
You have only 5 minutes to stylishly explode your way through the hordes of corrupted entities in a retro FPS, roguelike liminal-nightmare... and Timmee is here to help!
Modeled estimate, not a reported figure. How we estimate →
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About
Expect a fast-paced FPS experience wrapped in a retro, liminal vibe.
13 unique weapons + 10 specialized gadgets
140+ stackable items
100+ variants to explore and purge through
35+ entities with their unique personalities and mechanics
12 boss battles
Hub world and arcade with classic minigames to win even more prizes
Sandbox editor for custom levels (experimental)
52 Achievements, yea it's a full deck of cards
13 soundtrack cassettes, each capable of changing your run. Not enough? Import your own music and the game will generate a custom cassette with randomized stats based on the file. Your playlist is now a build mechanic.
LEADERBOARDS for all type of objectives
Gamble every second with never more than 5 minutes until your DEATH
This game contains flashing effects that may be unsuitable for people with photosensitive epilepsy or other photosensitive conditions.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Japanese, Korean, Simplified Chinese, French, German, Spanish - Latin America, Russian, Turkish, Ukrainian, Serbian*languages with full audio support
Engagement
Hours played at review time, across 52 reviews with recorded playtime.
Reviews
Themes across 52 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
Oddcore? More like peakcore. Had a lot of fun with this game, tho the final boss was slightly disappointing but overall I love this game, it's vareity of enemies, levels, bosses, weapons and abilities, hope it'll keep getting peak updates.
You can feel the early access at times but it's already quite fun and it has a ton of potential. I like the occasional breaks and challenges that crop up, allowing brief breaks from the otherwise breakneck pace enforced by the time limit. I love how the mechanics all interact with each other due to shared resources, opportunity cost, and so on. It could use more enemy variety (there's currently just one pool of enemies, which makes areas blend together a bit) and possibly some reworking of existing enemies (including a couple bosses). The controls overall feel quite good, slide jumping feels particularly satisfying, though at times it's a bit floaty. The aesthetic and setting has been explored before, but ODDCORE has a very different tone and gameplay style, making it stand out quite well. Run progression sometimes feels quite good, I particularly like how many resources are multi-purpose. Souls are used for healing, buying from the slot machine, opening some shrines, and buying more time; cards give their own effects and act as currency for the vending machines and elemental upgrades. This leads to some interesting decisions which still feel snappy. The tax system also paces your hub usage in a very interesting way; it's a simple mechanic but it's really good, and it even allows for risk/reward decision-making and skill expression since you can access the hub without raising tax by [spoiler]getting caught by the watcher[/spoiler]. However, since soul healing doesn't scale with your max HP and you get so many of them later in a run, you eventually stop doing anything but buying time and cashing out with them, so I wouldn't mind a later-game use as well to keep the interesting choices going. (It's around that point that tax scaling also stops keeping up.) On the subject of HP, your starting HP is basically more than enough until you run into something that suddenly does 200 damage, which feels very strange when you're a new player. I'm now used to this and I know to pre-emptively get a few health upgrades, but it felt unintuitive to go from never dropping below 50% to dying near-instantly. At a certain point in the run, you kind of go on autopilot. The shields and invulnerability phases some enemies have sort of prevent this, but I think having different pools of enemies to help areas feel more distinct from each other could greatly help. Obviously, "just conceptualize, design, and implement 100 more enemies" is far easier said than done and the game is genuinely fun for a long while as-is. If the biggest issue with an early access game is that it could use more of what it already has, it's a good early access game. More importantly than any of that, however: you can use a frog as a weapon and the reload animation is really funny and it spits on people and it's genuinely one of the best weapons in the game 10/10
It ain't it, the game is quite dull to be honest. The enviroments, despite being all kooky and zany are just regular boring arenas, by the way some of them look I expected walking on walls and other crazy stuff but nah, it's all just fluff. Enemies aren't very interesting either, there is little variety and they mostly just run at you, they aren't very ODD. Bosses are bullet sponges and feel like a chore. Weapons have way too small magazines and too long cooldowns, they aren't satisfying to use. Upgrades are mostly just stat increases, probably the biggest letdown in a roguelite. Movement feels very sluggish when your dashes and whatnots are on cooldown. Music? If you don't collect additional hidden tracks you will be listening to the same stuff over and over again. Graphics are lovely, but that's my personal preference for this style. As for minor gripes the stat window has no descriptions for icons so you don't really know what is what. OVERALL, I suggest waiting for 1.0, but I doubt it's gonna change much.
Peak
Oddcore has a simple premise of only having five minutes to go as long as you can create fun decisions when the souls you collect are your currency to add more time, what you spend for upgrades, and how you heal. Really fun.
全実績解除済みです。 見た目の通りのリミナルスペース×ローグライク×FPSです。 操作感はかなり良いです。 敵を倒して入手するソウルを使って時間を延長させるゲームなので、1プレイ5分という訳ではありません。 残り時間がわずかな時に緊急離脱できないステージに突入してしまう、という詰みパターンにさえ気を付ければ制限時間はそこまで気にしなくて良いゲームです。 ヴァリアント50以降のエンドコンテンツにおいては、プレイヤー側のインフレが凄まじいので無限にランを続けられます。 ・役立つ知識 初期武器のピストルが最後まで優秀です アーケードはコイン落としが一番楽で効率が良いです ガジェットは基本的に機動力のあるものが強いです ショップで自販機を使う権利を無駄にしないために、序盤においては時間に余裕があっても拠点に戻ってカードを購入することをお勧めします ・分かりにくい実績について なんかやっちゃいました? →[spoiler] 生成したポータルにソウルを撃つ [/spoiler] 名前はジャッキー、苗字はオッドコア! →[spoiler] バットで1つのボールを10回殴る ラン中でなくても解放可能 [/spoiler] へクスブレード →[spoiler] 右クリックを押したまま左クリックを押すことで発動できるソード・ダッシュで一度に6キル [/spoiler] キミは車掌だ! →[spoiler] 拠点を走っている列車の上で汽笛を連打 [/spoiler] 正義のランナー →[spoiler] 1回のランで10回、汚染が始まる前にポータルで拠点に戻る [/spoiler]
A perfect combination of backrooms + roguelike mechanics. Movement is amazing and the fact you get rick's portal gun to traverse through levels is just chef's kiss. also pls add co-op
If you like fast paced roguelike FPS, weird visuals, strange sensations, arcades, and odd liminal spaces, you will probably like this game.
The soulful playlist item. ♥♥♥♥♥♥♥ sucks.
big man
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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