
Throw colossals bones and big rocks in an ever growing horde of primal creatures to survive in the jungle. Choose from a variety of upgrades to create unique and game-breaking builds. Unlock a diverse cast of classes and weapons with unique powers.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, German, Spanish - Spain, Japanese, Portuguese - Brazil, Portuguese - Portugal, Russian, Simplified Chinese, Spanish - Latin America
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
[h1]四の五の言わずに物理で殴れ![/h1] 「20 Minutes Till Dawn」系の作品なのでそれと比較して書かせてもらう。ちなみにこれを書いている時点でバランスは割と大味である。 [h1]序盤の足踏み期間[/h1] だいたい3,4プレイは足踏みすることになり、弱い状態でのプレイとなる。ただそのあたりは5分生き延びられれば御の字なので苦行は短い。このあたりは敵が処理しきれないので果てしない逃避行をすることになるだろう。 [h1]全体[/h1] ・SEが貧相で種類が少ない ・「20 Minutes Till Dawn」の既視感が強く、いまいち差別化が図れていないというかバリエーションが少ない ・ゲーム開始前に選べる右クリックによるスキル選択は一応個性だが唯一無二かと言われると弱い ・オブジェの木は通過できるがレイヤーの関係で木のほうが表示の優先順位が高く、敵が後ろに隠れていることが何度かあったのが地味にストレス ・良かったのは初期状態のアイテム回収範囲が割と広いことか ・敵なのか背景なのかアイテムなのか初見だとわかりにくいものが所々あった ・永続強化はR1、R2、R3、R4、R5のランクがあり、各ランクごとに2つまで装備可能となっていてランク別に5種類の強化がある [h1]バランス[/h1] 永続アップグレードで ・攻撃強化 ・攻撃頻度強化 ・経験値獲得量強化 ・回収範囲強化 あたりを装備した状態でレベルアップの強化も物理攻撃系をひたすら強化していれば限界時間の10分に到達出来てしまえる。燃焼、凍結、魂、大地系は取る必要がないように感じた。 初期武器は骨にしてスキルは一時的な威力強化のほうを選ぶとプレイもより安定する。つまり物理一辺倒でいいということだ。いわゆる「レベルを上げて物理で殴れ」というやつ。 [h1]まとめ[/h1] 「20 Minutes Till Dawn」の後発なのに 「20 Minutes Till Dawn」に勝っているところがなく 「20 Minutes Till Dawn」に比べて貧相で 本作ならではの魅力が乏しいのが正直なところだ。 「20 Minutes Till Dawn」の初期状態に比べてだいぶ悲しい感じ。 ゲームとしては普通に遊べるので今後に期待だ。 あとどうでもいいが、画面サイズをウィンドウにするとマウスは画面外に飛び出るので注意。 [h1]プレイ中に妙に格好いいBGMが流れているなと思ったら誤クリックでバトルもののエロゲを起動していてOPのイントロが流れていた…。[/h1]
Says full controller support, yet I had to use mouse or touch screen many times. Also your characters speed is atrociously slow. Art design is only decent aspect. My least favorite bullet hell game (own 8). Shotty controller support is my biggest issue tbh.
TLDR:Decent bullet hell game out there,worth a look in the future,wait until devs fix the balancing. To Devs:If you want feedback from the players as much as you say it is ridiculous to not have a discord server as a barebones EA indie game that needs balancing.Don't expect me to open a steam thread everytime I want to report something as a player or any bug/balance suggestion I find. FULL VERSION: Weapons and element variety are fun and unique to try.Your starting weapons will make you determine your elements you want to build early on.This is heavily tied to how much you have progressed in the meta-progression tree.There are a lot of issues with that because the bone(Currency)ammount you get early on when you are early in the tree is miniscule and your runs won't last long.Almost all builds fail early on and this is fine but the tree doesn't offer you a re-spec at all so if you feel like changing your build because you invested into one element you are screwed.This is where the tedious boring grind begins.Hitboxes are phenomenally bad and the slowdown you get while firing/speedup when you stop firing,in combination with how slow you are without any meta upgrades make the movement super junky.The game forces you to build around a specific element,you will get bored rolling the same builds every game because the map is EMPTY.I mean EMPTY.There are thorn vines that deal 1 Damage/3hp when you touch them and they have horrible hitboxes too.No gimmicks like shops in the run,altars,pickups or anything that the genre utilises to mask how simple and boring these bullet hells are at their core.A run lasts 10 minutes straight,at minute 5 during the first boss is the hard wall of the game(Before the final Mammoth boss).This will absolutely keep killing you unless you have a considerable progression in the skill tree due to sheer damage numbers because you will be closed in a box.By that time your collected bones are not a lot either.Go back to grinding.Quick example:Almost managed to win a run but died,I know I would have killed the boss if I didn't invest my bones in a single upgrade in the skill tree and had invested in some Wind upgrades for example.So I guess I will need an extra 1-2 hours left because the game locked me with no refund option as I mentioned,this is very unfun and not a lot of people have and shouldn't have the courage to slog through a game,I just need my steam achievements to fill my OCD. P.S If they add content to the game this can be very fun but for now I think we as bullet hell lovers are already burnt by the ammount of these games that are unpolished.The price is very low and there is a 2 hour refund policy so you can try it out yourself,don't listen to me.I will change my review when devs put in some work and I feel like I can recommend the game.This isn't a price issue,it is a Respect-Your-Time heads up from me.
full play through here: https://youtu.be/gYCj8OS30Oo This game is fun and it seems like the creators are going to expand it since there's a ton of locked stuff at the moment it has a good amount of challenge. A few things are kind of irksome though the rock is so inferior to the bone it's insane the bones hit box/speed is just 100x better than what the rock offers in damage Wolf boys special move sucks too it just doesn't scale and it's not useful. Having a death achievement is lame as well for 100%ers who wants to die 100 times it's a real turn off. I do love how you can mix and match element trees you don't have to abide to one tree to get the juicy later upgrades which is fantastic. Overall the game is sick.
Don't be fooled by the simple and frankly not particularly inspired prehistoric style of Primal Survivors - it's a very competent and fun bullet heaven title where crowd control is key, and where smart combinations of elemental damage, fun summons and interesting builds make the runs flow very well. Even the bosses are intriguing. Won't exactly win awards for originality, but I still feel like recommending this one. Bullet Heaven Fandom review #18. If you're looking for extensive coverage of the games in this genre, consider checking out my [url=https://store.steampowered.com/curator/43402758-Bullet-Heaven-Fandom/]Bullet Heaven Fandom[/url] curator page.
This is going to sound overly harsh, but I really don't intend it to be. I waited for release before I played to get the full experience. Put bluntly: the game is boring and poorly thought out. It's slow. The builds aren't interesting. It does nothing all that strong to stand out compared to others in the genre. There's a lot of gameplay elements that aren't all that thought out. The basic game design is you pick a stage, pick a character, pick a weapon. Each character has different passive abilities and one active ability. During your run you kill enemies, level up, pick abilities. Every 5 minutes a boss will show up. Pretty standard affair. You start off with two stages, two characters, and two weapons unlocked. The game almost immediately fumbles this. The two stages unlocked by default are virtually the same. One is a 10 minute version, and one is a 15 minute version (essentially just an extra boss at the end). The 10 minute version is intended to be the 'fast play' for busy gamers, but it plays exactly the same as the 15 minute version. It's the same music. Same map. Same enemies. Same bosses. Same gameplay pace. Just 5 minutes longer and slightly increased stats on the enemies. It feels lazy. Playing the 10 minute version to get the feel of the game then playing the 15 minute version and playing what feels like the exact same thing is not a strong foot to start off on. Then you unlock the third level and realise it’s not just the first two. All 5 levels are the same. The single difference between all of the stages is the stats of the enemies. That’s it. The two default characters, Wolf, and Tiger, differ enough that you can call them distinct. The Wolf moves faster while the Tiger attacks faster. The Wolfs active is a *small* AoE, and the Tigers active grants crits for a period. These abilities seem like they're intended to guide you towards certain builds, however I found them to be extremely arbitrary. The gameplay difference between a 20% movement speed increase vs a 20% attack speed increase is almost unnoticeable. The actives never felt like they made an impact. It was never something to save for a 'clutch' moment because their effects were so minimal. The stats and these abilities do not change over the course of gameplay. There are no unique skills to pick specific to the class, and the stat boosts do not appear to increase as you level up. So characters are not mechanically all that interesting, and they do not become more mechanically interesting or stronger over the run. The two default weapons are virtually the same. You throw a Bone, or you throw a Rock. There's no weapon specific boosts or skills, so nothing differentiates them during play. You don't add additional weapons to your kit during a run. Whatever you pick at the start is what you're locked in with the entire run. You throw one bone or rock at a time, which means you're likely killing one enemy at a time. It is *painfully* slow and awkward. The trailer shows the character throwing two bones at a time. This is not the default. It's a skill you can pick for every weapon (you can see this in the trailer where they throw two rocks and wield two clubs). The lack of variation is absurd. What's ironic is that there are melee weapons you can unlock, however instead of potentially displaying the difference between melee and ranged gameplay from the start, the dev opted to with two ranged weapons that are functionally the same. Imagine if a game presented you with 'pistol A attacks slightly faster for less damage’ and ‘pistol B attacks slightly slower for more damage' and that was the difference. It's poorly thought out. Oh, and there’s no AoE weapons. There’s only ranged and melee. In a game where you fight off hordes of enemies and are constantly being surrounded. Now you're playing the game and killing enemies. Killing enemies doesn't grant experience to level up. Enemies drop gems, and gems grant experience. Enemies dropping a lot of experience you can’t get is standard for the genre, so the game will have the enemies drop something to help with this. Usually something like a screen clear to kill all the enemies and give you a chance to run around freely, or a magnet to suck all the missed experience to you. Not this game. Enemies don't drop anything. Unless you pick up the gems yourself you gain no experience and the kill was worthless. I often found myself screwed over in a run where despite the fact I was killing enemies I couldn't actually get to the experience to level up because a horde of enemies was on top of it. It's such a baffling choice and shows a fundamental lack of understanding towards basic gameplay mechanics. There's a reason why mechanics like that are standard for the genre. If they aren't going to have them, the game needs *something* to balance it out. Also leveling up is an absolute slog. Even with an increase to experience gain, and gaining experience at a consistent pace, it still takes way, waaay too long to level up. As leveling up is your only way of gaining skills it limits how mechanically interesting the gameplay is. Next is builds. Something that is unique to this game is that the upgrades you purchase outside of a run aren't all applied like other games. You pick and choose what you want before the run starts. Maybe you want to learn towards crits. Maybe you want to lean towards fire damage. You have 5 tiers of upgrades with 5 options each (eg Tier 1 Water, Tier 1 Fire, Tier 1 Earth). You can pick 2 of the 5 options in each tier. Seems alright on paper. In practice it's yet again poorly thought out. Let's say you want to go for increased fire damage. There's no character or weapon that deals fire damage. You're entirely reliant on getting fire skills during your run. I had at least 2 runs where I didn't get any fire skills for several levels meaning half my build was useless. Given that leveling up is already slow, this made the process even slower because half my stats were useless. One could chalk that up to bad luck, but I would chalk it up to poor game design. You can't have one half of your game be about tailoring towards specific builds and then have the other half be random as to whether you will get that build or not. Finally, skills. They range from lacklustre to pointless. For example, you can throw a rock. You can get a skill that allows you to throw two rocks (but dealing less damage). And that's it. That's as far as that goes. Where other games would have skill trees where you would throw out dozens, this game stops at two. You can get a skill where frozen enemies explode and deal damage when they die. This would be useful in a game where you're fighting hordes of enemies. However the enemy has to be frozen first, then killed. Meaning if your rock kills the enemy in one hit, they don't freeze and therefore don't explode, making the skill functionally useless and forcing you to fight off the horde with a rock (or maybe two, but never three). Alternatively, you do manage to freeze an enemy, but because there’s a horde they’re immediately swallowed up by the crowd and you don’t get the second hit. You have 3 hits before you wipe. When you get hit, there’s a needlessly *big* knockback, meaning you’ll often immediately get pinballed into another enemy and lose another life. You can get a shield. Logically the shield protects you from getting hit. You still get knocked back though, meaning that your shield pops and you’re immediately pinballed into another enemy and lose a life anyway, making the shield almost pointless. Not every game needs to look and play exactly the same. Making something different is how you can stand out from the crowd. Overall, while I do think the dev tried, I don't feel like they understand the genre. Nothing about this game is exciting. Nothing makes it worth playing compared to others in the genre. This feels half baked. This feels like an early build of a game, rather than a completed game.
I can NOT recommend this game so far. Hope this changes, but so far it looks like yet another title thats just lacking more than it offers. Starting with a quick look at the UI incl. menues, options/settings i can more or less tell what kind of an experience im in for. I havnt seen a single title in this genre that had an equally bad UI and that i would rate average or higher. Theres literally 5 settings... And thats counting the 2 sliders for Music/SFX seperately. Fullscreen, language, autofire. Thats it. You can tell noone bothered to spend at least the bit of time it wouldve taken to add the genre typical handful of standad options. Aside from the auto... As far as the languages are concerned, the 1st non english one i checked had 2 mistakes in the title screen. 1 completely made up word that simply doesnt exist to begin with. Not a typo either, i was being very generous there. And a clear case of noone that is half way capable of speaking that language would ever say it that way. Its like speaking backwards or rolling a dice to decide where to put every word of a sentence. The GFX are yet another case of TOO oldschool for my taste. Looks like the most basic 8bit gameboy/nes stuff you could think of. My sweetspot was a couple of years later as far as 2D titles/pixelart goes. I really hope my experience improves from this point on. Preferably when it comes to the gameplay and progression. Ill keep updating as a play
Abandonware, spart euch die 5 Euro, der Stress ist es nicht wert. Obwohl der Zusatz "Early Access" verschwunden ist, ist das Spiel immer noch eine reine Baustelle. Kaum Inhalt, nur 1 Map, viele Bugs, Null Balance. Es gibt kostenlose Danmaku, die mehr Inhalt bieten als das hier. Wenn ihr, wie ich, alle Errungenschaften freischalten wollt, lasst es, durch die ganzen Bugs ist es nahezu unmöglich die letzten Errungenschaften freizuschalten.
Started playing and before I knew it I threw more than an hour into it and was ready for another run. I only stopped because I noticed locked options and was curious to look into how to unlock them if there was a way. It's another bullet hell game and I'm quite impressed by it. It's still early on but there's quite a bit of content thus far and what's in the game is interesting. There's enough to it that you have to think a little how you want to build your character to get better. I'm hoping as time progresses that there will be ways to make your spells a bit stronger as you level in a run. So far for me, I find focusing on speed to be very helpful. Can't wait to see where the game goes from here.
There are far better survivor games for the same price that offer the exact same satisfaction with more nuanced build choices for the same price range. 2-3 runs not even to completion (15 min full run) and you can have a full talent build..
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