
A small mech with a heart of gold embarks on a quest to punch everyone to death.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
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Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[spoiler] 恭喜你触发隐藏副本「每日 key 刷新点」[url=www.babagame.vip][b][u] 点击前往 [/u][/b] [/url][/spoiler] [h1][quote=「BABAGAME」keboiy] 《KO Mech》是一款闯关式的动作射击游戏,一共有 23 关,其中两个是 boss 关 我们扮演的的是一个想成为拳击明星的机器人,想要到达巅峰,就必须用拳头摧毁一切(emmmm…. 逻辑没什么不对) 游戏的攻击方式也很有意思,作为拳击手,肯定要用拳头的啦,但是作为机器人,没有能量波怎么行,所以两种攻击方式都有,我们可以使出连击拳打爆,而且还可以将敌人的导弹和子弹弹回去,也可以蓄力打出光波,或者发出连击攻击波 然而这都不是主力输出方式,主力输出方式竟然是野兽冲撞?没错,地图上几乎所有东西你都可以撞飞,无论是敌人还是桌子,统统撞飞,并且是几何式的碰撞效果,敌人撞到墙或者敌人都会耗血,或者通过撞击地图上的东西打击敌人,所以当你碰到大规模敌人的时候,通常只需撞一下就可以引发大规模的混乱,还能获得不错的杀敌收益 所以你的梦想是成为彩虹小队成员吧喂! 除了用你的拳头打爆之外,在每关的地图各处一共散落着 3 座奖杯,我们需要收集它才可以解锁 boss 关 这种简单粗暴横向闯关体验让我想起了 fc 游戏,但是真正勾起我回忆的,是他的各种音效和画风 熟悉的 8bit 音乐和像素画风 像素画风的游戏之前玩过不少,但是这次《KO Mech》给我的感觉非常强烈,可能是有音效的加持吧 无论是背景音乐还是打击音效,都是熟悉的 8bit,简单但是好听 可能是因为这个游戏是日本人制作的吧,无形中又和 fc 扯上了一丝联系 强烈推荐大家试一下《KO Mech》,游戏价格也不贵 只需 12 元!12 元你吃不了一顿黄焖鸡,12 元你买不了一件游戏装备!但是现在,只需 12 元!一款可以让你追忆童年的超好玩的游戏就可以收入库中,限时特价!赶快行动吧! 由于格式原因,完整测评请到http://www.babagame.vip/archives/16779.[/quote][/h1][b] 感谢 BABAGAME 免费赠送的游戏,现在到 [url=www.babagame.vip] BABA [/url] 回帖有机会免费获得这款游戏 [/b]
TL;DR: KO Mech is simple fun, in which you +send enemies and buildings flying into each other dealing huge damage, KO Mech! +are a tiny robot that fights impossible huge robots, KO Mech! +can deflect bullets and missiles with your robot fists, KO Mech! -punch switches across the whole level rendered barren by your onslaught just to open some dang doors, KO Mech! KO Mech is the name. You are an aspiring robot boxer, aiming to take the champ head-on. You start off as a small timer, and small is the exact word that also concludes your look. Throughout your journey, you fight robot brethren that are infinitely different from you. Robot dreadnoughts, huge blazing robot (literal) stars, robot bamboos and robot... rooms. Despite your underwhelming size, your power output allows you to launch most enemies, buildings and trees straight across the vastness of makrokosmos, bashing into each other and you do get bonus scores in doing so with some satisfying sound effect. KO Mech is an arcade game by nature, where a timer ticks and you are constantly trying to capitalize your maneuver and the level layout for a higher score. Or you aren't, because sending things flying into each other is a reward in and of itself. KO Mech isn't a sophisticated game with sublime design, nor with an epic plot that makes huge sense, but it's a playful game, playful in a way that would remind you of that one day, decades ago, when you were still a teeny tiny kiddo, with childish hopes and dreams, bashing toy figures against one another in an imaginary battleground. That wasn't an especially memorable day, but now come to think of it, those were some carefree joyful days you are never going to live again. I spent one night clearing all levels and it was one good night of good old-fashioned mindless fun, although in too many stages you are asked to navigate through the whole level just to punch some random buttons to open some dang doors. Not cool. And I do love its super cheesy cartoony dialogue. KO Mech is a good pastime, vibrating with vivid color and joy. And it's cheap.
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Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
日本語のレビューが無かったので取り急ぎレビュー ・左クリックで近接振って、長押しすると飛び道具。 ・右クリックで突進、2回連打で飛び道具。 ・左右同時押しでゲージを消費するラッシュ 以上が攻撃手段なんだけど、それぞれ特徴があるので敵に応じた攻撃で一網打尽にするのが楽しい 例えば 右クリの突進によって敵を攻撃判定を持つオブジェクトとして吹っ飛ばせるので、基本的に雑魚はそれで蹴散らす 吹っ飛んでくれない敵もいるので近接連打で削る 突進すると跳ね返される敵は飛び道具か他のオブジェクトをぶつけて倒す 敵からの攻撃はレーザーと近接攻撃以外は左クリックで跳ね返せるので弾幕ゲーではない ゲームシステムに加え、ジョジョっぽいデザインとセリフ回しがローカライズ含めて丁寧に纏められていると思う 、、が敵に何が有効なのか分からないとスピーディに倒せないのでチュートリアルに加えてもうちょっと誘導が欲しいと思った 段々ステージが長くなってくるのにチェックポイントが存在しないのもあって中盤でめんどくなってやめた 時間があったらまたやると思います
[i]Full Disclosure: I (and many of the reviewers for this game) recieved a key for free from the developer when he gave them out in bulk on a video game message board. In his words, he wasn't seeking positive reviews, but just wanted people to play his game. I have no idea who he is in real life, and I recieved no compensation from him.[/i] Because I'd like to convey some level of authority in my reviews, let's start with an objective fact: [i]Bangai-O[/i] is one of the greatest video game series of all time, and nearly perfect in every way. (At least, [i]Spirits[/i] on the DS and [i]Missile Fury[/i] on the 360, which are the games I played; there's also a version for Dreamcast and a Japanese-only release for N64.) It's a perfect mix of over-the-top insane, surreal flourish and deep, elegant shoot-em-up gameplay that creates a uniquely satisfying dynamic of teeth-gritting tense shooting punctuated with climactic, framerate-tanking ejaculations of hundreds upon hundreds of missiles. There is really nothing like it, and one of the greatest tragedies of gaming history is that amid the indie revival of old-school shooters, nobody seemed interested in carrying the torch for such a masterpiece. Enter [i]KO Mech[/i]. By the developer's own words, ever since he played [i]Bangai-O[/i] on the Dreamcast, he wanted a "proper sequel." (he calls [i]Spirits[/i] "half-baked", but different strokes, I guess.) Not seeing one appear to his tastes for almost 20 years, he decided to take matters into his own hands and create a spiritual successor of his own. But there are critical differences between his game and the series that inspired him. [i]KO Mech[/i] is based primarily around melee attacks. Rather than firing a never-ending stream of bullets, you'll mash the primary attack to unleash a constant flurry of punches that grind enemies up and can deflect bullets and missiles back at your foes. Your secondary attack is a rushing straight that deals strong damage, but flings you uncontrollably forward and builds up temperature, which can overheat your mech and make him briefly unable to keep rushing. Your tertiary attack is a set of fireballs that can attack at a distance, but still somewhat pull you forward and greatly increase heat. For the coup de grace, you can burn your "spirit" meter to unleash an encircling mass of extremely powerful punches that can utterly shred the strongest enemies and even take down bosses. This is pretty much it for your character, but your attacks have hidden depths to them that add a bit more nuance to your fighting - your fireballs can be chained together, using your secondary attack against enemies and props regains spirit, and unleashing your desperation attack against particularly strong enemies can refill your meter on its own and regain health. The silliest, yet most critical mechanic of all is your ability to launch nearly everything flying around the level - enemies, trees, houses, planets - ricocheting off the walls and crashing into whatever they collide with. With enough damage, they'll launch that thing too, cascading into utterly ridiculous chain reactions of flying crap that smash enemies like debris in a tornado, and can make short work of particularly tough foes. It's funny and exciting to see, yet retains an important role that makes it more than a visual gag. But for as much as these mechanics have more facets than they seem at first glance, this still isn't a particularly deep game. Though you can get overwhelmed if you play particularly sloppily, and there are some enemies that require more thought than just mashing your way through them, the game is relatively easy enough that once you know how the general idea goes, you don't have to think very hard about what you're doing. This has its own charm I suppose, but that also means that there are twenty levels over three hours that play mostly the same, barring some particular gimmicks and unique bosses. Each level also contains three trophies that eventually let you unlock an arena mode and a boss rush. The high pressure of the arena mode is where the game's mechanics really shine, but aimlessly searching around each level to find the trophies needed to unlock it is shockingly tedious. That said, the game doesn't really overstay its welcome. There is some amount of challenge in knowing how to handle encounters with lots of different enemies, and the music, graphics, and "plot" (such as it is) are charming and energetic enough to make it a fun spectacle of sight and sound. [i]KO Mech[/i] is a silly, slightly deep little psuedo-shmup that's fast and exciting, even it it's a little repetitive and a bit on the short side. But it valiantly tries to carry the bright, bright torch of [i]Bangai-O[/i], and that in itself is worth immense praise.
Simple controls, a unique design and a catchy soundtrack make this a steal at only $5. You control a mech which punches to take out its enemies. You can mash one button to do quick closeup jabs, and tap another to perform powerful dashing straights. A projectile is also available for hard to approach enemies. A lot of the terrain is also available to attack, and using your dashing straight on them and enemies with red health will send them flying, potentially hitting other enemies for extra damage! This enables you to easily waveclear lots of enemies. Each stage you have to find the boss and knock them out in order to beat the level. However on earlier levels you must also find trophies (3 per level) to play all the levels. This can make it kind of tedious at the beginning to complete the levels, since you have to find them all in one play-through in order for it to count. I often ignored enemies and went scavenging for the early trophies I couldn't find and then proceeded to the boss. If you can get over that hurdle though the game gets more interesting as more design concepts are implemented into the game. The dialogue between characters is cheesy but fun to watch, and I enjoyed the time I spent playing this game. The soundtrack is nice to listen to, and the overall feel is rather satisfying. The game also has a survival mode, boss rush mode and alternate character if you collect 30 trophies. I wish the soundtrack was also available for download. For only $5 ($4.25 right now given the special promotion) I don't know why anyone would not choose to play it. Its fun! Try it!
*cracks open zero ultra* *takes a sip* *turns on KO mech* Ah, now that's what we call a video game.
UPDATE: I've beaten the game and want to say that my review hasn't been changed based on this fact. I do recommend using a controller instead of the mouse like I was initially playing with, though! ORIGINAL REVIEW: To make a common comparison going around, have you ever played Bangai-O? Imagine that but with a lot more punches instead of missiles. KO Mech is a charming game in which you control a mech boxer looking to punch in the circuitry of a bunch of other mechs. You do this by flying around the screen, mashing left click to deliver an endless stream of punches, and occasionally right clicking to use a hefty dash. The game is simple in nature in that you navigate many vibrant, colorful stages, clearing a path to the boss and searching around for trophies peppered around in various nooks and crannies. This is all accompanied by a fun, fast soundtrack. That simplicity is both the game's strength and weakness. I admit I've yet to beat the game and I'll update this review if this changes, but so far all of the stages I've played have followed the same general structure without offering much to change things up. Everything is beaten by mashing left click and moving the cursor around the screen so as to be punching in the direction you want, sometimes pausing to use a dash attack or a shot. Still, the game comes together to be fun and so for five bucks, I'd say it's a solid purchase.
+Simple to the point Gameplay and Story +Unique and colourful art style +Soundtrack better than one might expect -The controls sadly need some work
It allright
one of those rare cases of [i]must insta review this![/i] 'cause of gorgeous artstyle and frantic gameplay. same dev of https://store.steampowered.com/app/356580/Aerannis/ so that he gets also a kinda insta-follow (dev/pub page is needed) awesome stuff, a ginormous "i recommend" after few secs of gameplay.
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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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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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