
PositronX is a futuristic rogue-lite fps featuring fast-paced combat, creative movement, time control mechanics and breathtaking visuals, each playthrough giving you a unique experience.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 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
This is my favorite FPS roguelite so far compared to Immortal Redneck, Strafe, or City of Brass. It kind of reminds me of Synthetik (another amazing recent game that no one knows) but in FPP instead of top-down. It already features a bunch of cool upgrades, abilities, and weapons and the movement in 3D is really nice. The ability to double jump and jump/strafe off the walls to avoid enemies is especially nice in the larger, more vertically oriented rooms that I would like to see more of. All weapons are decently punchy, and they each have their own play style. Every one has a standard and alternate fire which adds some extra spice to the playstyle, because you'll only be using 1-2 weapons per stage in the beginning. For example, the basic pistol ricochets with alternate fire, while shotgun shoots a long distance slug. They're mostly projectile based, too, so the skill floor is higher than most. My favorite abilities so far are a teleport that's basically VR teleporting that launches you around the map, including into the rafters, and a little energy shield you can place at angles/anywhere to block whatever comes your way. [b]As for the cons: [/b] they mostly align with the other commenters, and are things I expect to get worked on further in development. The weapon sounds are alright, but the sounds of enemies and footsteps could be improved a lot. The music is kind of moody and unintrusive, which I don't mind, but it's also not very high energy. Some enemy spawns are a bit ridiculous - once, in the first room of Stage 2, I got rushed by 3 Tanks, and upon escaping that narrow corridor, was hit by a rammer from the sky and died. This was actually on the "softcore" mode and I respawned 2 more times, and with a little variation, the same thing happened each time - it was basically an impossible room. That's not to mention the explosive rollers... The game is not finished - there are only 2/5 levels, and a relatively small variety of enemies. However, it's well polished, and there's probably already dozens of hours worth of content for FPS fans.
[h1] Nothing You Haven't Seen Already Done Mediocre [/h1] If one thing makes a game development shout: "SORRY, WE WANTED TO GET DONE!" then it is: Bosses are normal mobs scaled up... You don't scrap proper development of one of the most important and iconic things about FPS games, the boss fights. Demo games do that, yes, but spending years on a game and just don't care about the climax of fighting, then imo they did something massively wrong. And if they did such a mistake, it's very probable that they did many other mistakes too. And it shows: - Levels are uninspired rectangle rooms within rectangle stages. - Rooftops don't have texture, because maybe they thought noone would see them, but surprise, you gave the players infinite walljumps by default, what did you expect?! - In the menu switching to another tab lets the background music play. I don't think this is intended. - Facing just one tiny spider bot makes the music go "ULTRA HARD FIGHT MUSIC" and then fades instantly back to "I'm just wandering around in a mysterious space lab.". It just doesn't fit, it doesn't immerse you into the athmosphere, but the other way around, it takes you out of it. - Enemies having their back to you turn around in god speed to aim at you. I guess it was easier to program. - Gameplay is generic. AI is stupid. Not many enemy types. I got bored pretty quick. - In their video trailers they praise they're "innovative" mechanics including time manipulation. There is a slo-mo ability...that's...not innovative, but seen many many times and it's done badly. You would expect enemies to move slowly, and yes they have lower fire rate and move slower but their turning speed while aiming at you stays the same: instantly. That's not supposed to happen like that and takes you out of immersion. You try to dive into the game and it just doesn't let you. Many things of this game shout "We did it cheap to get done." and to me it feels like "We didn't know what we do, so it ended up mediocre.". I'm disappointed, I anticipated this game for over a year and wanted it to be great, but sadly this is not the case. Instead I recommend you the following games to play: [h1] Similar Games Worth Playing [/h1] https://store.steampowered.com/app/574090/MOTHERGUNSHIP/ https://store.steampowered.com/app/1286350/BPM_BULLETS_PER_MINUTE/
PositronX suffers from two serious problems that prevent me from recommending it: the graphics are horrible, and the shooting is terrible. The graphics are horrible because they overuse effects such as bloom, motion blur, and distorsion, to the point where it's hard to even see what's going on in almost every single level, especially if lava is involved: this is a shame, because the assets seem otherwise pretty good for an indie title. Unfortunately, I found no way to mitigate this by playing around with the limited graphical settings available, I only found out that for many combinations of settings the semi-transparent portals to secret levels become completely transparent and thus almost impossible to find. The shooting is terrible because there's some weird delay to it, as if projectiles were spawned at a very low speed and then accelerated, and that really doesn't play well with the frantic and unpredictable movement of some enemies (such as the kamikaze balls) and even the player itself: seriously, one of the possible second level bosses is a machinegunner that can't possibly hit you as long as you strafe. If you can overlook these major flaws, you'll find that the only intelligent way to play the game is to pick up at most one weapon besides your starting one and as few active abilities as possible, to avoid diluting the upgrade pool, and then just stack as many upgrades as possible on a single weapon, prioritizing raw damage over anything else: this strategy will consistently carry you all the way through the game, but it's also really boring and repetitive. The upgrade system had a lot of potential in theory, but as it stands you either play like this or you get destroyed by the scaling: by the fifth and last stage the average room will have 500x as much enemy HP to grind through than the average room in the first stage, if your weapon isn't ridiculously stacked with upgrades you will simply run out of ammo before killing a single enemy. TL DR: not a good shooter, not a good roguelike either.
PositronX is a Rogue-Lite FPS which I really like even though it's rough around the edges and does lack some polish but it's really enjoyable from a gameplay and mechanics perspective. [h1]Pros:[/h1] [list] [*]The amount of customization is significant which allows plenty of different playstyles and builds. [*]There are some really neat active abilities, a few that allows to manipulate time for exemple, I felt like Neo from Matrix when using some of those. [*]Many weapons (15 at the moment), each have two firing modes. It's possible to stick to only one weapon and improve it if you like, knowing that it's possible to unlock modifiers after a given point which is really cool so it changes the weapon behavior and there are 2 per weapon. [*]Multiple playable characters (7 at the moment, 6 should be unlocked) called Positrons, which have different starting equipment as well as a unique passive stat can be improved by leveling (attack damage, health, ...). [*]Game modifiers (7 at the moment) that can be enabled before starting a run so the rules and starting equipment can be altered. [*]The way they integrated the anomalies, which are the room modifiers ( like the anti-gravity fields) is pretty nice. [*]Possibility to leave the game and resume progress, which is great for people that can't necessarily play long runs. [/list] [h1]Cons:[/h1] [list] [*]Not much variety in the room layouts, only 4 different stages (world types/biomes). [*]The wall jumping is clunky, you basically can spam SPACE key to jump forever against a wall and you don't even need to face or have a given angle. [*]I noticed FPS drops but only in specific rooms. [*]Bosses are meh, not interesting to fight against except the last one. [*]Posted [url=https://steamcommunity.com/app/529970/discussions/2/2967271684635726845/]here[/url] some feedback about other smaller aspects of the game that should be improved in my opinion. [/list] I hope the developers will further polish the game and fine-tune it but it's already enjoyable.
If you've been looking for a good rogue-like fps to play then go right ahead and end your search here, this is easily the best game in that particular genre and it's pretty crazy how this game is going under everyone's radar. Very simply put this is Unreal if it were a rogue-like, Arcady combat, weapons with alt-fire modes, fast movement, mostly projectile based weapons it's all there and it's ♥♥♥♥♥♥♥ brilliant and I actually can't keep my mitts off it. It sports a very sizeable arsenal of 13 guns (this is in early access, so there's probably more to come) of which none is outright useless and guys, if you're like me and you love you some Unreal then the Shock rifle is actually in this game and it's glorious, I really hope there are plans for a gun that functions like the Flak cannon too. The enemies are okay, I think it might be cool to have a few more enemy types to spice up the game a bit more because most enemies will move around and shoot (sometimes they also try to dodge your shots by strafing) or chase the player, there's also a couple of flying enemy types but it'd be cool if there were enemies who would just bullrush you so you could use the mobility you have in this game to dodge it or enemies who fire off a broad projectile that you need to double jump over to dodge it. On the subject of mobility, I think it's great but there are some set pieces that I feel don't accommodate the mobility the player has, I'm mostly talking about the ones where they exist pretty much entirely of tight corridors where there really isn't a whole lot of room to be jumping around in which is a shame considering this game allows you enough consecutive wall jumps to start your own religion, my advice to the devs is to try and experiment with some more open maps with some interesting geometry that players can use to jump around on because the set pieces that allowed for borderline aerial combat were the absolute best in my opinion. Either way I can't recommend this game enough, I'm having an absolute blast with it.
[h1] Score: 55/100 [/h1] [i] PositronX starts off as an amazing FPS game that’s marketed as a rogue-lite, but players will quickly realize that it’s more attuned to being a roguelike. Progressing through the four levels and it’s quickly evident that a high level of artificial difficulty is added, with enemies getting more health and damage, while you’re stuck with abilities and bonuses that don’t scale accurately against the rest of the gameplay. The game ends up becoming a grindy mess with its only salvation being the music design and the occasional new weapon or ability for the player to experience.[/i] - Summary from my [url=https://gamingtrend.com/feature/reviews/a-shoddy-shooter-x-perience-positronx-review/] review [/url] on Gaming Trend [b] PROS [/b] - Music design deeply enhances the gameplay - The base gameplay is a rewarding and satisfying experience - Lots of fun weapons and enhancements to use [b] CONS [/b] - Artificial difficulty complicates the game and quickly ruins the experience - More roguelike elements than rogue-lite - Gameplay mechanics are not properly explained to the player EDIT: Just a side note, it seems Steam has incorrectly calculated that I spent around 3 hours on the game, I'd more so guess I spent between 8-10 hours on it.
it was good at first i am sad to say not now now it has only 3 stages with predictable leveling even within the procedual generated leveling its just empty experience all in all
Was on the wish list forever. Went on sale and finally grabbed it. This gets very repetitive, upgrades are not very interesting. 2 hours in and I am done. For a roguelike game that is really bad, replay factor is what keeps these type of games going. Progression seems to only be upgrade damage % for your class. Weapons are boring, enemies boring, boss fights boring. The grenadier boss for instance. Shoot knee cap 150 times... not fun. Ammo is weird. Levels give you insane amount of ammo. Certain guns can run dry in 1 stage. Then you can have no ammo drops for multiple stages, it makes no sense. Melee is a joke, there are upgrades but 10 damage? It should be about 30 or 40. Certain enemies would take 20 or more hits. There's nothing you can do when they are melee enemies and can 1 shot you... Pickups are cool too. Unfortunately they just whirlwind around you, its almost as if the mechanic of picking them up is broken. I have run into cells over and over and they just push out of the way. The cross hair also sometimes doesn't match up to the weapons. Pistol was shooting 2 feet to the right of the cross hair. Explosives are pathetic. Grenade and rocket launcher have a 2 foot explosion radius. Just need 4 or 5 upgrades to make that actually useful...
Game is SICK!!
I'm not normally playing roguelikes much as i find them somewhat to repetitive, but even so PositronX deserves a thumbs up as i found it to be quite entertaining. It looks good, combat feels satisfying, it has a fair amount of customization and unlocks and i love the sci-fi setting.
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