
A dungeon crawler shooter where enemies won't move or attack you while you're standing still. Use your tactical skills to avoid being surrounded by the robots as you unfold a rich story full of love, hate and machines!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 24 reviews with recorded playtime.
Reviews
不思議のダンジョンの様に、[b] こちらが1アクションすると敵も1アクションする [/b] という「ターン制」が特徴の見下ろし視点シューティングゲーム。 なのでダッシュなどのスタイリッシュなアクションは無いです。 「ターン制」の醍醐味はボス戦に色濃く出てると思います。 ちなみに「ローグライク」ではなく、純粋な[b] ステージクリア型 [/b] です。 [h1] 【概要】 [/h1] 各ステージには[b] スタート地点 [/b] (一方通行。後戻り不可)と[b] ゴール地点 [/b] にエレベーターがあり、 敵ロボットの猛攻やちょっとしたトラップをかい潜り、[b] ゴールのエレベーターに乗るのが目的。 [/b] 道中、エレベーターの起動や通行を制限している障壁を開放する為に、対応したスイッチを探さなければならない。 また、各ステージに捕らえられた[b] 科学者達 [/b] を見つけて救出する事も重要な任務となる。 ゴールのエレベーターに乗る事で次のステージが[b] アンロック [/b] 、これを繰り返し最深部のラスボス戦を目指そう!・・こんな感じです。 ストーリーテリング面に力を入れていて、ステージ開始前や道中でもディフォルメキャラ達によるイベントシーンが挿入されます。 また、ストーリーの流れで[b] 特定のキャラ限定で挑む必要のある [/b] 場面なども。 ただ淡々とステージ攻略を繰り返すだけではないので、これ自体は好印象でしたが、 ストーリーの内容に関しては(英語だという壁を除いても)賛美両論な気がしました。 主人公は[b] 10代の少女 [/b] という設定とはいえ、身勝手な行動や相手を傷つける言動が多くて正直不快に感じましたね。 個人的には[b] ギリギリ許容出来た [/b] 感じ。 とはいえ、それ以外はなかなかドラマチックで続きが気になる展開だったので良かったです。 ディフォルメキャラがちょこまか動く寸劇も可愛らしく、見ていて楽しいものでした。 [h1] 【良かったところ】 [/h1] [b] 〇ステージは選択式[/b] ・・・アンロック済みなら好きな場所、好きなタイミングで何度でも挑戦可能 [b] 〇好きなキャラで遊べる [/b] ・・・前述した”キャラ限定ステージ”もクリア後は他のキャラで挑戦可能 [b] 〇キャラの育成要素 [/b] ・・・レベリング以外にも科学者救出により様々な要素がアンロックされチームがどんどん強化されていく [b] 〇レベリングのしやすさ [/b] ・・・ガンガン上がる印象。死んでもその時点での経験値は引継ぎされる親切設計 [b] 〇キャラの明確な性能差 [/b] ・・・独自の専用アイテムの他に、「足が速い」などのボーナスで差別化されている [b] 〇上位特殊武器の爽快感 [/b] ・・・それぞれ特異な性能で扱う楽しさがあった [b] 〇コントローラーマッピング [/b] ・・・絶妙な配置。パッドのボタン余ってるのに色々アクション出来るぞっ [b] 〇カレンのパッシブスキル [/b] ・・・あったら便利なのにって思った機能を彼女が持ってました☆ [b] 〇”サラ”の投げ [/b] ・・・圧倒的に強く、圧倒的に気持ちいい、そして圧倒的に笑えるクシャポイ・ムーブ [b] 〇キャラモデル [/b] ・・・可愛らしいムッチリぼでぃ。揺れます。 [h1] 【良くも悪くも取れると感じたところ】 [/h1] ステージには特定の場所にアイテムが配置されています。 >回復アイテム・・・文字通りHPを回復 >シールドアイテム・・・キャラにシールドを追加 >特殊武器・・・ショットガンなどの弾数制限武器を入手 >キャラ専用アイテム・・・キャラ専用スキルを使うために必要 それぞれ場所は固定なので、攻略ルートを考えるストラテジックなプレイになり面白かったです。 ただ、アイテムを入手しないとキャラ専用スキルを使えない仕様は、ちょっと残念にも感じましたね。 ローラとか素だと完全にポンコツなんですけど・・いや、ローラはスキルあってもポンコ・・いや、そんな事はないよ、うん。 特殊武器も科学者救出で上位がアンロックされていくのですが、スタート時に持ち込めないって点はもどかしくも感じました。 ステージに数種類の特殊武器がある場合、1種類しか持ち運べず”完全持ち替え”になるのももどかしかったかなー。 しかしこの仕様が戦略的プレイフィールを構築しているので、コレはコレでいいのかな?とも思いました。 [h1]【まとめという名の蛇足事項】 [/h1] ローグライクっぽいのにローグライクじゃない。かといってハクスラ的に装備収集を出来るわけでもない。 ステージのボリュームはあるけど敵の種類が少ない。かといって物足りなくは感じない、別のところにウェイトがある。 二次絵はタイトル画面にしか登場せずイベントシーンの二次立ち絵なんてない。 かといって物足りなくは感じない。ムチムチキャラモデルが魅力的だから。 ローラ(プレイアブルキャラのひとり)がポンコツ過ぎて悲しくなる。 かといって放置少女にはしない。 敢えて彼女を、後半の鬼畜難易度ステージに放り込んで楽しむくらいにはハマりました。実は良作です。
[h1]Follow our curator for similar games[/h1] https://store.steampowered.com/curator/35180752-3-point-play/ 3D Top down shooter + 10 weapons - lego style characters = Dive through Robot City to destroy the supercomputer and bots. Meet up with other playable agents. Anime art on logo would have been a better pick as characters.
Awwww, this game started out so promising - I liked the visuals, and the base gameplay idea (an isometric tactical shooter / combat game, where enemies only move when you take some action) was very interesting, if not exactly new. Then I started to dig into the gameplay, and got more and more annoyed, and it took 2 hours to feel that this is exactly the opposite of fun. The base movement mechanic is implemented in a weird way: if you do anything, then the enemies initiate and complete their next movement, even if you only touch the controller and the enemy movement is a three-cycle-long attack sequence. Navigation and aiming is horrible, the game adjusts everything to a grid, but you move freely - as a result, it's easy to miss even when visually you're on target. The character doesn't move diagonally, which makes the free movement very awkward. The levels are mostly about overwhelming you with enemies. I understand the intent that the player needs to be clever enough to escape dicey situations, however, with the base movement mechanic implemented the way it was, it's not enough to think your way out of a trap, you also need so be very quick - with the awkward controls. Finally, the game just loves wasting time. The dialogues are tedious and keep yanking the camera around, events come with a fanfare and a longish animation that can't be skipped, and the levels get rather long quite soon - when you die, you need to restart them, of course. All in all, a great idea placed in a nicely crafted world, with very poor execution. Too bad.
[b] Review updated to better reflect the developer's efforts [/b] RoboPhobik is a decidedly basic overhead shooter with a sprinkling of features found in other genres. You play as one of several characters as you traverse a city populated by robots to rescue other humans and defeat the big boss PAL 9000. While interesting in concept, the execution is not the best and some features are rather basic. I think the best comparison is to certain games from the rogue-lite genre, specifically the indie game Dungeons of Dredmor or like Azure Dreams from the PS1, though this game does not feature the typical feature of losing all--or nearly all--progress when you die. >The story starts fairly slow, and has rather rough dialogue--I suspect due to wanting to keep conversations short and concise. Characters fall into stereotypes and do not have much in terms of deep personality, but in a genre such as this it is not that important. The story improves as the game continues, and sheds much of its quirkiness as important story beats are reached. >The graphics are passable with fairly low poly models and extremely plain textures being carried by the lighting and shadows to give the game a largely uninteresting visual style. Not good or bad, just...there. Oddly enough, the faces have the most attention in terms of animation while lacking almost any distinctive look for the characters. Eyes and mouths are basically just slightly different shapes painted on to their faces. All in all, the visuals give you just the information you need, but little else. >The level design ranges from bland to fairly good, with plenty of nonsensical room decor and ridiculous floor plans, and many rooms are overflowing with enemy spawners. This makes many maps feel like they were randomly-generated instead of hand-crafted. Level quality, difficulty, and length vary wildly with some of the easiest and shortest levels coming immediately after a ridiculously long and difficult level. There is no rhyme or reason, and can make replaying certain levels for upgrades less exciting. >While the controls are perfectly fine--the game really only uses a handful of buttons so this is unsurprising--the default movement of the character is odd. The game is heavily grid-based both for the player and the enemies. However, there is a drift feature causes your character to slowly drift into the center of the square they are walking on. I find the drift feature to be janky, often making you drift into traps or miss otherwise easy shots with your weapon. Turning off the drift will let you control your position in a more traditional way. [b] Developer quickly updated the game to make auto-centering optional and this helps remedy many issues I found with the game. [/b] >There is a fairly high enemy variety in the game, both in design and mechanics. Some enemies do no damage and only block you, while others chase you down, and other still have shots that can turn once to try and hit you. Sometimes the enemies compliment each other well, while others can be overwhelming together with their numbers, capabilities, and health. Of course, there is also stronger versions of previous enemies you will encounter later on. >The upgrade system for weapons and armor is okay. You basically rescue scientists to increase your weapon power, armor, and skills, with health and armor shared across the characters. However, the characters also have an extremely rudimentary level system. All level ups seemed to do is slightly increase maximum health, and you have to grind each character's level individually. The upgrades from rescued scientist are permanent, as long as you finish the level. Character levels seem to persist, even after dying. >The combat system is both the defining feature of the game, and one of the most oddly executed features in it. By default, enemy spawners (called seeds) do not pause when you take no action like the enemies do. To explain: when you approach a seed, it will release an enemy that will attack (or chase) you. If there happens to be another seed nearby, it will also spawn an enemy. Once spawned, their seed will begin to countdown before it resets and can be triggered again. You can disable the real-time counting, making the seed counters follow the same time rules as the enemies. This lets the player focus on making more tactical moves and attacks at their pace, rewarding players who plan well instead of making rash, lucky decisions. [b] Another issue quickly fixed by adding an option for having either pausing or real-time seed counters. I find the pausing option better, but kudos for letting any who would prefer real-time keep that option as well. The developer also added an option to modify countdown timers as a good way to reduce difficulty.[/b] After a couple of simple quality of life updates from a very responsive and obviously passionate developer, the game is improved a good bit while not taking away from the initial idea. It is still relatively simple, but that is absolutely not a bad thing. Having played through more of the game and played withe updates, I would absolutely recommend this game for fans of less hardcore rogue-like games, and those that adore quirky indie games.
Good game even if I don't really like the music. - The game was fun - It got hard - Then I decided to slow down and learn the strategies - Could continue and game got even better
Great game, got hooked on it real quick. If you havent already, id definitely give it a try
BepInExとXUnity.AutoTranslator-BepInEx-5.2.0で日本語に自動翻訳が可能(ReiPatcher、MelonLoaderでも可)だが、AutoTranslatorを適用するとOptionの項目が反応しなくなる不具合がある。Option項目を変更する時は面倒でも一時的に翻訳無しにして起動すれば良いが、他にも何か不具合が出るかもしれない。 あと文字が大きく重なってしまい読みにくい部分がある。FallbackFontTextMeshPro=arialuni_sdf_u2018 に設定すればフキダシの台詞に関しては文字が小さくなって読みやすくなる。
Some games just leave you scratching your head. RoboPhobik is one of them. https://www.youtube.com/watch?v=X5loO4D5A1I If you want to see RoboPhobik in action, go ahead and check out my first impressions video above. It's a weird jumble of graphics you'll either be fine with or hate, dialogue that could be funny but fails to lean into the camp angle, and mechanics that are simple and almost but not quite interesting. As a purely tactical turn-based game, RoboPhobik could have been interesting. This was apparently addressed after Vexlanei's review, but I played with default settings so the real-time aspect was still turned on. Having enemies only move when you do is fascinating, but the timer on enemy respawns applies pressure and makes the learning curve feel hectic. Real-time respawns might serve better as an optional difficulty instead of the default. The best thing I can say about this game is that one of the early levels reminded me of Doom in having three directions to go to unlock the final door. This game has nothing else in common with Doom, but it was at least a nice moment. The worst thing I can say about this game is that it's dreadfully boring. I'm leaving a positive review because there's definitely a game here, and *someone* could enjoy it, but I don't know who that would be. If you're thinking about picking up RoboPhobik, check out some gameplay videos and decide for yourself.
A cross hybrid between Action and Puzzle game! I really like the cutscenes and dialog so far. It has really created an interesting little universe here. I haven't finished this yet, but I am hoping for a sequel or more DLC.
[u][b]This is a MIXED review.[/b][/u] Starting off, the graphics are ok, and the music is pretty nice. [b]The story[/b] is disappointing, I'd say, which is unfortunate, as at first it was intriguing with the whole between-chapter narration and stuff, but eventually it just brought down much of the game for me. Throughout the game as it went on, Julie became a less and less likeable character, like the moment Eva came in, Julie was on the out, and that just solidified the more I played. This game does have several protagonists, and that is good because Julie being the only protagonist and being unlikable is a big no, but luckily the other characters were. It's unfortunate inside story elements I don't think it had much difference in text, like, for example, the final boss one. It's pretty obvious from the text that the one meant to be talking is Julie, as that's the type of stuff she'd say, but the dev didn't want to force people to use only her on the final boss (I imagine is the reason), which is good. I like when I'm not forced on a character. That unfortunate thing aside, there's also the 'good' ending, which really is just the bad ending 2 let's be honest, there are 2 bad endings and 0 good ones, which I guess shouldn't be surprising given how the story was going, and then the thing that happened was just, sheesh. But I think the biggest gripe I have with it is the post-credits scene, where [b](heavy spoilers for the true ending.)[/b][spoiler]it shows Eva definitely died as no one jumped in front, but worst of all, was Nancy saying that finally her revenge was complete, what? What revenge? Why? It opens so many loose threads for no reason, it wasn't a good choice, imo. I think I would rate the story higher if left vague like before, not because of the vagueness, I don't like that stuff either, just so I didn't have to see a twist villain(?) appear out of nowhere, no hints towards it, no nothing, just here's a villain, idk I didn't like it, especially because of the no reason given, no explanation, at least give us something to explain what that was. At least Eva's death was confirm, taking out that vagueness, which was good.[/spoiler] [b]The gameplay[/b], in one word, was overwhelming. In the first few chapters it's relatively fine, but boy, does it ramp up in some levels. You can get mobbed so fast, and it frustrated me so much. This one, though, could probably be a skill issue, if I had played more tactically, it probably would have been a bit better. Although it's not like you can kill them all, they'll just keep spawning, it gets to a point where you gotta ignore them, but if you leave them too long or ignore the wrong section of robots, then they just mob you, so you're just out of luck, it's simply too overwhelming, at least for me. But the combat was fun at least. The health and shield drops are few and far between, which is unfortunate, and I personally think there should be more. But the gun drops were interesting, the first few are more standard, but the later ones definitely felt cool to use. So if anything, playing this game and just not paying attention to the story and focusing on just the gameplay and doing combat or tactical, or however way you go about it, it can definitely be some fun. Some of the bosses, too, were interesting to fight against, so that was cool. Other than that, the level design was kinda cool, and some of the mechanics are certainly nice, although the level-up screen did mess me up at times while saving me in others, so yeah. Enemy design looks interesting for the most part, while being dumb in others, one of them has immunity from the front and big damage, low HP sure, if you can get his AI to brick and assuming there's not other robots on his side. I think mid his attack animation, you're meant to be able to attack him. But I found that it only works *sometimes* not all the time. [b][u]Some things I also wanted to mention are:[/u][/b] The seeds, the ones that have bonuses inside like the switch or hp/shield/gun drops, should be different than the enemy ones, so you can distinguish them and not have to activate every single one to see which kind of seed it is and thus get overwhelmed by them. Speaking of seeds, there are also some levels where seeds will activate ahead of time in a completely separate room and height elevation, likely because it only detects if you move within the 3 spaces from it, regardless of how far below or above (and thus more than 3 spaces) the seed actually is. The controls at the start were unexpected for me, took me a bit to even find the damn start button, but once I changed them to something better, it was no problem. My main thing here is, at least let the players click any button to start the game, or put them in the menu itself, or let them use the mouse only then, I don't know, something, just so you don't go searching for the correct button. The achievements, some of them are bugged, I had some that only popped on reload, and the find Diana one was just bugged entirely and needed a new save to go get that one. So maybe look into that. Also, I found a couple typos in the text, here and there, along with a visual bug where, in the Robopedia page for Megadolos, the sprite is in front of the text, so you can't read anything there. The text going automatically without my input I don't really like, even if it does give some time to read and think, it still feels like it could pass at any moment and you gotta rush to read it. Laura's ability, VERY often messed me up because I had to keep waiting until the damn thing was actually destroyed and it would let me pass, I'd say allow Laura to be able to pass through those so they don't keep blocking the way forward and inadvertently actually trap you, and then oops, here's some robots to overwhelm you. Seriously, toning down the robots, less of them or less often, should be considered, just what I think. The level being too high system is alright, I guess. I get the point, so you don't have a super low level character when you really need to use her, but still, it's kind of annoying being forced to play other characters for a bit until you're allowed to play the character you like again and thus enjoy the game more. Overall, the system is just *ok*, I get it, but damn it if it didn't hamper *some* of my enjoyment. [b][u]Overall[/u][/b], an interesting game for the gameplay and fun combat, provided you don't mind the sometimes overwhelming amount of robots. If you care about the story, then, well, I can't speak to others tastes, but this story wasn't for me.
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