
A fast-paced rogue-lite with procedurally generated, action packed levels. Rank up and install Mech Tech upgrades from an overstock! Snap on ability cartridges to your battle-mech, slay huge bosses through 3 distinctive worlds and guide your tiny green heroes towards victory!
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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
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Забавный рогалик для коротких сессий
It feels like a phone game. It's fun for a little bit, but gets old rather quickly. That being said, the art style is pretty neat. Does that make it worth $14.99? Nope. It's a cool concept but the price either needs to go down or more needs to be added into the game to make it worth the price.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
25 опыта это всё же 25 опыта
[h1]Slug Up! 🤙[/h1] [b]It’s nothing revolutionary, but it’s a solid and fun roguelike totally worth its price.[/b] You are a moss, space slug, landing on foreign planets and causing mayhem in your mech. Besides the character screen descriptions there really isn’t much more narrative. Space slugs are cool though, I like slugs. The gameplay is really fun. It is a 2D shooter roguelike in which you gear up to fight through enemy ridden stages. There are many weapons, using 4 different types of ammo and working in their own unique ways. Many of them however, seem useless with others being just too overpowered to not use. If you get the beam gun, you practically won the game. On each stage you can level-up up to two times – then depending on the number of gained levels you can choose an upgrade from a random set at the beginning of the next stage. It’s supposed to make each run unique, but with a specific build you can get all possible upgrades in one run. Besides upgrading your character from zero each run, you also collect green crystals which let you buy permanent stuff retained between runs. That includes 2 more characters, passive modifiers and active abilities, as well as some cosmetic elements for your mechs. There are three worlds, each with its own boss. Also weird alien fruits which function basically like pills in The Binding of Isaac among other stuff. The game is a short, solid roguelike that is just fun. Unlockables are cool, but there are some slight balance issues. Some weapons will carry you through the entire game, while others are just bad or consume ammunition too fast. Also, I had a feeling that the first world was harder, but maybe it’s just because you start off without any stuff. The game has a rather cool aesthetic, albeit a bit low poly. Music is alright if not a little repetitive. I feel like the fog of war thing could be scrapped, cause it's not really making things harder to see, it’s just a bit irritating. The general slug aesthetics are fun. In the end for its price, it’s a really cool roguelike... or a rougelite... whatever subgenre that would be. I had fun and that’s what counts.
An unapologetically quirky twin-stick shooter, with fun weapons, funky music, and bizarre enemies.
Nethack with Robots :D
Moss Destruction feels unfinished. It has a gameplay loop and some fun factor, however sadly, it's insanely repetitive. There is very little variation during runs, which is strange, because almost all the elements of a good roguelite are present: There are different enemies, but taking them down doesn't feel that different. There are pickups, but they aren't meaningful. There are status effects that carry over after runs, but their effect is almost invisible. There environment is randomly generated, but it feels like you are playing the same map. It just needed a few more months in the oven. It needed better rewards or better guns or better random generation with environments that actually feel different instead of just hue shifted. While the gameplay loop is functional, I just don't find it very entertaining. For the price point, it's worth to try once, if roguelikes are your thing.
Moss Destruction is a console-esque 2.5D/iso twin stick shooter featuring low poly art. Outfit your robot with some weapons and run around clunky levels with clunky mechanics. This looks and feels like a console game but it was dumped on Steam instead, possibly by mistake. They sure are going to be disappointed when they see the console sales figures. While some effort seems to have been expended on trying to make a video game, the Steam reception was also lacklustre with low sales (extrapolated from very low review figures). That's probably because this is a console game that wasn't launched on consoles, and Steam not being a platform intended primarily for console gamers, who are the target audience for this game. That's just the beginning of the questionable design decisions here. The artwork is low poly, which as usual seems to have been used as a cop-out to lower the required budget and reduce the need for hiring proper artists/graphic designers. The developer was unable to come up with their own proper level design and progression planning, and opted to avoid needing to invest time and money on a story or any rich content for the game, and decided to use procgen algorithms as a substitute for content. As such, there's no content, everything is just a bunch of samey artificially copy+pasted levels. Developers must learn that procgen is not content. Finally, the game will be unplayable for many. The game maps PC gaming peripherals (HOTAS, Pedals, Racing Wheels etc) as if they are console peasant children's toy gamepads. This makes the menu impossible to navigate and makes the game completely unplayable. There's no way to turn this off. There's an option to do so in the menu, but as soon as any controller pushes input back to the game (axis trim etc), the game [i]reverts to controller input and locks out the keyboard![/i]. This would have been picked up with basic testing on PC. Developers must try to learn the difference between console peasant appliances and gaming PCs. Hamfisted controller interface design is the final nail in the coffin for this train wreck.
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