
When a parasite reawakens detective Clive from death, he is recruited into a secret taskforce to stop those that killed him from weaponizing this newfound immortality.
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About

JUST LIKE IN THE PAPERS.
MORTALITY DECOMP. KILLERS is a short, fast-paced 3rd person horror/comedy hybrid of games like Hotline Miami and Post Void, with hand-drawn visuals inspired loosely by retro detective comics. You'll step into the well-polished shoes of Clive, an undead detective working to take down the criminals that initially killed him.
LIVE. DIE. LIVE AGAIN.
When a parasite reawakens detective Clive from death, he is recruited into a secret taskforce to stop those that killed him from weaponizing this newfound immortality. Slay crooks and goons in semi-linear corridor levels that are built for honing in and optimising your own quickest path through. Prepare to die, and then die again.

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Languages: English
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Damn it... it had so much potential, but the curse of Unity games is too strong for most devs, First, let me just say im talking about the standard game, i havent tried the other modes, because if i dont like the base game, i dont like the game period. Oh, btw, its "disdain" not "distain" you could at least proof read your game (yeah, my writing is not very good, but this is my fift language, i didnt study english and i didnt put out a product). NOW, FOR MORE DETAIL 1-Its a buggy mess 1.1- You can see through walls if you hug the wall (not intentional design) 1.2- you open doors by breaking them, and the ammount of bullets you need for that can be different for any one door in subsequent runs 1.3- you can be killed by melee attacks through doors regardless of the state of said door. 1.4- their bullets go through SOME walls, meaning you never know if something is cover material untill you get shot. 1.5- your shots ALWAYS hit AT LEAST an inch from one off to the sides of your sights marker 1.6- sometimes, either your shots start randomly land WAY away from your sights or are not registered AT ALL, i mean you could be half a foot away from a door/enemy, you shoot at it and miss clip after clip after clip and the door remains intact. To fix this for a few minutes, you have to go to the menu and hit "resume" for your shots to be straight again (for a while) 2- you have two weapons, a six shooter and a machete. The machete has a cooldown and its use triggers a dash forwards, and if you are realoading the six shooter (which takes a few seconds), you cant stop and use the machete (get it? "oh no, a guy is about to kill me... should i stop reloading and fire one of the bullets i already loaded? should I stop reloading and use my melee weapon? NAAAAAAAH, lets finish loading this six shooAAAARGH" - died) 3- you can take 2 shoots or 1 melee attack before you die. melee enemies rush you, shooting foes are stationary. 4- death takes you to the begining of the game With these 4 points I can already paint the following picture for you. You would be forgiven for thinking this is a third person boomer shooter kind of game, but its not, its a memory test and the first sequence is the following: A- shoot the door from afar untill you crash it and kill the Melee behind (shoot from up close, you die) B- shoot the shooter around the corner (you meleed dash, the melee enemy around the second corner will kill you), then shoot the melee around the corner. C- shoot the 2 shooters around the 3rd corner (no way to die here other than sucking) D-break door E- Step in, step back out (try to kill the shooter around the corner, you die by melee dash, try to rush the shooter, same result, try to rush the melee, you die, before turning enough to aim; you can also die by mele if you get stuck on the door while stepping back out) F-break the double door, kill shooter and melee from far enough not to trigger their movement (no way to die) G- shoot both shooter around another corner (you melee rush either of them, you die by surprise melee enemy around another corner)..... Every time you die, you do the whole thing again.... you get the pattern?. Well, i continued to play this crap because its clearly inspired by Chainsawman and i thought i'd see something cool. I didnt, but i did see MORE problems 5- considering all the other points, you can understand that movility is crap, and your best strategy is to shoot enemies before you enter the zone in which their action is triggered Well... not only does the game introduce pools of water you cant step into without suffering 1 hit KO, but ALSO fixes the only "strategy you could have" by placing a room full of enemies (more enemies than you ever saw in any one place in the game), but THESE ones you canT shoot from afar, they all activate when you cross the door and they all shoot through the walls you could take cover behind, AND if you step back through the door entered from, YOUR shots DO NOT make it past is arch, BUT THEIR BULLETS DO GO THROUGH THE WALLS AT THE SIDES OF SAID DOOR All in all, being free of charge is not a reason to give a game a possitive review, this COULD be an amazing game (one i would pay for) with A LOT of work in every aspect, as it is, the ONLY thing worth a damn is the ambiance at the base.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
remove auto camera switch and then it a good enough game to look over the jank.
The terrifying difficulty balance, 《Miami》 is already terrible, don't make it too difficult...everything else is very beautiful. The design of automatic perspective switching is excellent. Coupled with the protagonist's smooth melee combat movements, Clive's so cute that one really wants to pet* him The art of the game is quite interesting, but the level design of 《Miami》is to give players more rules to learn. However, fps games, which aim to achieve extremely short periods of high-speed confrontation, are inherently challenging. For instance, fps games require stronger camera information and it's hard to see the target clearly. Your success lies in the fact that the character's action design is very coolhaha It has diluted some of the negative emotions brought by failure, and the high saturation has also learned its essence, which is addictive. However, Miami has a clear outline that makes it easy for players to focus on the core interactive elements. I think it is still too difficult for fps games, which is very challenging in itself. If you're interested, I hope you can make money through it :) It's worth it
THE CAMERAAAAAAAAAAAAAAAAAAAAAAAA 😭😭😭😭😭its so bugged besides that i love this game, also, the aim isn't centered for some reason, idk why but the gun doesn't shoot straight where you aim
Game definitely has style and some things going for it (machete kills are pretty cool (if you dont graze a melee enemy and instantly die)) but it has so much jank and bugs For example: The doors tend to somehow avoid being hit by bullets so you have to melee them instead The aim is always somehow off Sometimes you swear you see the bullet hit an enemy but no, it just passes through The camera is pretty jank and lets you see through walls I swear one of the enemies shot me through walls Somehow the main menu fails to register inputs for a while then seems to work fine also why cant you use the machete while reloading???? i swear the melee enemies are placed always out of sight so you have to die and play a little more the best way to win a level is to just snipe enemies outside of their aggro range additionally the levels arent really that good
It's a bit rough around the edges but what is here is AWESOME! The DLC is very much worth it too!
MORTALITY DECOMP. KILLERS. What a game indeed. I had managed to stumble upon it while streaming the steam store to a friend and it caught my eye almost immediately. The art work in this game was top notch its surprises me how there wasnt even a small tag on this game. A short and sweet story was complimented perfectly by brutal difficulty and a want to finish the short but enthralling story. overall a 8/10 game would reccomend.
╋ Music + Art style + Concept art + Options for Pace ~ Default Pace - Lack of brightness slider - Ranking is unclear. I got an S rank in a level that took me 1m30s to beat. It seems like only the "deaths" value counts? - All caps font is hard to read - The horns indicate whether you can use melee, but it's hard to tell when you're able to use melee again, it should be obvious. — Lack of mouse support on menus — It's impossible to see the bullet comes out of, and where it hits, meaning it's unusually hard to correct for aiming mistakes. It seems to spawn from the center of the camera, with a wide hitbox, but it's invisible. — You can shoot enemies through corners, while they cannot shoot you — Camera switches shoulders, by itself. In Warframe, switching shoulders is always manual, and in Dark Souls, automatic camera adjusments are optional. A fast-pace game needs constancy in its camera. — I'm booted to title after the 3rd level (where I got the undeserved S) and thought the game was over, but there are more levels. I redid this 3rd level (took 3 mins longer, still got an S) and was booted to title once again. I'm not playing the levels via level select, I want to see the campaign. There is a cool game here but, some of these issues introduce major friction, and the last one makes the campaign unplayable. I believe that the "booting to title" is why many players did not play any more than a couple tens of minutes. LEGEND: love (╋), like (+), neutral (~), dislike (-), abhor (—)
Really solid game, scratches the hotline Miami itch, the dlc is also really fun
"MORTALITY DECOMP. KILLERS" is a short, over-the-top stylish and bonkers third-person-shooter that plays similarily as "Post Void" minus the tíme-limit. Vibe-wise it feels like "Hotline Miami" and maybe even like "Deadbolt" while setting itself apart with its cartoony style and jazzy soundtrack. You play Clive, an undead agent from the "MDK", an organisation who hunts reanimated hotheads, hellbent on finding the culprit that shot his face off. Camerawise it is quite janky and frantic, it is really something to get used to. Another caveat is that there are just two enemy-types (plus the boss) and you can (and should) outrange enemies, making them cheap target practice. Nonetheless: A great and short adrenaline-experience that should not be overlooked. Plus: It's free!
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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