
Radio Viscera is a fast-paced top down shooter without bullets. Hurl enemies into brutal traps and blast your way through walls with your air cannon, in this bloody, arcade action game.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Spanish - Latin America
Engagement
Hours played at review time, across 29 reviews with recorded playtime.
Reviews
Radio Viscera has a pretty great idea, a twin-stick shooter where you have to use the environment to indirectly kill your enemies while platforming. It also has a scoring system that allows for competitive or run-based games and mutators you can apply to change those runs up as well. Unfortunately, the core loop and the controls as well as some design issues make it too much of a burden to play. It's likely that with hours and hours put into the game it can be a highly skilled affair where you're running and jumping around these levels with routes planned, perfect timing, and doing what you will to the various enemies and hazards, but that is not the impression the game first provides. If like me, you can't stand the opening hours to get to where you become skillful and good at the game, then the high skill ceiling the later game might offer is out of reach because you don't even want to get near it. To begin, the controls on this are pretty awful. You can use the controller and play it like a twin-stick shooter, but the aiming on the controller with a stick is horrendously inaccurate, doesn't allow aiming at height, and with the emphasis on running around while shooting having the jump button take your thumb off the aiming stick means you likely aren't able to be as efficient or accurate as needed. You can switch to the mouse and keyboard but with an isometric camera and WASD controls platforming is a lot more difficult than it needs to be. On top of that, even though aiming with the mouse gives you much more accuracy than a controller might, you are still incredibly inaccurate and I would routinely miss enemies I had the cursor on because it was actually on a piece of geometry around them causing me to aim extremely far away from them due to the perspective. The primary combat design of enemies you can't directly kill but need to knock into environmental hazards is a great concept but here it has poor execution. Your reliance on wacky ragdolls, a force gun, and physics to kill them means that you can often line a shot up with the enemy between you and the hazard, shoot them, and they'll go sailing off and just miss it. This is actually made a little more frustrating by the fact that the game [b]does[/b] have a sort of aim-assist where the enemies tend to magnetize towards the hazards to help you out but not enough to make each and every attempt work. The emphasis seems to be on runs, getting through the level in a speedy time, and less about the combat. Enemies are just there to delay you and cause delays. But the fact that dealing with them is difficult through poor design and controls added onto the fact that they're fairly quick and accurate on shooting you lead to many frustrating moments of me getting hit despite doing everything I could to take them out before they could fire but being unable to due to the controls. On a smaller but still frustrating note, the game blurs out rooms you haven't been into yet and slowly unblurs them as you enter them. This led to a handful of times where I would jump into or rush into a room and immediately hit a hazard, killing me and resetting me to the last checkpoint. It also makes it difficult to accurately assess the enemies running around in that obscured room. Overall, the game is a great concept and if you're willing to spend hours and hours learning its intricacies and getting good with it, you might be able to have a great time stringing together combos and competing for high scores while running the levels. But the poor controls, better-on-paper ideas, and overall core loop being unable to hook me left me extremely disappointed in this purchase.
If you're using doors instead of blasting through walls, you're doing it wrong. It's a nice take on a twin stick shooter where you can't kill or defeat things by shooting at them, but instead shooting them *into* things. I love all the glitchy visual effects. Game is very light on story and humour is definitely very weird, but I'm liking it so far.
Had higher hopes for this, clunky controls, despite only playing for about an hour I was already bored with the gameplay loop...
적을 직접 죽이지는 못하지만 간지나는 레이져빔을 이용해 적을 함정으로 밀어서 죽인다는 새초롬한 아이디어와 이 아이디어를 뒷받침해주는 쑈킹한 함정들이 가득한 레벨디자인 과학실험실에 대한 아련한 로망이 있던 20세기 초 특유의 힙하고 깔쌈한 그래픽과 아트 여기에 신나는 사운드트랙까지 와 이게임 굉장한데?????????? 하지만 놀랍게도... 이 게임은 쫌 많이 구리다 분명히 이 게임은 충분히 괜찮은 게임이 될 가능성이 많았지만 게임을 구성하는 크고 작은 요소들이 게임플레이를 정말 완벽하게 묵사발내서 게임을 하는 내내 전혀 즐기지 못했음 이 게임플레이를 묵사발낸 크고 작은 요소들은 이럼: 자기맘대로 휙휙 돌아가는 카메라워크때문에 조작미스가 계속 일어남 개발자가 자기 게임을 한번이라고 해봤는지 의심이 갈정도로 형편없는 조준 시스템 게임의 배경들이 화면을 가리고 정확한 조준을 방해함 정신나갔는데 유쾌하지도 않은 나사빠진 물리엔진때문에 트레일러나 게임소개 움짤에서 나왔던 호쾌한 장면은 거의 불가능 적들이 구석으로 들어가면 사실상 어떤 개지랄을 해도 죽일수가 없는 개답답한 게임플레이 이동하다가 멈추면 바로 멈추는게 아니라 캐릭터가 지좆대로 몇발짝씩 더 걸어서 함정에 빠져 죽거나 플랫포밍 구간에서 자꾸 떨어지게됨 가뜩이나 플랫포밍 구간도 존나 많아서 이 조작감 문제가 배로 느껴짐 플레이어 캐릭터나 적들이 뜬금없이 벽을 뚫고 끝을 알수 없는 깊숙한 곳으로 떨어질 때가 있음 게임의 마감처리를 전혀 신경안썼다는거임 아무리 날고 기어도 플레이어를 레이져로 순식간에 요격하는 조준능력과 근데 또 어쩔떄는 눈앞에서 뛰고 기고 쏴도 가만히 있는 멍청함을 갖춘 정말 어떻게 이렇게 설계했는지 물어보고 싶을 정도로 거지같은 적들의 AI 초반은 나름 괜찮지만 게임이 후반으로 갈수록 점점 힘이 빠지고 날림으로 변하는 레벨디자인까지 이 게임을 비유하자면 몸은 괜찮은데 몸 안쪽에 있는 뼈하고 근육하고 장기가 전부 개작살난 사람으로 비유할수 있겠음 게임플레이에 조금만 더 신경을 썼다면 그나마 평작이었을텐데 진짜 여러모로 너무 아까운 게임이다 차라리 얼리엑세스로 나왔으면 이해라도 했을거임
Выглядит в трейлерах в разы интереснее чем играется на самом деле
An interesting table top game which has the potential to be an incredibly skill-full masterclass! However, even after a while, i found this to be incredibly grinding and frustrating. Aiming with a controller is incredibly difficult making the game play and shooting clumsy. Level design is wonderful and the amount of things you can destroy can make your mind wander. But the lack of variety of events to kill the enemies was lacklustre and samey. I would understand more things could open up further in the game... But for the amount of time played and how far i got, it was disappointing. TLDR: Great game with huge potential, difficult to control.
One level in and I'm blown away.
Some great stuff, but far from perfect. - Aesthetic is great, and it is *super* impressive that this was made by one guy (mostly? entirely?). - The plot is silly, and the corporate satire is far from new, but the game is having fun with it and so am I. :) - I really wanted to love this, and I have definitely had some fun with it, but I so far have found myself getting more and more frustrated as I go. It might be one of those games that 'clicks' the second or third time you boot it up, and I can tell it's a labor of love and it does a lot right. ----------------------- - **Major Gripe: CHECKPOINTS** -- game kills it's own momentum a lot, as the checkpoints are *really* spaced out, despite some places where it's really easy to walk too close to a hazard (or stumble into one of the hidden ones). In my experience you'll most often die to a hazard, as it's pretty easy to kill the bads and get HP back before they three-tap you. My first two deaths were walking into a previously unintroduced acid pit that opens up if you walk over some metal panels on the ground. The Checkpoint was so far away that I had forgotten what killed me when I got there and immediately did the same thing again. I wouldn't be bothered by that design at all IF the pit had been introduced (it's really easy to not launch anyone over there during that fight) or if there had been a checkpoint that wasn't ~5 minutes away. As it is, there have been a lot of times where I've had to trudge through the same easy fights a few times because I made a half-second mistake near a hazard; a mistake that, were there more frequent checkpoints, would have made me laugh instead of groan). - **Hazards were a huge selling point for me, but a bit of a let down in-game.** They would have been more interesting if they did more than just gib. Some silly sadism with acid pits and spikes and stuff sounded great, but they all feel like the same hazard (and I've always thought gibbing was actually kinda boring anyway). :( - **I thought the controls were fine on mouse and keyboard (just click on what you want to shoot) but I can see why people have mentioned them negatively due to other aspects of the game.**The game is sortof-but-not-quite-orthagonal, in that every pathway is blocked out in 45 and 90 degree angles, but if you try to walk diagonally with WASD (so, W+D, for isntance), your movement angle won't *quite* match up with the world; so, if you're on a narrow bridge that's on a diagonal, you can't just hold two arrow keys and make it work, you have to keep adjusting as you go or you'll fall off. That's not an issue on a controller (or a super big one anyway, so far), but it's a minor catch-22 as aiming with a mouse is much easier. The camera can also make things hard sometimes, but it's generally good at being where it needs to be. - **Score resets when you die. Oof.** :s Especially spicy since you need 6-digit scores to unlock stuff, so if you die anywhere beyond the first room or two you have pretty much no chance of getting that (as far as I can tell). They seem to be just cosmetic awards though, so that doesn't bother me much, but it is still a super punishing way of handling score. If you really know the levels I guess it's fine? You'd need to anyway, as pathfinding is often really tricky (and the radar pointer seems to not always be accurate, pointing you in the opposite direction) so you'll often lose your multipliers before you find the next fight if you can't immediately pick the right route. Again, only a gripe if you care about score, and so far I haven't had enough reason to to really be bothered. - **Pathfinding is prety tricky sometimes, even with the radar.** Example: giant launching button that has never been introduced before that is facing away from the camera and not highlighted (say, by lighting) to suggest it is important. I've spent a decent amount of time wandering and backtracking so far, especially the further I get into the game, and had a lot of "oh thank god" moments when the battle music starts up again. Also had a bug out where I couldn't progress for a bit; was told to 'start a fire in the explosive gas room', but the radar is pointing me directly towards a sealed door; it turned out I had accidentally entered a room too early and had to backtrack to another path that was the opposite direction of the arrow, blow up some stuff, and *then* go to that door. - I've hit a few bugs, like another of those giant launching buttons that seemed important to my next objective (near the drill in the second level), but when you walk into it you clip through and fall out of the map. Thankfully, this is just after a checkpoint, otherwise it would have been quite frustrating. - Some other...interesting choices. So, the first Mutator you unlock (assuming it's not random) is "instagib," which is effectively "ignore the game's core mechanic." Honestly, I turned it on because it didn't feel *that* different from the hazards anyway, and some of the rooms are somewhat stingy with them which can slow things down a bit, but it's definitely not the way the game was intended to be played either. I guess it's a nice relief-valve if you're not a fan of required hazards, though I wish there was a middle ground between "only hazards kill" and "gun instead of hazards". - The Highlights (save a gif) feature is an awesome idea, but it never seems to select your high-score moments; at the end of each level so far I've only ever seen a 1-2 kill gif, despite having wiped a few rooms with rapid multikills. I'd think that it's picking highest scoring moments, but it definitely doesn't seem like that's actually what's going on (how could the first kill walking in a new room with a low multiplier be higher scoring than killing the next five enemies in that same room?). -------------------------------------- So, after all that, why am I recommending this? Honestly, I felt that some of this feedback was important for people to see, so I wanted to add early-impressions to the page while the game was still new, but I acknowledge that I still don’t have that long in the game and later stages might bring more to the table. Hell, even with just some more time it will probably grow on me, and those initial frustrations might fade. Further, I know that this is a small-scale, indie production, and a lot of impressive stuff is on display here –even despite my gripes, I just couldn’t bring myself to add a “not recommended” to the small number of reviews currently on the page, especially when it’s the notes above that
This is a very tentative thumbs up because the game is decent fun, but it's marred by technical issues (walls with no collision detection, sound bugs, black frames) and a couple gameplay flaws (the camera). Here's hoping future patches address some of these concerns. https://www.youtube.com/watch?v=cwBAt9eXcgY
Radio Viscera is an inspiring mix of twin-stick shooter that allows you to easily aim and dispatch enemies, blood bath as you throw enemies into giant blades and crushers with your air-gun, and wonky mechanics and physics as enemies almost never go where you want them and you straight up fall through the environment at many points in the game. This isn't a poorly designed game, it just feels unfinished. Like it needed another few months in the oven before coming out. If you'd like to hear more of our thoughts on this game and others, check out this review: https://youtu.be/KiES0cncdwo?t=811 [Radio Viscera can bef ound at 13:31] I cannot recommend this title. It is simply too wonky and unreliable to deliver an experience that will hold your attention for long. Also, it only gets fun about half way through the game after you unlock a very specific mod.
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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