
Smash, shatter, and destroy EVERYTHING in an addicting and frenetic platfomer! Cover the screen in satisfying shrapnel explosions made of fine china, glassware and vases, sculptures, paintings, and more!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Reviews
游戏很简单,操控主角的方向会自动砍杀怪物,地图多样化(每一次玩都是不同的地图),价格也比较便宜。 [spoiler]每次过关的时候最好尽全力跑到门口,因为幽灵是无敌的[/spoiler] The game is very simple, controlling the direction of the protagonist will automatically kill monsters, map diversification (each play is a different map), the price is also cheaper. [spoiler] it's best to run to the door as hard as you can every time you pass, because the ghost is invincible[/spoiler]
A fun arcadey experience if you're looking to kill 15 minutes here and there. Great coffee break game. Wish the statues were easier to break without the strength upgrade - find that I skip them most of the time where I can. Looking for the secret level.
Infernal Racket is a neat game idea held back by mediocre execution. [h1]Raw/Cluttered Design:[/h1] The game is structured as a roguelike, and I'm not sure why. With over 200 handcrafted levels, there's really no need to dole them out randomly. After a certain point, levels are choked with enemies that spawn in by the dozen—without limit. Literally, there are so many enemies and bullets onscreen that you can barely see the glassware you're supposed to break. There are two jump heights, but the difference between them is so small it's nearly imperceptible. As a result, the platforming is less clean than it should be. [h1]Sub-optimal Controls:[/h1] You have to press down AND the jump button to pass through a platform. This is harder than just pressing down, an input which does nothing on its own. I'm assuming the controls were designed with a gamepad in mind, but an option to change this would be nice. I bought Infernal Racket thinking it would be like a Treasure game, but it's not. Treasure games are carefully crafted with "structured chaos" that is balanced by the player mechanics. This game is just chaos.
This is not typically the type of game I play, yet I find it a great pick-up/put-down game. I really like the art style; these are no store-bought resources! The difficulty is pretty challenging, and just frustrating enough that beating that one stage you are struggling with feels great. Enjoyable experience!
A fun and addicting game. I am pretty bad at it, but yet I keep playing it! Ahh!
Fun little break-time game that you can put 15 minutes into here and there. The randomness of the levels means it's a little challenging and there's fun to be found in trying to beat your high score. The controls couldn't be simpler and you can't fault it for the price either. Give it a go, the enormous amount of level design might just charm you.
Ehhhhh There isn't much to do in here. I mean the glass-breaking sound effects are reeeeally satisfying but not much else is. the upgrades aren't interesting, music isn't great, there's only three enemy types, one character, and one mode. it's a good time waster sorta but I still really wouldn't recommend it.
Затягивающий платформер со случайной генерацией комнат (или там комнаты просто в рандомном порядке идут, не уверен). Мы играем за какого-то чертёнка, который походу решил ограбить музей. Есть несколько типов врагов, чтобы их победить надо просто до них дотронуться, и персонаж их автоматом разрубит (за исключением громил, им надо нанести много ударов, увернувшись самому). Бегаем повсюду, ломаем всяческую посуду, картины, статуи (замечены статуи Венеры и Давида, правда для приличия прикрытые), самоцветы и прочие ценности, собирая деньги. Имеется прокачка, при достижении нового уровня в перерывах между комнатами дают выбрать бонус. Ко всему прочему , идёт обратный отсчёт, после чего вылетает враг, который нас ваншотит при касании, нужно быстрее валить из комнаты. В целом, интересный таймкиллер, можно взять по скидке (обычная цена явно завышена)
This game is a charming little smash-em-up wherein you play a demon obsessed with smashing glassware and statuary, to the consternation of security guards, automated drones, and the vengeful spirit of glass. It's a fun play as is -- smashing stuff is very satisfying -- but personally, I think the game could use a lot more balance changes before I'd be willing to commit to it again. For one, health is a very limited resource in the game. You start with three hearts, and your only method of refilling them is either taking a one-time Full Health upgrade when leveling up (potentially skipping a more useful upgrade for your long-term survivability), taking the Cannibalize upgrade when leveling up (which lets you kill enemies for health, though this is balanced to take many enemies' lives before you regain a single heart, and the amount of enemies you need to kill only increases per heart regained), taking a new heart container upgrade (which doesn't actually refill any missing hearts, just gives you 1-2 new full ones), and a one-time upgrade which resurrects you upon death. Frankly, there needs to be more methods to refill health, or the game will only appeal in the long run to the hardcore "Gimme more challenges!" crowd. I'd suggest having health pickups sometimes drop in levels (either from enemies or smashed objects); maybe automatically top off your health on a level-up; maybe change the balance on Cannibalize so that it's not almost completely useless. Another source of frustration: as the game progresses, it gradually turns into a bullet-hell game, and mobility options are limited. Movement is fairly slow, and there are only two upgrades which help: an upgrade which gives a 12% boost to movement speed, and a berserk-mode upgrade, which grants you temporary increased speed, damage, and invulnerability at the cost of getting hit. (See my previous remarks about health; in the long run, berserk is a losing prospect). I'd like to see more movement speed upgrades, as well as some jump-themed ones -- higher jump height, additional air jumps, maybe an air dash or something, I dunno. I also saw another reviewer mention that enemy shots needed sound, and to that I'd like to add that their warm-up should have sounds too, when a guard is aiming or when a drone is charging. Last, I would like to see some kind of freeplay mode put in, for those who just want a stress-free smashing experience. I'd definitely find such a mode super relaxing, and if it was in the game I'd have a million hours in it by now. All in all, I recommed the game. It's fun as it is, but there's definitely room for improvement.
It's a fun ditty for three dollars, and a nice time sponge. My only complaint is that holy christ enemy shots need a sound attatched to them, it puts a hard cap on how far you can get since you can't have your eyes paying attention to all the enemies and super enemies that start spawning at once. Otherwise, fairly addictive, and good for a developers first go.
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