
Crushing combos and beat up enemies! No complicated controls, just fun with a variety of fighting actions! The joy and faults of a pretty magical girl knocking down her enemies? Yes, please! A delicious and crazy action game with bright and colorful sweet action!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Japanese*, English*languages with full audio support
Engagement
Hours played at review time, across 24 reviews with recorded playtime.
Reviews
Panic in Sweets Land blows. There's better games out there in this genre. The visuals, music, and voice acting is solid, but the game itself is a lot more stiff than it looks in footage. The combat flow feels segmented & clunky rather than smooth compared to other beat em ups/action platformer hybrids. I was bored 2 levels in and just threw in the towel. It's a bore. There are also 2 instances of mature "fanservicey" content in this game as far as I'm aware, and it's presence adds nothing but unnecessary weirdness to a mediocre game. I don't mind fanservice in games at all, but if the game sucks to play, then you got nothing worth anyone's time. First Steam game I've ever refunded to date.
女児向けパティシエ体験ゲームに登場していたキャラクター達が一転して魔法少女になり、拳と弓で敵を殴る様は清々しかった。 ◆良い点 キャラクターがかわいい。若干オヤジギャグ混じりの会話がクスクスとさせる。 音楽が良く、声優の演技もキャラと合っていて良かった。 グラフィックも良し。お菓子ファンタジーな雰囲気を楽しむのには面白いと思う。 ◆改善点 アクションゲームとしてもっさりとした操作感。 それ以上に致命的なのは敵を浄化させる必殺技。 これで倒さないと要素解放に重要なPtが入手できない仕様であるため、コンボを決めたいところ、手加減をしなければならず、全体的な爽快感を半減させてしまっている。 建付けとしては良いが、溜めの時間が長く、通常攻撃からのつなぎも悪いため、敵から離れないと反撃を食らう。 そのため敵HPを減らして下がらねばならずせっかくのテンポを殺してしまっている。 頑張ってptを入手するが、ptに応じた能力や要素解放であるため、プレイヤーの選択的な育成要素はなく、コインの使い道もあまりないため、敵を倒すという行為に目的が乏しく終盤は敵を無視してボスまで進んだ。 ▼その他 キャラクター、グラフィック、サウンドともに良いため、ゲーム性を上げた次回作に期待したい。
難易度ふつうで3時間以内でクリア。ふつうじゃなくてくつうだった。 どこかでオススメしてたから買ったけど、オススメじゃない。 コンボが売りらしいけど、爽快感ないし、必殺技とかに繋がらないし、硬直する。 だいたい雑魚敵が硬すぎるのと、コインを拾いにいかないとならないのはマイナスポイント。 あと、ステージが見にくい。床なのか背景なのかわからにところも多いし、オブジェクトなのか背景なのかわからないのも多い。 ミルルが使えるようになるみたいだけど、もうそこまでやる気ないや。
Esse game eu conheci olhando o histórico de atividades da Steam (que mostra nossas atividades, de amigos e também novidades de jogos que seguimos), nesse meio vi um amigo adquirindo esse jogo e acabei indo atrás depois de ver uma gameplay. É um bom jogo, mas que não é muito longo ao menos no que se propõe no jogo base (sem pensar em conquistas, por exemplo, que precisa-se repetir as fases e chefes existentes, para realizar determinadas conquistas). É um jogo de plataforma e ação, bem carismático, estilo Mario e cia. Porém, sem uma jogabilidade tão fluída. Você pode controlar uma das 2 garotas exibidas no banner do jogo. Uma ruivinha que vai na porrada e tem especial de poder de jogo e a de cabelo azul que usa flechas e tem poder especial de gelo. Que original rs... Após completar o jogo base alguns modos extras são liberados, como o de completar todas as missões de uma vez (que não leva tanto tempo assim, já que o jogo é relativamente curto), porém é um pouco difícil de concluir, pensando principalmente nos chefes finais. É aquele modo que o HP tem que durar até o final. Em resumo diria isso. É um bom jogo, mas não é popular e nem tem uma comunidade muito ativa aqui na Steam. Recomendo pra quem gosta do gênero assistir um gameplay antes, pois é um título mais nichado na categoria, acredito. Pegar o jogo em preço cheio ou promo vai de seu agrado. Normalmente jogos curtos assim eu opto por deixar em promoção, caso tenha o respectivo conhecimento antes.
Its not really put together well. The characters have repetitive skills, some of the enemies are hard to hit and the skills you have don't help. There are really any gear or power ups to mix up gameplay. The unlocks are mostly useless and unnessicary and the game has unlockable characters that can't be used during the story and take millions of points to unlock. And for the price I wouldn't recommend it and honestly unless its 5 dollars its not worth it. There really isn't any content.
女児向けアニメ風の2Dアクションゲーム。普通の難易度でプレイすれば、落下死がなかったりその場復活だったりと、他のゲームと比べれば簡単な部類に入ると思います。 特徴的なのはやはりコンボアクション。コンボといってもタイミングがシビアだったりということはなく、適当にガチャガチャやっているうちに出るようなものが多め。コンボが繋がるほどダメージ倍率が大きくなるので、表示される数字が大きくなるようなパターンがわかってくると、大ダメージが出て楽しいです。 もう一つの特徴である、弱った敵に強制的にお菓子を食べさせて悪い心を解き放つというリストアは、タイトル(と過去シリーズ)を受けてお菓子をたくさん作るといいというもので、ただボタンを連打すればいいわけではないゲーム性を生み出していました。ただ個人的にはリストアアタックは溜めが長かったりコストがすぐ払えなくなったりと、もうちょっと使いやすくなっていればなぁと思う部分でもありました。 そして敵キャラデザインのセンス…。普通に妖精っぽいかわいい系もいますが、なぜか爬虫類だったりミミズだったりフンコロガシだったり、いや爬虫類の妖精がいてもいいとは思うのですが、可愛くないのがちらほら…。リストアで善い心を取り戻したときの生活がちょっと不安になります。 ともあれ、2Dアクションゲームとしては問題と感じたのは一部のカメラくらいで、気楽に楽しくプレイできました。この手のゲームになれている人でも、難易度設定だけでなく収集要素やスコアアタックなどのやりこみ要素もあるので、楽しめるのではないかと思います。
J'y ai joué uniquement pour les seiyuu et l'ending que j'écoutais déjà de base. Le jeu est très classique, un plateformer avec peu d'originalité avec un petit aspect rogue-like. Le système de purification de monstre aurait pu être une bonne idée si la jauge se remplissait pas en donnant des coups, du coup on se retrouve à devoir taper dans le vide sans cesse pour avec assez de jauge pour purifier les monstres, sachant qu'il faut les toucher pour que ça marche, du coup les mobs volants, impossible de les purifier vu que ça mets plusieurs secondes à charger. Mint est injouable, également parce qu'impossible de toucher les ennemis volant avec les flèches on se retrouve à ne jouer uniquement Lime sauf dans les phases de boss. Y'a pas de combo entre les persos donc l'intérêt de switch de persos uniquement avant un boss c'est très limité, dommage parce que l'idée était bonne. L'IA des mobs est catastrophique, certain vont en dehors de l'écran pour aucune raison et on va devoir sans cesse les rattraper et les purifier un à un, c'est long fastidieux et pas très ludique. Le stage de la ville (avant le chateau), à l'endroit où il y a un long escalier avec des ennemis qui fond des piqués en diagonal jusqu'en bas de l'escalier et où il faut aller les chercher à pied pour les purifier aussi, c'est pas fun. Et en parlant de stage, celui du dernier boss avec la fontaine au milieu qui gêne (mais ça à la rigueur why not) mais les petites marches sur le côté qui te stop et t'empêche de dash c'est vicieux et pas cool, avec les piliers en avant plan qui gâche la lisibilité et pareil quand on se fait taper sur les bords, les murs dépassent en avant plan et on voit pas notre perso. Y'a rien qui va dans ce combat final. Bref, je savais que j'allais pas tomber sur un GOTY j'ai l'habitude de me faire avoir par le cast ou les musiques d'un jeu ou anime, mais là c'est chaud quand même...
爆裂!スイーツランド - PANIC IN SWEETS LAND -, developed and published by Sonic Powered Co.,Ltd., is a vibrant side-scrolling action game that blends beat ’em up combat with light progression systems, all set within a whimsical world built around sweets, magic, and exaggerated anime energy. It’s a game that immediately defines itself through contrast, pairing its colorful, almost playful presentation with fast-paced combat that leans heavily into momentum and spectacle rather than technical complexity. The gameplay centers on moving through stages filled with enemies, chaining together attacks, and maintaining pressure through continuous combos. Combat is designed to be accessible from the start, with straightforward controls that allow players to quickly grasp the basics. Instead of relying on complex inputs, the game encourages aggressive play, rewarding players who can sustain combo chains and keep enemies within their attack flow. This creates a rhythm where movement and offense are closely tied, making each encounter feel energetic and fast-moving even when the underlying mechanics remain simple. Character variety introduces some welcome differentiation within this system. Each playable character has a distinct style, whether focused on close-range strikes or ranged attacks, allowing players to approach combat in slightly different ways. While these differences do not drastically alter the overall structure, they provide enough variation to keep the experience from feeling entirely uniform. Progression elements, such as upgrading abilities and unlocking new actions, add a gradual sense of development, giving players a reason to continue refining their approach as they move through the game. The structure of the stages supports both forward momentum and exploration. While the main objective is to defeat enemies and reach the end of each level, there are hidden items and optional paths that reward players who take the time to look beyond the obvious route. This adds a layer of replayability, as fully completing stages often requires revisiting them with improved skills or a better understanding of their layout. Additional modes, including time-based and score-focused challenges, further encourage players to engage with the game beyond a single playthrough. The setting is one of the game’s most distinctive features. The world is built around a dessert-themed fantasy, where environments are filled with candy-like structures and bright, imaginative designs. This aesthetic is complemented by a cast of expressive characters and a lighthearted narrative that emphasizes humor and charm over complexity. The story itself remains simple, serving primarily as a backdrop for the action, but it reinforces the playful tone that defines the experience. Visually, the game stands out through its bold use of color and animation. The environments are lively and detailed enough to feel engaging without becoming overwhelming, and the visual effects during combat enhance the sense of impact and movement. The overall presentation is cohesive, ensuring that the fast-paced gameplay remains readable even during chaotic encounters. Combined with energetic audio design, the game maintains a consistent sense of momentum from start to finish. Despite these strengths, the simplicity of the combat system becomes more noticeable over time. While the mechanics are satisfying in short sessions, they do not evolve significantly, which can lead to repetition during longer play periods. The reliance on continuous attacks and combo maintenance, while initially engaging, lacks the depth that might sustain interest for players seeking more intricate systems. Progression elements provide some variation, but they are not extensive enough to fully offset this limitation. Difficulty settings offer some flexibility, allowing players to adjust the challenge to their preference. Higher difficulty levels increase enemy resilience and rewards, encouraging replay and mastery. This helps extend the game’s lifespan, though it does not fundamentally change the nature of the gameplay. Ultimately, 爆裂!スイーツランド - PANIC IN SWEETS LAND - succeeds by embracing its identity as a fast, colorful, and accessible action game. It delivers a consistent and energetic experience that is easy to pick up and enjoy, even if it does not aim for depth or complexity. Its strength lies in how well its elements come together to create a cohesive and lively adventure. In the end, it stands as a charming and visually distinctive title that offers enjoyable bursts of action, particularly for players who appreciate straightforward combat and a playful aesthetic. While it may not sustain long-term engagement for everyone, it delivers a solid and entertaining experience within its scope. Rating: 7/10
Super clunky. Everything from jumping to light attacks feels like a chore. Random ♥♥♥♥ on the ground to trip over and constantly getting epically owned while trying to restore difficult-to-hit fairies during combat compacts the frustration. The VN segments are kind of fun but the actual game portion is severely disappointing. I'll probably give it a try again when I have a bit more patience but it's absolutely not worth $25.
前作があるようなのでちょっと調べてみたらガッツリ女児ゲーだったので笑いました ここまでの大胆な路線変更はなかなか珍しいと思います
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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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