
From indie pioneers Zen Studios (makers of Pinball FX2 and CastleStorm) comes KickBeat, an innovative rhythm game with a Kung Fu theme, featuring fully 3D characters and high-energy music! You can use your own music to create custom KickBeat tracks, allowing you ultimate replayability!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, German, Spanish - Spain*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Revisited this awesome rhythm game after a decade, still holds up well .. graphics are looking good, you would not recognize the difference if it was made today or 11 years ago This one was one of my favorites during my rhythm games obsession chapter of life .. definitely worth a try, pretty cool story mixed with little funny moments and absolutely packed with music from legends like Pendulum, Celdweller, Blue Stahli, Rob Zombie and many more
The beats seem off. It's poorly readable due to bad choices of colors. Choice of tracks is ... arguable. Not a lot of tracks though. Oh and there is a story mode. But it clearly doesn't help.
This game has middling reviews on steam and looks awful, so I went in expecting a terribly synced and mappped rhythm game that didn't function. I am happy and honestly surprised to say that I was very wrong. The beginning is the worst part of the game and it actually only got better as I played it. KickBeat is a very interesting take on rhythm games, where instead of coming down a consistent line, enemies circle you in a fight as you time your inputs to counter them. Honestly, this game lacks a lot of quality of life mechanics, and can sometimes be so visually cluttered that it's hard to see the which note is coming up next (including the fact that the three types of patterns are color coded but usually just blend into the COLORED FLOORS), but I have to say this has some of the best beat maps of all the rhythm games I've played, and I've played A LOT. It's weird to me that some of the negative reviews cite a lack of syncing -- it makes me wonder if they were playing on so low a difficulty that the map drops full notes. Regardless, the little bit of story is cute and cheesy and campy, and (when not actual in-game with the 3D models) the art style is very passable. I'm shocked to say that I played through every song in this game, and had a fantastic time. It helps that almost all of the songs were early 2000s nu-rock (with Rob Zombie and Papa Roach making appearances lmao), which I am super into.
Head banging to music, but the heads belong to evil goons. A really fun rhythm game but has a few instances of BS, like a dynamic camera (that you can turn off at least) that likes to occasionally zoom in and out really fast or brightly lit floor that obscures the queues or mechanics that aren't explained, some enemies that are hard to tell when they are in the zone, and some weird timing issues. Its also not got the most amazing custom track support, but that's not weird for these kinds of games. All in all fun though.
Ритм гра з крутою музикою та ігроладом!
If kicking to the rhythm sounds fun, then here you've got something.
Kickbeat is a fun musical rhythm game similar to Guitar Hero but instead of slamming on the Guitar your kicking peoples faces and pulling off combos. It offers a decent challenge as you progress through its song list and your enjoyment can be enhanced by importing your favorite songs and kicking the enemies to the beat.
This is a fun little rhythm game done that is of about double A kinda quality the kind of double A that you'd see on the xbox live arcade era, a small team of 30-40 or so people so you know that it isn't gonna blow your mind or anything. What it does though it does well, and I was really surprised at its varied music selection, even having some big names like Rob Zombie and Papa Roach! For the record before I give out judgements, I played through the story mode on hard difficulty as that was about match to my skill and was a mix of challenging and fun. Before I start too, I will make one request.. please make a borderless window mode!! Fullscreen really sucks when you have a two monitor (or more) setup. Why also is there only a manual offset setting, why not use what's already there with custom music's bpm calculator for setting your offset? The story mode is about 24 tracks, played twice to go through as each character to experience the full story. I'd recommend pacing it out a little with a day long break or so that when you have to play through the songs again it doesn't feel too repetitive. You don't need to binge every game after all, and I enjoyed myself much better when I did take a break instead of feeling the need to grind through the latter half with the feeling of almost done beating the game. Albeit it still is a little bit repetitive having to play through the songs again with only some variation coming in with the cutscenes. The story.. I actually found rather enjoyable despite what others have said. By no means is it good per say, but their focus definitely wasn't in telling a gripping tale. It revels in its cheesiness, and it's just honestly fun. There was a few really goofy moments that caught me so off guard that I giggled. When you can get into the flow of the song and get really good, it's also feels very satisfying. You really do feel like a badass kung-fo movie protag when you really start kicking ass, it's very visceral and satisfying to fend off such a huge crowd of mooks. The hit sounds are punchy, and it sounds good when you are hitting on beat. I think my main issue with the game is.. man, the system of getting bonuses just sucks. Flat out, that is unpleasant. Having to double tap a button that isn't always to a beat and it doesn't have any sound indicator that you hit on any beat just really breaks the flow going on especially on the blue faster enemies where it feels even more awkward as you pretty much have to double tap between beats and quickly hit the next. When it gives a lot of the bonuses in a row it can legitimately feel fatiguing on the hands too, some levels have more than half the enemies have at least the 500 point bonus ones and often grouped up together. I found more enjoyment in the game in sections where it didn't have any bonuses to collect, like the helicopter boss was my favorite level for that reason and I saw it in the more fun parts of the song 'I Can't Wait' and etc. was when I could focus on the flow and there was very little powerups to collect. There was also some parts where the powerups made sense to the beat though, like it was decently done in 'Last Resort', although I think it'd feel so much better if it was less yellow enemies with powerups but more so just two blue enemies clustered rather close. This issue is honestly at its worse with the boss. Aggravated also by the tentacles feeling weird to hit, I am not sure if I am just not getting the beat right or if there is some change to timing and making me hit off beat but I struggled a lot with that boss and it wasn't from me feeling overloaded. The whole gimmick of it with the damaging powerups just make things all the worse, as the already unpleasant and flow breaking hits are now necessary. I'd honestly love a mod that would just auto collect the bonuses for me, detecting them and auto doubling my input. It'd actually let me enjoy the game a ton. If there ever is a second, or hell even this game but redone just a little I'd hope that the bonus system is either removed or heavily reworked. Like honestly I think it'd be so much better that instead of a double tap, it is something like you only collect the powerup if you hit that respective note at a great or higher timing. Removing the 500 point bonus and making the other ones a little more rare (You could even put in the occasional point bonus, but a higher point bonus to balance the sparser powerups) Make the final boss more engaging with something like a slow health drain (Because he doesn't play fair, cheating in his own simulation) and you have to hit trickier notes that have health restores. Balancing so it doesn't require perfection, and you could miss a few health restores but still be able to manage to recover so it can reach a tenseness instead of frustration of "Oh I just missed this one note now I am dead" Another feature that might be nice would be the ability to make charts for this game and upload it via Steam Workshop functionality. It's something more rhythm games should have, as it will extend a game's lifespan quite a bit more. The automated play your own tunes thing is a nice idea, but full automation of that is rough. It only looks at the BPM of a song, but it doesn't have anything else like telling the intensity of the track and reacting accordingly with the enemy placements. Anyways, I enjoyed the game though. Just if you get this expect a game that's rather rough around the edges.
这游戏大概已经被遗忘了吧。记得当年资金有限,每天最大乐趣之一就是在游民星空或是3大妈上翻翻有没有什么新出的游戏,看到感兴趣的就到处找找学习版资源。有一天正好看到这游戏,那时又很喜欢音游,于是立即找了个资源下载下来开玩,如今依稀还记得主要的玩法和大概的情节,游戏挺炫酷的,印象比较深的一是主角在某个boss关可以一脚踢飞一枚导弹,另外就是游戏里有几首EnV作曲的电音真心好听(尤其那首Bloom),以致于现在都还在我播放列表里。前几天又偶然想起这游戏,但是已经记不起名字,费了好大劲才搜索出来,遂补个票,怀念一下一去不返的那几年,玩了一小会,反应跟手速终究是不如当年了哈哈。
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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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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