
It's One Button Bosses, it's all in the name. You have one button. There are big bosses to beat. Push, tap, and bash in the handcrafted campaign or in the roguelike rifts.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain, Spanish - Latin America, Galician
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
C+ 有趣的概念+极其糟糕的执行=没什么巧克力味的屎 进度:打完第四个boss放弃,负反馈过强,正反馈只靠自己的通关念想独木难支 优点: 1. 极好的概念出发点。看到本作的概念时真的眼前一亮,用一个按键改变方向(后续解锁其他能力),固定轨道躲避各式各样的弹幕,不转向伤害越来越高,high risk high reward 2. 干净的游戏美术。弹幕呈现清晰,图像看着很干脆利落,有一个很贴切的单词crisp 3. 不仅只有一种躲避方式,还有冲刺、折返蓄力等,可扩展性还不错(虽然我觉得这些都不如最普通的转向用的舒服) 缺点: 1. 概念很好,但是执行是一坨屎。 a. 转向带来的巨量负反馈,只因为躲避弹幕就需要受到惩罚。既然游戏中会有弹幕不停攻击轨道,那么玩家只要不断转向,敌人就很难攻击到玩家(但中后期其实就算不断转向也很容易对不到轴受伤),那么策划给出的答案是,玩家初始攻击力很残缺,只有通过不转向积累速度才能较快地解决boss,要不然就会刮痧。乍一看好像没啥问题,实际上,转向=DPS低=BOSS打的慢=更长的战斗时间=更多的压力=更少的结算分数=越来越多的负反馈,这个游戏每一次转向都附带了非常多连锁的负反馈,且,躲避有且只带来躲避弹幕成功这个可能性的反馈,很多时候如果连弹幕都没有躲避成功就会是成吨的负反馈。设计思路不应该是:躲避弹幕无明显惩罚,长时间不躲避弹幕给予高奖励,现状是:躲避弹幕有明显惩罚,且躲错了有极高惩罚,长时间不躲避弹幕奖励也没高到哪里去,因为目押弹幕就需要高频率地转向。策划并没有提供一个持续躲避合理的DPS,而是给到了一个相当刮痧的数值,导致专注躲避的体验非常糟糕。尤其是中高难度boss弹幕密度极高,甚至有部分弹幕招式强迫玩家在极小范围内不断转向,玩家宛如无能的丈夫,只能躲避完全不能输出 b. 从弹幕游戏到对轴游戏的难绷转变。而我打了半小时就产生了疑问:既然弹幕那么多,那为什么分数要求经常给我感觉很高呢?大部分关卡我明明尽可能地不躲避了,还只有C的分数,结果在一次我稍微走神忘记操作的时候,我发现我停下来的几秒钟,没有收到任何伤害,这一关的开局我什么都不用动,就可以安安心心输出,弹幕完全是摆设?!带着这个猜想,我开始在一些高压关卡故意不动,我发现相当多(甚至我觉得可能是全部)关卡boss的攻击都有一些特定timing的轴(时间点),在这个轴转向就可以站桩几秒钟,躲掉所有的弹幕,放弃一切交互,于是本游戏就从我看到弹幕,思考弹幕躲避时机的弹幕游戏,变成了我开局找到一个类似于安定点的轴的对轴游戏,那么设计出来那么多的弹幕有什么意义??? 2. 极多弹幕非常不符合直觉,且不具备完备的提示系统,导致弹幕躲避体验部分时间极其抓瞎。从中期开始,一些弹幕的timing就非常难以琢磨,快慢刀神经刀双管齐下,有些固定攻击玩家位置的,从千里之外就开始描线,却完全没有显示速度、距离,玩家根本不能通过这条线推理出大概什么时候这个弹幕会到达轨道的哪个部分从而早期预警;一些占轨道位置的并不会有倒计时提示什么时候会消失,导致为了稳妥起见玩家会提前转向,这个时候弹幕又很难绷地消失了 3. 大部分升级并没有什么使用欲望,如冲刺、蓄力转向、回旋镖,感觉都远不如默认的好用,升级系统形同虚设(虽然颜色模板都还挺好看的) 4. 肉鸽模式味如嚼蜡,目前遇到的都是数值提升,全程三滴血,就不像是让人卡关的时候放松心情的...
They removed all the pressable buttons so it removed all the quality from the game.
a very middle of the road game, idk if its anywhere near worth 11.99 though, if on sale somewhere its a maybe to pickup or in some kind of bundle
Игра говна с моментами где невозможно уклониться, а улучшения это как если бы обычный геймплей тебя ♥♥♥♥ в жопу а с улучшением ♥♥♥♥ в жопу но в другой позе, импакта от них 0, даже делают геймплей хуже, цвета и поддержка квир пидорасов отдельный прикол, если думаете, что мол на уровне не получается пройти с модулем на одно движение то другой поможет, ♥♥♥ там плавал! уровни слегка меняются что нивелирует ваш модуль вообще ♥♥♥♥♥.
Highly likely this game is just not for me. It starts of as a boss rush game where you can grind and can hunt for a high-score. The game gives you GP(Grind Points) to unlock gear, which in theory should help you beat the bosses. Personally I don´t think these upgrades actually help with anything. Some weapons feel utterly unplayable and some movement things are funny but I do not see how they are supposed to help you. It is definitely not expected that you beat the bosses on your first try. A lot of moves are just spawn funny shape inside you or undodgeable at your current position. Which would be fine if the grinding is rewarding or at least fun. Due to the simple gameplay playing the game can feel like a drag if you want to get back to the phase you died at and for me actually beating the boss felt kinda empty. So actually grinding for the win just was a throw head against the wall situation without the fun part of other games. I guess the colors are neat but most of them where confusing in a already visually exhausting game. On the plus sides: Music was great, the writing was funny at times and it looks good when you are allowed to see the game. Is it a bad game probably not, but its just not a game a had a lot of fun with.
[h1]A Rhythm Gem That Nails Simplicity and Depth[/h1] ONE BTN BOSSES is a brilliant example of how minimal input can lead to maximum fun. It’s super easy to pick up, but deceptively hard to master. With just one button, the game introduces a surprising amount of mechanical depth that’s tied together by excellent level design, punchy visuals, and a banging soundtrack. What really sets this apart is how refreshing it feels. The corporate ladder theme is a clever narrative twist that adds flavour to the chaos, and the variety of bosses and mechanics keeps things constantly engaging. It reminded me of [url=https://store.steampowered.com/app/221640/Super_Hexagon/][i]Super Hexagon[/i][/url], but honestly, ONE BTN BOSSES blows it out of the water in terms of variety and content. Both the campaign and roguelike mode are well crafted, offering bite-sized challenge sessions perfect for playing on the go. It demands skill but never feels punishing, and always makes you want to jump back in for "one more try." If I had to nitpick, the auto-equipping of themes/skins as you progress is the only thing I’d tweak, but it’s far from a dealbreaker. In short: tight mechanics, killer style, and pure rhythm game satisfaction. Don’t sleep on this one. [list] [*]♉For more reviews like this, check out my[b] [url=https://store.steampowered.com/curator/10745643/]curator page[/url][/b]. [/list]
One BTN Bosses is a deceptively simple game that packs a punch with its one-button mechanic, the depth of the roguelike customization, and adrenaline-pumping gameplay. It’s perfect for players seeking a challenging but rewarding bullet-hell experience. It took roughly 3+ hours to complete the main campaign, and I plan on jumping back into the roguelike gameplay to see how far I can go before losing my mind. It’s a great game with tons of replay ability, with the ranked level completion and the roguelike section of the game. If you are looking for a challenge with fun, colorful graphics and intense gameplay, it’s a must-play. I highly recommend it—Inner Sloth is now two-for-two for me with the games they publish: One BTN Bosses and Clickolding. I am excited to check out more of the games they have coming soon.
While you dont have to beat every mission to beat the campaign i took the liberty of doing so and frankly i thought the actual gameplay and overall challenge was fun. What i didnt like was the communist story about seizing the means of production BS alongside the color switching mechanic. Also the creators are very gay as they have pride color sets in the game which is cringe. All personal taste kind of stuff that simply exists to bog the game down. Some color ways are really hard to see through and i swear the grading system is broken or the expectations for a S grade are just astronomical. Also the game has a roguelike iteration of itself if you want more after beating the campaign which is nice. Its more in depth than you may think and has a 3 lives sorta system which is pretty neat.
Fun silly little story, nice concept, but poor implementation: - Lots of rubbish attacks that aren't telegraphed, like overusing projectiles which change their trajectory mid-flight. - Too much screen clutter. The game teaches you that "red is bad" and then plops dozens of other harmless, frantically moving red objects on the screen at a time.
É um jogo simples (afinal só precisa de um botão pra jogar) que diverte, mas também não surpreende. Se você gosta de bullet hell e boss rush é um jogo divertido, que usa de diversas mecânicas interessantes de golpes dos inimigos e consegue mesclar eles muito bem pelas fases do jogo. No final, ele também acaba pecando pois falta complexidade, não é tão emocionante assim e a história é a velha crítica ao capitalismo (justo) mas também não se aprofunda muito nisso. Durante o jogo ele te dá várias formas de jogar ele, mas no final das contas as habilidades iniciais são as melhores, parece que o jogo foi feito pensando nelas e não muito adaptado as outras, apesar de algumas serem boas em certas situações. De qualquer forma, em uma promoção vale bem a pena, no final das contas ainda é divertido e não dura mais do que deveria.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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