
Pixelpunk XL is a pixelated old school first person shooter with rogue-like game mechanics set in sci-fi environment.
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Languages: English
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Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Hey there! Experienced 6DoF player here, and 100%'d the game in just under 2 hours. Here's my feedback/review! I paid $3.19 for the game (20% off full price), and I believe the price should set expectations for the game. You spend some time figuring out the enemies and the powerups, and quickly realize that everything seems to run on a random system... ammo, health, even damage done to enemies appears to have some factor of random to it. Nice for a roguelike. I liked the geometry of a lot of the rooms, and overall I feel a 6DoF fan will find this fun to play. If you're NOT into 6DoF games, you'll have a lot of trouble with this one, and will be better off picking up a more accessible 6DoF game such as Descent, Overload, or maybe even Retrovirus. Regarding the bots, first of all, those kamikaze bots are simultaneously the best and worst bots in the game. They are FREAKING TERRIFYING, yet are so perfectly implemented. People are going to hate this bot, but they will hate it because it's so GOOD. Descent had a degree of terror to it playing it casually, those enemies bring that feeling back in a big way. The bot that fires lightning at you, though, players will hate this bot because it's so BAD. If you don't see it, you can easily lose 30 health before you find it. These are this game's version of Class 1 Drillers from Descent, except several times worse, as they shred your ship apart quickly. At least in a roguelike such as this, that's not bad. Ironically, the two combo'd together suck, especially if you focus on one of them first and don't see the other, you can easily die from full health or HIGHER. The others are all fine, entry- to mid-level enemies that after one or two playthroughs won't be a challenge once you identify them. The filters are harsh. "Toxic" is the [strike]best filter[/strike] least bad of the filters. It allows you to see everything clearly, but it's hard sometimes to see the geometry of the small tunnels, and I absolutely cannot tell the red and blue artifacts apart in that mode. The lucky shot achivements are just bad filler, and further reinforce the RNG element. I'd remove those, if that's even possible at this point. I got them all without trying. Finally, the bosses. The first boss was the best, and I was proud to figure that one out in only two attempts. The second boss [spoiler]I managed to get hit by the outside of the laser grid, and it pushed me out of bounds. I was able to destroy it from outside, and while I figured out the lasers' mechanic, I couldn't for the life of me identify a consistent hit box on the device, and just kept mashing fire and moving around until it died.[/spoiler]. The third boss [spoiler]I never triggered any of its attacks. I managed to find a safe place in the level, and just mashed fire until it died.[/spoiler] Overall, I have to say this is what the 6DoF needs... small, game jam type of games that expose players to this genre. 6DoF is a genre that just doesn't get enough love, and to see a title that does this well for the price is pretty good. :)
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Not really sure why this game is Mostly Positive, it feels more like a tech demo than an actual game. Meander around a 6DOF maze with no map, hoping the enemies you take down drop enough ammo to take down more enemies because your starting weapon is a peablaster that you'll lose all your starting health with after dogfighting a few enemies with - unless you cheese them from outside their alert range. Eventually you'll hopefully find an artifact of the right color to unlock the one of the two bosses that you need to unlock. Then repeat until you find a second artifact of the same color. & 50 health. Then fight the boss which is a giant sitting duck while enemies infinitely spawn all around you leading to lots of game overs until you find the right cheese strategy. Then repeat for the second boss. This unlocks the final boss, so find a way to cheese that one too. Then breathe a sigh of relief that you have no reason to keep playing, as by this point you'll likely have unlocked all the achievements. And every time you start a new level or restart the same level, including the boss fights, you're back down to your starting peablaster, 5 missiles and 50 health, which means every time you need to hope you find enough ammo and health drops to keep fighting before your health runs out. If you do play this, do yourself a favor and switch to the "toxic" shader in the main menu so that your eyes don't bleed. Took me less than 1.5 hours to 100%..
It's cool and one of the songs is absolutely sublime. Wish it was longer. The game not the song. Also the song.
It feels good to fly, and I got lost a few times, so that's good. However, the combat is annoying, with lots of enemies whose attacks can only be dodged when you're far away and in an open space, who you encounter up close in tight corridors, and there really aren't enough different tunnel assets to make wandering around looking at the scenery great.
This is a very interesting 6DOF game build on the idea of the great Descent games by Interplay (1995 & 1997 If my memory serves me well) which I love very much (yes I am old). Here we have procedural generation to keep things fresh and mixed. I enjoyed very much the fact that you can replay a random level as many times as you like - kudos to dev for that. Audio & Visual is also very similar to retro 6DOF games which is good, at least for us old gamers or retro fans. In terms of gameplay it's pretty straightforward for those who know what to expect. It is fast and smooth, and action comes in normal chunks so you can go easy if you prefer that. In general very well done game and obviously recommended. If only it was more polished it would have achieve much much more, but even like that it stands pretty well.
The graphics are nice, but that's it. If this game is finished, then there really isn't much here. Random levels, where one must collect a key either red or blue, can't collect both. Either you make it or you don't, no reason to explore or even kill enemies. The bosses do a lot of damage, yet are easily defeated. I wouldn't recommend this game at all, luckily I bought it on sale. Still I feel that I severely overpaid.
一款挺新奇的第一人称射击游戏 类似于驾驶潜艇在水管里移动 不过游戏可玩性真的不高,战斗基本就是对射,地图基本就是乱逛
The charm wears off really fast. The artificial pixelation gets grating and enemies that just pop out of nowhere and end you are not so fun.
[h1] Pixelpunk XL – ретро-шутер від вітчизняного розробника Михайла Коноха[/h1] Pixelpunk XL не став дебютним проєктом Михайла, але, на мою скромну думку, це його найкраший реліз за останні два роки. Гра вийшла 20 квітня 2018 року й коштує справді небагато. [list] [*] Ігровий процес дуже простий. Ми граємо за маленький космічний корабель, який проривається всередину гігантського корабля прибульців у пошуках артефактів. У міру проходження рівнів нам протистоятимуть різні типи ворогів — загалом їх близько чотирьох. Рівні генеруються випадковим чином, тож кожне нове проходження буде унікальним. З ворогів випадають power-up’и, які полегшують гру. Щоб пройти рівень, не обов’язково знищувати всіх супротивників — достатньо знайти артефакт. Є два типи артефактів: червоний і синій. Принципової різниці між ними немає, але для доступу до босів (їх усього два, а третій відкривається після перемоги над першими двома й запускається окремо з головного меню) потрібні по два артефакти певного типу: для одного боса — два сині, для іншого — два червоні. Ось і вся арифметика. [*] Візуально Pixelpunk XL відсилає нас до ігор середини 90-х. Це піксельний олдскульний шутер від першої особи з rogue-like-механіками, який нагадує STRAFE та класичні 6DoF-шутери. У грі є три колірні схеми: «ретро», «токсична» (насправді не така вже й токсична) та чорно-біла. Усі варіанти можна побачити на скриншотах, тож краще один раз глянути, ніж сто разів почути. [/list] Вердикт:[i] гідний, недорогий проєкт, що стилізується під ігри кінця 90-х – початку 2000-х. Гра дуже зручна в керуванні, має прості до здобуття досягнення, що точно сподобається мисливцям за ачивками. І чисто тому, що ми її рекомендуємо, пропонуємо проголосувати за Pixelpunk XL на GDWC: https://thegdwc.com/. [/i] Оцінка:[b] 8/10.[/b] На жаль, дуже коротко. В усьому іншому — чудова «ретро-підробка». Огляд був складений Ci8, головним куратором у [url=http://steamcommunity.com/groups/bigbadwhl]BigBadWhale Games[/url].
The game is pretty short, but the replayability is there since its a roguelike. (65mins, all achievs) It reminded me of the scenes in Matrix where the sentinels (the flying tentacles) fight with the crew, it feels a lot like that and i love it. With the narrow tunnels, the random mobs spawning and gathering weapons. For example, the fact that you have to spin your ship so that the left cannon hits in tunnel is really nice and feels like it should be thats the right thing. The projectiles and their speeds are correctly done. A few ideas i had while playing to improve the game : [list] [*]An arena/wave mode where we fight until we die (even if there is no reward long term) [*]Lose HP when we hit a wall too fast (especially the moving gears) [*]Make the third boss not doable from the ground ([spoiler] i killed him by going on the floor, to the left, where mobs cant see me, and just shooting the boss from there without him ever hitting me[/spoiler]) (boss 1 and boss 2 were envoyable to me) [*]Allow the use of the controler in the main menu in order to show from the start that its compatible [*]Give a maximum distance for projectiles (especially the left-infinite shot) [*]Have a sliding effect when we were at max speed and stop would feel great i think [*]Some usual roguelike-RPG elements like a choice of 3 buffs every now and then and you can only pick one [/list] So yeah i really loved this game, it has a lot of potential in my opinion, and i'm definitly gonna play it more even if i've finished it.
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