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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Spanish - Spain, Simplified Chinese, Portuguese - Portugal, Russian
Engagement
Hours played at review time, across 24 reviews with recorded playtime.
Reviews
I know the game looks like retro puke, but I enjoyed playing it from start to finish. The developer did a good job with extra content, such as unlockable characters, skins, and bonus stages. Honestly, the biggest problem here is not the aesthetic or platforming sections, it's the lack of partial controller support. The gameplay is very basic, most of the enemies die from one attack - feels like an early Shinobi game which I do not mind. It takes about 2-3 hours to complete the story on normal difficulty; however, you won't be able to get all of the extra content on the first playthrough. Even though the game is somewhat trashy, suffering from occasional hit-box and platforming issues, it's kinda fun due to cheesy cutscenes and weird enemy design. There are some power-ups that you can get but they really don't add a lot of depth to the game, you just run out of ammo too quickly. It's not too difficult and the settings allow you to adjust some features in order to make it easier, but it's just challenging enough to be entertaining. Lastly, the game had a few different composers, which would explain why soundtrack quality goes up and down. [h1] Pros: [/h1] + kinda funny, many stages, lots of boss fights + many unlock, extra characters & skins + several bonus challenges + achievements [h1] Cons: [/h1] - needs controller support (at least partial) - occasional platforming and hit-box problems - the soundtrack ranges from good to awful [b] Overall Thoughts: 6/10 [/b] Ugly? Yes... Unpolished? Yes... Did I enjoy playing it? Yes... I don't know, just one of those bad games that are kinda entertaining for good and bad reasons. Lots of unlocks though. [code]Review By: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
Ninja Roquinexu is more 2D retro pixel shovelware, a construction kit flip made with ClickTeam Fusion (so we already know this has no serious value or merit as a game). It's a deplorably bad platform brawler with no appreciable theme, it seems to have some pixel blob thugs in a city, and you're a ninja? It doesn't matter, the graphics and gameplay are truly awful here. From a technical perspective, the game doesn't meet basic minimum requirements that most PC gamers expect as standard. A choice was made to use obsolete, decades old retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result. There's no option to change the resolution and no useful graphics tweaks. There's no way to ensure this is running at the native resolution of your display. There's no guarantee this game will look right on any PC as a result of this hamfisted design decision. The controls can't be customised, which will be an annoyance for many, but it can also render the game unplayable for differently-abled gamers, or gamers using AZERTY or other international keyboard layouts. Some of the defects in the game can be attributed to the choice of using the Clickteam Fusion construction kit - the "No-Code" construction kit that "Anyone can make games with!!". Including, you know, people who aren't game developers. Which is a problem. This is a very poor quality toolset sometimes used by amateur developers as it's free (so they don't have to pay for GameMaker Studio) and doesn't require advanced game development skills, but unfortunately has very limited capabilities (it's arguably worse than GameMaker Studio). Just as you can't make a silk purse out of a sows ear, you can't make a great video game if you use a terrible engine. So it's inappropriate when amateurs try to use these for profit, without any actual, real game development effort taking place. This doesn't result in products that have any real meaningful value for gamers. These technical defects push this game below acceptable standards for any modern PC game. The poor quality of this game is reflected by how many people spent time with it. At the time of this review, SteamDB shows the all-time peak player number was only 2 players. This is a remarkably low number, and now, the only player activity occurs once or twice a month, presumably someone loading it up to see what it is then quickly uninstalling it. Considering there's over 120 million gamers on Steam and well over 50,000 games for gamers to choose from (over 9,000 completely free titles), the overwhelming lack of interest in this low quality game is to be expected. Ninja Roquinexu has the utterly unrealistic price of around $4 USD, it's not worth it given the defects and shortcomings with the product, especially considering the sheer number of completely free, much higher quality games on Steam. [b][quote][url=https://partner.steamgames.com/doc/marketing/profile]Profile Features Limited![/url][/quote][/b]Valve have marked this game as "Profile Features Limited" at the time of this review. This is usually caused by poor sales figures and low community acceptance for the game (to date). Until this status changes, this game will not give you +1 to your Game Collector badge count, appear in profile achievements or any other Steam meta-accomplishments, nor can it be displayed in some profile showcases. If these factors are important to you, it may be worth holding off before buying this game.
[h1]向日葵游戏评分:5分(1-10)[/h1] 这是一款复古FC风格的横版动作游戏。 现代的像素游戏画面强调的是清晰的轮廓和明快的色彩,并不等于刻意的降低分辨率,本作的分辨率低到字都看不清楚,整体画面给人一种“很脏”的感觉。 游戏一共包含15个关卡,其动作系统和关卡设计是模仿《忍者龙剑传》的风格,但是只得其形不得其神。 [h1]欢迎大家关注我们的鉴赏家:https://store.steampowered.com/curator/28763059[/h1] [h1]关注微信公众号和头条号“向日葵游戏”获取更多资讯;官方微博:向日葵游戏评测[/h1]
Needs further polishing , an artist, and a music professional. Swing hitbox for killing enemies needs to be bigger, ninja gaiden for the nes hitbox wasnt that small Character movement is fluid Its not bad, it just needs alot of work still
Es como un ninja gaiden pero con un cromosoma de más.
[h1]꧁ NO WYSZŁO SREDNIO꧂ [/h1] jak peirwsze gotowanie [h1]Fabuła[/h1] było zło jakeis i nasz hiros pwoeidziłze ich powstrzyma sory wiencej wam nie powiem bo nie ddało się rozcyztaic co pisało [h1]GRAFIKA[/h1] widac [h1]Muzyka[/h1] jest [h1]Rozgrywka[/h1] chodizsz skaczesz a na enterze mieczykiem zabijesz kto to wymyslił ? [h1]Podsumuwjąć[/h1] raczej nie gydby to jeszcze miło rence i nogi to może jeszcze ale tak to nie ✂---✂---✂---✂---✂---✂---✂---✂---✂---✂---✂---✂--- Szukasz więcej recnezji lub zastnawiesz się czemu tyle błedów ? Zapraszam do obserowania i przecyztania opisu na mojej grupie kuratora https://store.steampowered.com/curator/7690491-Aga-i-my
Tudo sobre: Ninja Roquinexu (Valxb21) ### 1. **História** - **História:** O enredo de *Ninja Roquinexu* coloca o jogador no papel de um ninja lendário em busca de restaurar a paz em uma vila atacada por forças sobrenaturais e clãs rivais. A trama mistura mitologia oriental com toques modernos, e o protagonista, Roquinexu, tem uma jornada cheia de reviravoltas e traições. A narrativa traz flashbacks emocionantes que mostram a origem do ninja e suas relações com outros personagens, o que dá uma profundidade extra à história. - **Ponto positivo:** A trama envolve o jogador com mistérios e tradições milenares. Há muitas camadas de história a serem descobertas conforme se avança. - **Ponto negativo:** A história, por vezes, pode ser previsível e usa clichês comuns em jogos de ninjas, o que tira um pouco da originalidade. ### 2. **Jogabilidade** - **Movimentação:** O sistema de movimentação de *Ninja Roquinexu* é fluido e responsivo. O protagonista pode correr pelas paredes, dar saltos acrobáticos e usar técnicas de furtividade para surpreender os inimigos. - **Combate:** O combate é ágil, com opções de ataques rápidos e pesados, além de habilidades especiais desbloqueáveis, como invisibilidade temporária ou uso de shurikens teleguiadas. O jogo mescla bem o combate corpo a corpo com ataques à distância. - **Ponto positivo:** A combinação de combate ágil com habilidades ninja dá uma sensação de poder e estratégia ao jogador. - **Ponto negativo:** O sistema de câmera é problemático em alguns momentos de combate mais intensos, o que pode atrapalhar a visualização dos inimigos, especialmente em cenários fechados. ### 3. **Parte Educacional** - O jogo insere muitos elementos históricos e culturais sobre o Japão feudal, o código de honra dos ninjas, além de referências a lendas e criaturas míticas. Isso é interessante para quem quer aprender um pouco mais sobre a cultura japonesa de uma maneira divertida. - **Ponto positivo:** Excelente para aprender sobre a história e cultura dos ninjas, sem ser enfadonho. - **Ponto negativo:** Embora o jogo tenha detalhes interessantes sobre a cultura ninja, poderia aprofundar mais em certas áreas, como as motivações políticas dos clãs. ### 4. **Conquistas** - O jogo tem uma boa variedade de conquistas, desde derrotar chefões sem sofrer dano até encontrar todos os itens secretos espalhados pelo mapa. - **Ponto positivo:** Muitas conquistas incentivam a exploração e a repetição de missões, o que aumenta a longevidade do game. - **Ponto negativo:** Algumas conquistas parecem desnecessariamente difíceis e podem frustrar jogadores mais casuais. ### 5. **Bugs** - Infelizmente, *Ninja Roquinexu* tem sua cota de bugs. Um dos mais irritantes é quando o personagem fica preso em texturas do cenário, especialmente durante as partes de plataforma. Além disso, o jogo às vezes falha em detectar comandos durante combates mais complexos, levando a mortes frustrantes. - **Ponto positivo:** A maioria dos bugs é corrigível reiniciando o checkpoint. - **Ponto negativo:** A quantidade de bugs pode tirar a imersão do jogador, especialmente quando ocorrem em momentos cruciais. ### 6. **Gráficos** - **Estilo gráfico:** O jogo adota um estilo visual estilizado, com gráficos que misturam cel-shading e realismo. As cores vibrantes destacam os diferentes ambientes, desde florestas misteriosas até templos antigos. - **Detalhes:** O design dos personagens e inimigos é muito detalhado, e os efeitos visuais, como explosões de fumaça e os movimentos rápidos do ninja, são impressionantes. - **Ponto positivo:** A estética estilizada ajuda a diferenciar o jogo de outros títulos do gênero e traz uma sensação de arte em movimento. - **Ponto negativo:** Em alguns momentos, os gráficos parecem datados, especialmente nas cutscenes, que poderiam ser mais polidas. ### 7. **Trilha Sonora** - A trilha sonora de *Ninja Roquinexu* é espetacular, misturando instrumentos tradicionais japoneses, como o shamisen e flautas, com batidas eletrônicas modernas. Cada área tem seu próprio tema musical, criando uma ambientação imersiva. - **Ponto positivo:** As músicas são memoráveis e se ajustam bem ao ritmo frenético do jogo. - **Ponto negativo:** Algumas músicas podem se tornar repetitivas após longas sessões de jogo. ### 8. **Nota Final:** - **Avaliação: 8/10** - *Ninja Roquinexu* é um jogo que oferece uma experiência divertida e desafiadora para quem gosta de ação e furtividade. A história pode ser clichê, mas a jogabilidade e a trilha sonora compensam, criando uma aventura ninja cheia de estilo. No entanto, os bugs e a câmera problemática podem prejudicar a experiência em alguns momentos. ### 9. **Crítica Geral:** - *Ninja Roquinexu* tem muito potencial e é uma boa pedida para os fãs de ninjas e ação furtiva. No entanto, com algumas atualizações para corrigir os bugs e uma melhoria no sistema de câmera, ele poderia alcançar um patamar ainda maior. A mistura de cultura tradicional japonesa com uma jogabilidade moderna é seu maior trunfo, mas falta polimento para torná-lo um verdadeiro clássico do gênero.
This is certainly rough. The game plays out mostly like the classic Ninja Gaiden titles on older systems like NES and Master System. The general gameplay mechanics and the way cutscenes play out reinforces this perception. Story seems to be your run-of-the-mill pseudo-futuristic type of thing with lightweight tone blended in on an occasion. [h1]Problem areas[/h1] The weakest point is prolly the graphics, which while occasionally can have some "ok" looking sprites around is mostly very "microsoft paint" type of deal looking very not-pretty. Another big lacking section are the options. For example, there is no inherit controller support or way to change the controls. You will be using WASD for movement, space for jump, and enter for attacking. You can "pause" the game with the escape key though as far as I can tell this definitely doesn't actually pause the gameplay. A software like JoyToKey is hence recommended. There's some slight floatiness in the movement and the enemies often move pseudo-randomly with turning seemingly at random and have sudden boosts in speed making it easy to get hit by their touch damage. This is compounded with how janky the hit box of the player's melee attack is. The delay on the melee attack feels just a tad off (like 0.1-0.2s too long to go "off") - as well as the delay before you can perform it again feels a tad too long to me - so as to not make using it feel as good as it ought to. Once the melee attack hit box comes out it, it seems to directly manifest at that location. As in, it will not move with the player character - at least from what I can tell. This means, among other things, that if you jump and hit in the air, the attack will manifest in the air and won't follow your character as you descend and finish the attack animation. So it's hard to perform that type of jump attack where you will hit close to the ground. Because of the attack box not following your sprite or what direction you are facing, I found one of the stronger attack techniques (when it came to a group of enemies or multi-hit enemies such as a boss) was to run towards the enemy, press the attack button followed by immediately turning and taking some steps back - then repeating this again and again for some quick output of damage while maintaining good control of the distance between you and the enemy. Taking damage seems to happen on a nigh frame-by-frame basis (seems to differ somewhat depending on what you get hit by - I'm not quite sure) which can cause a lot of your hp being drained very quickly if you get "stuck" on enemies or so which is another point of the gameplay that can feel very janky. I think it would be generally preferable for this type of game to use some sort of a "mercy invincibility" - even if the associated i-frame time would be as little as 0.2 seconds or so. [h1]Gameplay of stages[/h1] The gameplay works so that you have infinite tries when playing a level - even when reaching potential checkpoints. However, when you enter a boss fight, you will have a set amount of tries to take down the boss (2 to 4 depending). If you die too many times in the boss fight, you will have to restart the level from the beginning. This to me felt like a relatively decent compromise between unlimited lives and classic arcade life system. Once you are familiar with a level's layout, it's certainly a lot easier to clear it again, although the various jankiness in the gameplay means that there will remain some annoyance with it which is regrettable. The level design was 'passable' - not too egregious from what I can recall. There's decent enemy variance overall but you will mostly be fighting similarly behaving enemies. For example, there seems to be a crap ton of the usual "runs back and forth" type of enemy with different skins. There are some few additions and changes to gameplay with new hazards and such as you progress through the campaign but it will still mostly be playing out in very same-ish ways. Bosses seemed to mostly ignore you and just do their own routines of patrolling around the boss screen area. Many of them ended up being mostly tests of patience which is ok but also negatively so occasionally due to the aforementioned melee attack hit box jankiness, seeming lack of mercy invincibility, and sudden changes in enemy movement speeds which also extends to bosses but is at least somewhat more predictable once you have seen their full "attack routine". [h1]Later segments[/h1] Toward the end there's one particular level with platforms that rotate around their center point which was pure jank town. Absolutely horrid platforming - I had most of my deaths there and it felt like I had relatively little control. Strangely enough you can stand at the center of those platforms as they will 'phase through' you. However, whenever it rotates in these frame steps, the player character can easily end up "falling" slightly back to the new angle level of the platform. This means your jump inputs can easily get eaten up due to being in the "falling" state momentarily. Speaking of the end, it felt to me like the game was just kinda starting to really get onto its own with the later levels but then ended quite quickly at that point. It would have been much better if the game could have started with 'bravado' more akin to those later levels and then went even further beyond both mechanically and level design wise. [h1]Length, difficulty levels, bonus content[/h1] The game took like 1,5-2 hours for me to beat so it isn't that lengthy. Going through the campaign, you are at times presented with multiple levels to choose from (usually 3) albeit you will need to clear them all so it's really just choosing the order of the few levels presented - beating all the pickable levels allows you to progress through the linear level sequence again. Given that you on your first playthrough don't know anything about the levels, and that you will still need to clear them all, I'm not exactly if this concretely adds anything other than an illusion of choice to the gameplay. I suppose you can quit a level which is atm annoying you and finish it later on so there's that at least. There didn't seem to be much difference on harder difficulties. From the briefs tests I had with level selecting on hard difficulty, it seemed to boil down to bosses having massive amounts of more HP which I found disappointing as well as more tedious than anything else. Just having new enemy placements for the different difficulty levels would have been much appreciated. Additional characters, skins, and such unlockables are available for purchase with the credits (score points) you earn by going through the levels. You will need to grind for them though and I haven't myself bothered to unlock any of them so I can't say if they play much differently. There's also the aforementioned level select feature as well as additional quirky challenges that test out some alternative gameplay styles and level design. I think this type of content is cute and does add some longevity to the game if you want some reason to continue playing. [h1]Ending notes[/h1] All in all, I guess I would give this a lukewarm recommendation if you have a tolerance for some gameplay jank as well as low quality graphics - even then I think I would prolly suggest waiting for it to be on a discount if you have any hesitation about what you heard. If need to waste some hour or two at a game, this isn't the worst thing out there. It sort of plays out like a poor man's ninja gaiden classic with some jank. Keep your expectations low and you can get some enjoyment out of this to sort of satisfy that itch for classic 2d ninja action gameplay. If the price was anything like 5+ bucks, I would hit that "no" on the recommendation choice immediately but at a cost like a dollar, it's like... "ok, whatever".
Good and fun game bringing those 8 bit NES vibes but there are two major issues with this game that make it pretty much something i can't recommend. A) No controller support - It is weird an 8 bit NES inspired game has no controller support and playing with a keyboard is fine but not something i would want in a game like this or prefer. For a game like this a controller is king B) Blurry font - If you want to enjoy the story or try to make sense what is going on ,forget about it as the font is too blurry to make out sentences sometimes. Probably since the resolution is forced to down to like 640x480 or lower. Whilst i had fun with the game and i enjoyed the music, good sprite work and gameplay. I can't recommend it due to issues A) mainly and B) right after it. If the developer can sit down and go through and add extra options so the text is not blurry plus the speed of the text and controller support ,i would gladly come back to this game and continue where i left off.
Pixel graphics, 8 bit theme, ninjas and swords I love. A throwback to a Simple platformer and hack n slash. The cutscenes are very "ninja gaiden" haha. Attack, Jump, Climb...etc. If it had a few more weapons upgrades it would be better. A retro styled kick to our nostalgia & overall pretty good. i'm happy with it. would reccomend.
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