
The victory or defeat of the real sword depends on the operation, there's nothing fancy about it!
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: Simplified Chinese**languages with full audio support
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I have no clue what's going on but it's a tofu sword fight simulator, but more than likely here to harvest my data for the CCP.
Ghost of Tsushima, который мы заслужили.
Gerçek kılıcın zaferi ya da yenilgisi operasyona bağlıdır, bunda süslü bir şey yok ve epey zor.
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Concurrent players on Steam, sampled daily since tracking started.
☀️
首先视角很眩晕动作很僵硬,那个宝箱怪那么难打一点没有玩下去的欲望。20分钟就卸载了。
Игра Ikuzo! обладает простым, но затягивающим геймплеем, который идеально подходит для коротких игровых сессий. Визуальный стиль, выполненный в минималистичной пиксельной графике, приятен глазу и создает атмосферу аркадной классики. Несмотря на кажущуюся простоту, игра предлагает неожиданно высокий уровень сложности, требующий от игрока хорошей реакции и стратегического мышления. Механика, основанная на точном тайминге и уклонении, заставляет постоянно быть в напряжении. Каждый уровень представляет собой новое, уникальное испытание, а разнообразие врагов и препятствий не дает заскучать. С каждым прохождением чувствуешь, что улучшаешь свои навыки, что мотивирует возвращаться снова и снова. Однако, стоит отметить, что отсутствие разнообразия режимов игры может слегка наскучить со временем. Хотелось бы видеть больше контента, например, дополнительные режимы с разными целями или возможностью кастомизации персонажа. В целом, Ikuzo! – это отличная игра для любителей хардкорных аркад, которая способна подарить немало часов увлекательного геймплея.
人物僵硬!抓钩僵硬直连,上墙得另买技能 箱子怪无敌?《一切全看操作》
"ikuzo" is a low key asset flip, a bunch of other people's assets assembled badly to make a basic game, typically this kind of thing is done by amateur developers without sufficient budget, talent and/or staff to do the job of game development professionally. It's then quickly rushed into Steam Direct. And, unsurprisingly, this never results in a product with any quality, interest, or value for gamers. This is a weird pointless Unreal engine tech demo, a shallow 1v1 swordfight thing where you can fight a boss. The developer didn't even bother making a full game, just press F2 to summon the boss. I swear, the quality of games on Steam Direct is getting even worse. So, the game might look better than you'd expect from an amateur project, but this is because it's partially or completely made up of stock assets, "borrowed" from asset stores and free asset websites. Very little in this game is truly the creation of the "developer", it's just a bunch of rearranged assets. While there's no up front price for this asset flip, the other problem with asset flips is that when developers aren't capable of doing their job and creating high quality assets, it's also true they can't do any of the rest of the job of a game developer either. That's definitely true for "ikuzo". There's no English translation for the game, but that's okay. The language of bad games is universal. The lack of customizable controls is a significant drawback. This decision makes the game potentially unplayable for gamers with physical disabilities, left-handed players, or those using non-QWERTY keyboard layouts like AZERTY. The game is really simple and unambitious in terms of implementation, more of a tech demo or one of those cases where an amateur developer spends $100 to publish something on Steam Direct to see if it's possible. Yes, obviously it's possible. A proof of concept, tech demo, or something that's less than a little blip on the radar isn't offering anything truly valuable to gamers. The developer chose not to do the job of a real game developer and create meaningful bespoke levels, narrative based gameplay progression and so on. Instead, they decided that "Procgen IS content!" and lazily tried to use procgen algorithms to create infinite, samey, repetitive, soulless levels, because that's a lot less work. As a result of this poor decision, the game gets tired and repetitive almost immediately. Developers must learn that procgen is a terrible substitute for creating real content. It should not be used as "ez-mode" for content creation, as the developer tried to do here. Now on to pricing and value for gamers. This is "free" enough (not every "free" game in the "free" section is truly free, there's usually some hidden price tag), at least you won't be expected to spend any more money after you download this, but just because something is free doesn't mean it's good, and the cost of a game is more than just financial, your time is valuable too. In terms of public reception, this failed. There's over 130 million unique gamers visiting Steam every month. SteamDB showed the game peaked at [b]only 2 concurrent players[/b]... this is a dismal public reception. This was so bad they couldn't even give it away. Bearing in mind that free games don't add +1 to your game collector count, should you bother adding this to your library and downloading it? This is a hard pass. There's no immediate financial commitment, but there are thousands of more compelling games on the platform that will give you a lot more enjoyment for your time.
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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