
Fight against an ever-evolving threat in this skill-based twinstick shooter 14 years in the making.
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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
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Just did one playthrough--haven't done the endless or rogue mode, or the higher difficulty. Really fun and simple game. Nice way to burn some time in between stuff in my schedule and well-worth the price.
A wonderful game in which you fight a foe that adapts to your tactics and comes back stronger every time you beat it. Your goal is not to keep killing it over and over again, but to survive until help arrives. Every time you kill it, it comes back stronger. If you kill it too quickly you done bad. If you wait too long it triggers an insta-kill weapon. You need to Goldilocks this thing. It kills me eventually every time, but I have a smile on my face at the end. The rail gun is fun.
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I purchased Mothership Forever based on a Reddit post from the developer. It's a great twin stick shooter that builds on the classic "Warning Forever" and takes some inspiration from arcade classic "Sinistar", adding some additional play modes, different weapons and even a story. The enemy mothership evolves each time you take it down, returning bigger and better armed each time. Based upon the weapons you use against it; start using homing missiles and then in the next iteration the mothership will have improved point defenses, forcing you to adapt your tactics during that round. A constant countdown runs for each mothership that prevents you from hanging back safely too much - you need to stay on the offensive and take it down relatively quickly, but if you go in too fast it will evolve faster than you can keep up. This creates a nice tension during the playthrough and keeps things on edge the whole time. Weapons are varied and allow for a few different approaches, from sniping with a railgun to flinging asteroids and mines at the enemy. Weapons unlock steadily during each playthrough, giving you more tools to take down the ever-growing mothership. Graphics are a nice mix of 2D sprites and particle effects - not too over the top so that it obscures the action - but still attractive. The only gripe I've had are that you can't turn off controller vibration so using the minigun results in near-constant vibration. The other issue I had was already fixed by the developer - great support! I've really enjoyed the short time playing so far. It's not the deepest game, but it's very satisfying for a short run, just like Warning Forever. Two thumbs up!
Lack luster, with an annoying amount of jank. The central gimmick is excellent, but the game is over all capstone project level. For the cost I am not mad, but if your looking for more than a "well that was neat, uninstall." look elsewhere.
Firstly, I received this game for free. Secondly, I actually really enjoyed playing it, although it's not my usual genre of game. Thirdly... you can blow up a spaceship by launching an asteroid at it... Need i say more? Do you understand the satisfaction that you get from pool-shotting an asteroid into another asteroid into the mothership which subsequently blows it up? No? Well then... give this game a go and try it for yourself
Mothership Forever is a cool concept and there is tons of polish overall, but gameplay polish was neglected. It plays unbalanced in a not effectively play-tested way. Clunky navigation on controller, which works on keyboard/mouse but the tooltips are for controller, despite unplugging it and restarting. The weapons are only 2 equipped at a time and takes you out of the intended intensity of the gameplay when changing weapons in the paused state. The pause state is good as weapon swapping is currently designed, but things are never really stationary, so doesn't work and needs better key mapping rather than requiring a pause with how real time twinstick style the gameplay is. I would rather have static (modifiable) key assignments for each weapon and pressing one that is unequipped will equip it, then using it again when ready will fire it, or some easy fix like that (prefer just having them all ready with various hotkeys and adjust balance as necessary for that). Weird that settings don't even show hotkeys for keyboard or controller, that is unacceptable design/UI on release. Aside from lack of settings to even see static controls (tooltip at top left and tutorial each time is not a real "feature"), the issues mentioned so far aren't thaaat major. Where this game fully earns the negative review is it forces you to do the exact same thing over and over: fighting a single boss that itself just respawns over and over. The cumulative adaptations to how you defeated it in past is kinda cool, definitely makes it harder, but you don't restart at the adaptation stage it was at, you restart at the beginning of the tutorial-like story line each time, slowly unlocking everything. That is the part that is incredibly annoying as a player and feels like wasted time to get to the meat of the game. I am sure something unlocks after beating the first 30 min tutorial style story mode, but restarting at the beginning each time with such repetitiveness and being punished for going too fast (adapts each kill and respawns, but doesn't change 30 min timer) is simply not fun and feels like a chore by the 3rd or 4th try. Also, as a side note, the asteroid mechanics are incredibly imbalanced. Using repulsion on an asteroid does a ton of damage if hitting the boss but is also countered super hard when adapting to it, feels completely out of place and unfinished leaving me feeling it is better to avoid entirely so at least the asteroid can be intermittently used as barriers to block shots, etc. This out of place balance is fine to adapt to and targeting the hard counter aspects before using them may create depth to future playthroughs and how far you can go in an endless mode, but this gets back to starting from scratch each time is not fun. Recommend having player at least respawn at previous adaptation level, have options to save at checkpoint timers, or separate tutorial from meat of game. I am also at a loss for why it was decided that forcing a player to wait for reinforcements and not play the game was a good design decision. I literally sit there with a hull of a boss ship watching the time as I wait to finish it. Overall, this game needs more playtesting and feedback to adjust a whole lot of things, as well as addition of some variation/novelty to progress and not punish the player for being good at game, likely literally skip to max time off from reinforcement arrival if boss ship is completely disabled or something, anything: waiting is not fun. Boss only mechanics is also not a huge fun factor as I want a level to play with my toys on, feel like i am exploring, and collecting loot of sorts etc.
I did receive this game for free. I played a few minutes of it and really enjoyed it very much. The visuals are well done especially the space background. Sound effects are very satisfying. Has that nice Arcade sound to it. For the most part the controls are intuitive and responsive. I would love to see some controller support for this in the future. This game is an easy recommendation. Fun, simple and likely addicting as you get better at the combat mechanics.
This is like being a corpse camper but in space. I has great sound effects and surreal colors. Different weapon combinations to fit everyone's play style. Great fit for something like the Steamdeck too.
Awesome gem with game breaking bug that causes the mothership to consistently warp away. By the time I get to it, the game over gravity gun it has is ready and zaps me. The other game modes are locked behind finishing the main mode that has this game breaking bug. Posting about this on the forum has yielded no replies in the approx. 6 weeks since I posted as of today. This suck because the bug notwithstanding, this game is a real gem!
Cool concept that lacks quite a few basic features: No volume controls No control customization No graphic controls other than a high-low slider All inputs you're told about are in controller form (luckily the controls are rather intuitive) If you die in story mode you have to start from scratch (grating tutorial voiceover included) I imagine these will all be fixed soonish. Really, the game should have launched with all that and more. It's kinda hilarious that they had a "should have been done before launch" patch and it included like no basic customization options. Once this is all squared away the game will be a fun time sink.
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