
ReMix is a unique musical rhythm action game that combines the elements of Rogue games. In this world, you are able to choose from a variety of heroes with different fighting styles and use the power of music to battle against evil void monsters.
Modeled estimate, not a reported figure. How we estimate →
About




Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, French, German, Russian, Japanese, Traditional Chinese, Portuguese - Brazil, Portuguese - Portugal, Korean
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
This is an odd one. I like the idea of mixing Crypt of the Necrodancer with a Survivors game. The characters have fun abilities. The gameplay itself is lacking though. As a rhythm game, it's too forgiving. It's really easy to have the game tell you that you got a 100+ perfect combo even if it doesn't sound right or you are slightly off beat. As a survivors game, it's too easy. You can close your eyes and press random directions slightly on beat to pass most levels. Each run consists of 10-12 waves that last 30-45 seconds each, so even when you're getting into the groove of a level, it's over pretty quickly. Most of the meta progression is VN novel/lore stuff that isn't explained. What's an echo? Why am I unlocking them? With some tuning, this could be pretty cool, but it doesn't really succeed at either of the genres it's combining, so I won't recommend it.
我还是第一次玩到把英雄技能构筑(比如火车侠的概率后方喷火)放在海量普通道具里面让我抽的类肉鸽,这种关键性构筑,难道不是应该设置一个稳定的获得渠道吗?打死一个boss来一个三选一。 还有音效,自称音乐节奏游戏,结果连基本的音效都没有?一局游戏下来除了bgm和节拍音啥也没有,我随便打开一个其他的类幸存者把音乐关掉,再打开网易云放歌,跟你这个游戏体验没有任何区别,甚至别的游戏构筑更好玩。英雄攻击音效没有,武器攻击音效也没有,连UI音效都没有。吸血鬼幸存者和土豆兄弟为什么割草割起来爽,音效非常重要。作为以音乐为卖点的游戏,至少音效要做得更好吧? 节奏也是,在这个游戏里面,全程重复的那一个节奏,有什么意义吗?为了节奏而节奏,没有分数机制、没有奖励机制、除了运行一次英雄攻击没有任何其他的反馈,就是乏味地一次又一次按键,它好玩吗?它有趣吗?我给你们推荐两个游戏:bpm枪林弹雨、重金属地狱歌手,去研究一下别人的节奏是怎么运行的。
徒有其表,以为会是融合引诱节奏感的类幸存者,结果两者都没做好,唯一不错的只有美术
This game is really fun to kill time, it even have the option to use custom music :O
这款游戏最大的问题是音乐的节奏 一款以音乐节奏为卖点的游戏 在操作英雄的时候,伴奏总会有不合适的鼓点产生 导致断掉combo 非常有挫败感 在游玩六个小时以后依旧没有明白节奏的底层逻辑 实在是令人难以忍受 还有个问题是 操作容易分心 当你刻意地去卡点的时候 往往会忽略掉满屏的弹幕...
리버스: 1989 ? 이 게임같이 아방가르드한 번역이 특징임 그냥 번역 애미 뒤짐
●游戏静态美术很美,但整体过于看重美术效果,导致光污染太严重,配合关卡中的大量堆怪,让操作角色躲避的行为的价值降低,几乎变成了纯数值对抗。但好在玩法上的创新比较有新鲜感,与市面上的同类游戏相比有明显的差异化。总的来说还是属于优点大于缺点的游戏,推荐购买体验。
好玩,但感觉还差点意思 优点是画风戳我,配合节奏的玩法很新颖,可以自定义曲库,不同的角色之间玩法的差异性足,音乐好听,游玩中根据连击数和辅助角色音乐会产生变化的设计有趣 缺点是耐玩性不足,中后期光污染重 还有不知是不是我没找到窍门的问题,几个可玩角色之间的难度差异好大,其他角色都是一遍过最高难,猫青蛙章鱼这三个角色死活过不了,好坐牢 追评:好了,终于全通了,报玩。我居然玩了20个小时,我就是赤石大王
제가 제일중요하게 생각하는거는 게임의 재미 정도인것같아요 그 재미가 굉장히 타이트해요 재밌어요 게임의 재미를 저는 굉장히 중요하게 여기거든요 일단 상점페이지 이미지부터 49만원씩 들고있는 말도안되는 이미지를 올려두었기때문에 가능하면 우리같은 소비자들도 돈 치트를 이용해서 하는것을 추천할게요 그래야 개발자가 요하는 재미의 그 의도를 느낄수있을것입니다. 아직까지는 게임이 이븐하게 익지 않았어요. 저에게 자유를 줬어요. 플레이어블 캐릭터마다 개성이 다르고 BGM이 좋아서 지루하지 않았어요 번역은 AI번역기만도 못한 품질을 보여주지만 잘 읽어보면 무엇을 뜻하는건지 알수있습니다 용병캐릭터들을 영입할수있는데 기본 캐릭터의 성능이 강한 반면 용병들은 공격속도가 느리고 이펙트가 간결한 덕분에 저등급 캐릭터들은 존재감이 희믜합니다
画风精美的小品游戏,看不出来伤害怎么来的,反正觉得厉害就点了,也没有什么差别,假肉鸽来着,一直打拍子操作还有点意思,只能说还行,但不是特别好玩
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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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