
This is a retro barrage flying shooting game. Drive a space fighter plane, shuttle between planets and space stations, and use powerful firepower to destroy enemy space battleships! !
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About
This is a retro barrage flying shooting game. Drive a space fighter plane, shuttle between planets and space stations, and use powerful firepower to destroy enemy space battleships! !
Features:
- Drive a space fighter, destroy enemies with powerful firepower, and avoid barrages with superb driving skills!
– Various levels and more than ten large BOSS are waiting for you to challenge! !
– Take you back to the nostalgic retro pixel style of the 1990s.
– The music is also in retro 8bit style! !
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Japanese, Simplified Chinese, Traditional Chinese
Engagement
Hours played at review time, across 32 reviews with recorded playtime.
Reviews
Ganablade was an S-tier shmup for me. Enjoyed it immensely. Not being just a massive fan of polarity systems in shmups I'd still place RBC as a solid A-tier contender. LKK did his homework, as always. If you're an Ikaruga fan you will absolutely love this. EDIT: There is a non-polarity game mode included as well. It's extremely challenging to say the least.
I have played the developers other games and enjoyed them immensely. Ganablade is a particular favourite. Red Blue Cell takes the polarity of Ikaruga and puts it into a really enjoyable shooter. Graphics have that 8 bit chunky look that i love and the music is just outstanding. Its highly playable with depth from the mechanics. It can be played for survival or go all out chaining colours for score, i tend to do a bit of both. The game difficulty has challenge but doesn't come off as unapproachable, whilst the polarity mechanics can be off putting/ confusing i feel this game nails the balance between scoring and survival perfectly. The game is pure quality and highly recommended.
*PLAYS GREAT ON STEAMDECK* Everybody talks about the polarity system however, for me, this is a love letter to Recca from the Famicom system, has so much in common such as the techno music, sound fx, enemy placements, multiple boss rush, even the ship and shot type resembles Recca, the shield was changed for the polarity so you can be safe from some attacks but has the same feeling. This is such a great game, I’ve been addicted to it recently, well crafted shmup from what it seems, a shmup player that appreciates the genre since the beginning, I hope this developer keep this great job since ganablade and Gwarrior are as good as this one. More people need to jump on those games and spread the word!
- Ikaruga SD - LKK nos vuelve a sorprender con un entendimiento del género que juega en otra liga. En esta ocasión nos trae un juego con el aspecto ya familiar de GanaBlade, su anterior shmup vertical, y además mucho de lo estético de Compile con sus GG Aleste, destacando lo minimalista y la claridad en todo momento de lo que ocurre, teniendo la acción una legibilidad inmaculada. Sin embargo, todo el motor de avance, gameplay y diseño toma su inspiración de Ikaruga de Treasure. Lo que hereda es su sistema de doble polaridad; seremos inmunes a las balas teñidas del mismo color que nuestra nave. Tendremos que cambiar de rojo a azul y viceversa para absorber balas y pasar entre las metódicas (y rápidas) hileras de proyectiles enemigos. En este sentido el juego es puro orden: todo funciona como un reloj suizo, cada hilera está estudiadísima, culminando en un nivel final peliagudo que nos obligará a haber entendido el diseño a la perfección (por no hablar de su jefe final, que lleva toda la furia que LKK ha decidido adaptar desde Ikaruga, con rutinas y situaciones que nos sonarán). El juego va enseñando músculo, demandándonos bastante más pericia que la que tuviéramos que utilizar en GanaBlade o G-Warrior. LKK se pone serio por una vez ofreciendo pequeños muros de dificultad al jugador que no haya entendido bien el sistema de polaridad. La sorpresa del juego para mi es su modo Retro. En éste ha revisado de arriba a abajo los 5 niveles del juego para cambiar su mecánica principal: la reacción a las balas. En este modo NO podremos absorberlas, de modo que volveremos a depender de la pura esquiva y memorización, pues todo te mata. Ha revisado también todas las rutinas de los jefes para adaptarlas a esta peculiar circunstancia, coloreando las balas de forma diferente. En cualquiera de sus modos contaremos con un disparo especial concentrado que se recargará absorbiendo balas o bien recogiendo power-ups en su modo Retro. Dominar este disparo y efectuarlo en el momento apropiado será vital para salir airosos. Para facilitar la tarea, contamos con algunos toques, que son como las vidas (acumulables hasta 5). Por casi cada jefe derrotado obtendremos una recarga de energía... las cuales están contadísimas, creedme. El juego no necesita mucha más descripción. Es sencillo en su ejecución pero bastante sofisticado por dentro. Un trabajo de sobresaliente y que sigue los pasos del ya mencionado juego de Treasure, demandando bastante menos concentración pero habiendo trasladado esa mala baba y adicción tan características a un trabajo 100% reconocible del autor.
私のお気に入りのゲーム開発者の一人です!
Red Blue Cell is an old school inspired shoot 'em up that focuses on polarity. Pretty much from the start you can see this game has such beautiful art. From the developer that created Ganablade, comes Red Blue Cell. This game is pretty simple if you’ve ever played a polarity game like Ikaruga, you’ll see that the game's mechanic revolves around you absorbing bullets that are similar to the color your ship can switch into. Besides that, You have your shoot button and special shot that can be built up by collecting mini gauges. There's great difficulty options for those looking for a casual or more challenging experience. I got a 1cc from the retro mode they have which essentially removes the polarity part of the game and gives you the challenge of playing it like an old school shoot 'em up. Just raw dodge and muscle memory lol. If you’re someone that cares about score, there are hidden extra tokens that you must shoot and obtain similar to what a caravan shmup would do. Bosses even have what's called a “perfect kill” where if you remove all parts of the boss you will get more score and also more extends in exchange. The game's length is typical for a shoot em up which is about 20-30 mins. The game is very generous by giving extends after obtaining a perfect kill. The music is pretty fitting for the old school theme and honestly, there's very little negative feedback I can say about this one. When you have time please give it a try. It’s a cool little experience. https://www.youtube.com/watch?v=5aCG2opSnds
红蓝子弹之间切换,挑战高分也能吸收子弹变成自己的能量。 易于上手难于精通,不是传统单纯的堆砌子弹数量,需要灵活大脑手眼协调。 打起来爽快,很有挑战,令我的大脑在旋转中萎缩。BOSS不拖戏。有不少重完要素。 宽屏加格栅非常巧妙的设计,能看到额外画面。 增加视野表现力和预判,又不会造成敌我提前攻击,操作范围经典的集中传统范围内。 非常高兴看到LLK做出自己的特色,会做你就多做点,不发财不合理。 价格仍然很亲民。强烈建议狠狠的宣传,苟富贵勿相忘。
A nice little shmup that wears its Ikaruga "influence" on its sleeve (just look at the achievement names). I also like that dying doesn't reset your ship position, it just gives you a brief period of invulnerability and lets you continue playing. So the lives here are more of a health bar.
Yet another very solid shmup from the dev that gave us GanaBlade! Let's face it, most of us will probably never 1cc Ikaruga :). This one seems feasible. The price tag is so low, you may as well buy it just to encourage the dev.
斑鳩と烈火、そして怒首領蜂Ⅱをリスペクトしてるのは伝わりました。ハイ
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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