
The sandbox version of Mayhem on a Rainbow - VR. It offers endless fun with arena and wave shooters, spiced with mini games and upcoming new features. A glimpse into the wacky apocalypse where zombies fly in slow motion and chickens lay airstrikes! Saddle up your unicorn and fire up the spaceboat!
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About
The Appeteaser offers endless fun with wave and arena shooters spiced with mini games. You will fight a horde of various zombies with different kind of ranged and melee weapons. You can collect points to unlock new guns, levels and power ups.It is an easy going fun in which you can jump in any time and enjoy a bit of mayhem.




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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
[h1]Experienced on the Meta Quest 2[/h1] You can view my initial impressions review & gameplay here: https://youtu.be/i9VGmGvFP4o I originally bough this game upon release, but I refunded it without doing a review because I thought it was just another simplistic wave shooter and I wasn't interested in it after playing it for a bit. The developer offered me a free Steam key through the Steam Curator Connect program very recently, so I decided to take a fresh look at the game. I honestly couldn't say what's different about the game if anything at all. The same bugs I experienced are still there. The same janky gameplay is still there. I don't see any new content or game modes. It looks & plays like a series of assets thrown in from the UE asset store and just slapped up together. It's a generic wave shooter. The only cool thing is that there are some fun unlocks (power-ups & weapons). However, the core gameplay is very basic. Like I just built my first VR wave shooter in Unreal Engine type course exemplar. With simple & ugly looking maps & simple character models with almost no AI other than walk (or fly) towards the player. The variations include a shooting range, a wave shooter, and a few arena wave shooters. There's also a really bad, simplistic Beat Saber clone thrown into the mix. Along with an attempt at a story that has you riding a horse or flying a spaceship. It's the best part of the game, but still bad. Game is running on the Unreal Engine. On my RTX 3080, I was getting steady 90 fps. I experienced several bugs. You can watch my video to see them in action. You have full locomotion during the arena modes, but otherwise it's a stand-still wave shooter. Reloads change depending on game mode .. most of the time it's just move gun towards highlighted area, but in the arena mode it's touch the gun in the right place. It's also selling for an outrageous price of $17 USD. It's been in EA since July 2022 with no updates since September. There's several areas that look incomplete or just say coming soon. Yeah ... right. [b]Rate 3.5/10.[/b] [quote]Please note: I received a free Steam key through the Steam Curator Connect program. You can join my Steam Curator group, Oculus Rift Reviews, here: https://steamcommunity.com/groups/Oculus_WMR [/quote]
A sensory-overload bundle of minigames, mainly wave-shooter related but with other surprises. The entire game seems designed around the idea of being able to immediately jump into the action, grind points to unlock guns and extra gamemodes, and repeat. Extremely wacky and over-the-top aesthetics and feel. Note: at launch, the game was almost unplayable for me using Index controllers. I talked with the dev, and after a short troubleshooting session, he managed to fix it right away. I think MOAR has potential to grow into a very interesting VR experience if the dev keeps working on it, he seems very passionate about this project.
mid
IT doesn't really do anything for me sadly. I tried to give it a chance but I just didn't end up enjoying anything. Sure it's flashy and all but nothing really feels like it sticks out or feels good. May just be a bit too doughy for me right now might comeback when it's had more time in the oven. And to be fair I only had 15 minutes in the game. I just couldn't get into whatever mood I needed to continue.
It doesn't feel nice at all in my personal opinion. It's just rough. I need to feel comfortable in the VR space to be able to enjoy the game and this doesn't do it for me. It felt like a bunch of unfinished things put together.
hope this become a really good game the concept is good even in early access its its fun
Sick game so far, It's pretty unhinged with a lot of good ideas. I loved the pleasurebot character and the Sword that's also a gun. The game has a lot of potential but feels a bit unfinished in the animations and the main menu. More maps would be welcome and more enemy types but but it's still pretty fun!
So, the developer reached out to me after my review went up, and I cannot say this game is perfect by any stretch, but now that the controls are fixed I can at least see what the game has to offer. If I could give a game a middle thumb, I would give it to this game right now. It needs polish but I definitely feel like there's something here. If you see this, this might be worth it on sale, or for a price around $10, because it feels mostly incomplete still. If this is meant as a demo for a future game, then idk about the pricetag, but if this gets more fully featured alongside a main title, then I think this game might be worth your time and money in a few months. The good: -Weapon variety, every gun feels varied and interesting, interesting enough that the inclusion of just a normal AK and M4 feel really weirdly out of place. All the guns look chunky and unique, I sorta wish there were more that played into the cyber style aesthetic of the cyber waifu more, but what's here is surprisingly good. -I surprisingly felt the weapon reload interaction system was weird and kind of bad at first (you just run your hand over the weapon interaction points, mag, then charging handle), but I ended up liking it when duel wielding, it felt pretty natural, though I'd like an alternate method for more manual reloading personally, at least as a toggle option or something. -Melee felt adequately crazy for a game like this. I really liked using the gunsword and flinging enemies away, the devs really cashed in on how powerful and weird the game is, and I honestly would like to see more of it. -The gun-play truly isn't bad at all. I had to adjust the gun to be slightly more inward, but thankfully the option for that worked nicely, and the guns sound and feel pretty satisfying. Much more than I initially thought. -The enemies are not bad, they obviously are pretty silly but I like the vibe, they work well as cannon fodder, and that's their function. I feel like some of the enemies are too small, but not enough that it causes issues or whatever, the goblin that spawns the smaller ones is mostly what I am talking about. The bad: -On the village arena, enemies spawned under a house so I couldn't finish the wave. -I wish enemies wouldn't exclusively spawn near to you, because it makes it a lot harder for the waves to be fought with guns unless you have a melee weapon or are constantly backpedaling. Maybe specific spawn locations to let you kind of find a spot similar to CoD zombies. -THE HORSE, man the horse is pain incarnate, I got back on to test if they worked with index controls, and they don't so you hold the carrot and throw up. It's awful. Please god, just let me use my normal joystick to control the horse. -Kind of the cyber waifu? Idk she just talks like A LOT. Maybe if there was a way for her to talk less? I don't dislike it, but EVERY headshot, EVERY reload... -The gun-belt is really high up, and kind of obstructs your vision. I think having the option for your weapons to be back mounted, or lower would be nice. If that option exists, I missed it. -Weirdly the performance (only) in the hub area? It's choppy when you turn around which is weird, and everywhere else was mostly fine except the village arena. -Not enough physics, I want to be able to grab and punch stuff, I don't really like games that allow everything to clip through the environment, it's very immersion breaking. I don't really mind the giant swords and stuff having no drag, but I think it'd be cool to be able to like pogo stick on your sword or something, jump and slap you gun against a wall and launch yourself. It'd be fitting for this game thematically too. -More grip points on weapons. ESPECIALLY the gunswords. Let me use it like a rifle! That'd be awesome, or change grips from two on the handle to one on the front part, and then back. -Also the M4 was the only gun with no reload animations? Idk maybe that was just a small oversight. -Turn off, or maybe make a setting for movement acceleration, it's really distracting and makes movement feel strange and sluggish. The best solution is just a sprint or no sprint toggle, to let players control their speed. Some suggestions: -Go even farther into the craziness. I think there's a niche to be filled with a game like this, put in like huge enemies, like 3x bigger than the player that you could still cut down with one blow. Play around with scale. -More cool and unique guns. Like the gunswords, those are really cool, and I want more weird stuff like that. Shotguns that launch enemies really far. Guns that shoot prop projectiles, idk, but if you're going for zane, go all in. -Bosses? More difficult enemies? Maybe just a room where you do a specific sequenced boss fight? I think there's some potential to explore with making your character feel like they are fighting someone as overpowered as you are. Throw cars at us or something and let us slash 'em (I just want a game to let me smash cars out of the air). -Maybe the ability to turn of the ragdolls floating into the sky? I don't dislike it, but idk, it'd be cool to let us play with the ragdolls more, or hit them multiple times or something. -Make it easier to get currency on the arena modes, because I got like 30k points in 2 rounds of the shooting range just getting a few headshots. (Also maybe let melee hits get currency too) -What about character specific powers? Or even some type of upgrade tree for passives. More stuff to spend currency on, that would be fun and engaging. -Endless mode would be cool Anyway, I appreciate the dev putting in the effort to fix the index controls, as per my old review, I wish them luck and I hope things continue to be updated, I'll be keeping an eye on this game!
Probably the weirdest experience I've had in VR in quite a while. The gun belt is so high up, it can actually kind of block your view at times. The audio balance is nightmarish, even after adjusting levels some things are just that much louder or quieter than the rest. Combat feels flat and lifeless. And most of all, it seems like there's potential here. I think with time, it can be a good game, but as it is currently it's too rough of a state for me to recommend it. If it looks interesting to you, I'd suggest waiting a bit.
***Developer fixed the controls*** Previously, controls on Valve Index knuckles were super broken and I couldn't even play the game. In a single day, however, the developer has paid attention to feedback and fixed it immidiately. Now I can give this a proper review. First and foremost, this is a sandbox, as it says. That's just important to note, since it means minimal progression. All you do is kill stuff and rack up points to unlock more ways and places to kill stuff. If that's not enough to keep your attention, perhaps wait for the campaign version of this game. Everything does seem to work, though, now that controls have been fixed. Guns shoot, melee weapons hit, etc. I think I'd just like to see more wacky weapons, like the gun-bat that currently exists. A lot of the wackiness at the moment seems to be largely in presentation, and that's good, but 'd like to see it more in the gameplay, too. I'll be sticking around to see how this develops, since I like the idea, even though as it is, it isn't the most fun thing I've ever played, or even the best sandbox. But it is enough fun.
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