏类型确实有局限性,做得再优秀可玩性也就那样,逐渐式微也是理所应当。 但把STG做到斑鸠这种近似艺术品的高度,也难怪到今天都有游戏爱好者过来夕拾朝花。
Light dances with dark Opposites become one path Peace flies through the storm
лучший шутинап в своем жанре, пол жизни отыграл на свитче у кореша, занес бабки в стиме
好
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Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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