
Grab a friend and dog pile on foes in the action packed 2D adventure!
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A close friend recommended this game to me, suspecting I was exactly the type of nerd it was made for. They couldn't have been more right - and if you wish, you may contextualize this review with that in mind. I am pretty emphatically among the ranks of the target audience for Ruff City. This is a simple, light-spirited, effective, bite-sized beat-em-up. It's not trying to re-invent the wheel, and it doesn't - its characters are pun-oriented and tropey, its mechanics are light and straightforward, and - as advertised - it contains only four major levels, each containing one boss. In my opinion, it doesn't NEED to go out of its way to set itself apart. It accomplishes just about everything it DOES set out to do, and in a way, THAT sets it apart for me. I've been obsessed with the Kunio/River City Ransom franchise for my entire life, but never really played classic, stop n' fight n' go beat-em-ups - this game molds itself as the latter. As someone with very little experience with classic beat-em-ups, I found this game to be a dream to play. I felt at home with the controls immediately, was pleasantly surprised by the difficulty right off the bat, and felt challenged - especially at the end - but never overly punished. Sure, there's a bit of jank here and there...such as sudden stunlock combos against the player, and an annoying bug-type-thing where the player moves uncontrollably in a previous direction while trying to press other buttons. However, the game feels astonishingly clean and breezy to pick up and play, and it expresses itself and its objectives extremely clearly. Is this my first Steam review? Huh, I can't remember. But I feel obligated to write one now, and I say this: for the modest price of 4 bucks, I can hardly recommend this game more. For me, it perfectly treads the line between poking fun at itself while also genuinely committing to its "serious" moments. It feels totally confident in its cheesy tone, and that goes a long way. And it certainly doesn't overstay its welcome. I finished my very first playthrough in slightly less than one hour...and that not only fulfilled the experience I was anticipating, but surpassed my expectations in the meantime. It feels like it does exactly what it wants to do, and not one thing more. For me? That's more than enough.
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Languages: English**languages with full audio support
Hours played at review time, across 27 reviews with recorded playtime.
One of the more charming beat-em-ups I've played, and the only one with pigeons wearing spiked chokers. The pixel art is lovely, especially where there's dithered shading. The character designs are especially charming, the variety of animal enemies have a lot of character, some so cute that you may think twice about punching them in the jaw. Controls feel smooth for the most part but some inputs seem to get lost, especially when attacking. Some enemies can be launched and then juggled, which is very satisfying. Enemy attacks are well-telegraphed, allowing you to block or dodge as appropriate. Some attacks are unblockable, and (I believe) enemies flash a different colour depending on whether or not an attack can be blocked. This telegraphed information is what makes some of the more difficult boss fights possible to beat, as when the bosses "heat up" they speed up a great deal. The bosses themselves can take a lot of damage, making some of them take a long time to beat (especially if they have lengthy attacks sequences where they can't be harmed). Your health pool is quite generous but there are no i-frames when you get hit, meaning that you can be hit multiple times very fast. The first phase of the last boss is especially punishing for this, a couple of times I was hit 6 times in a fraction of a second, draining my health. Enemies are quite talkative, which is delivered as text at the bottom of the screen. This can be hard to keep track of while fighting, so I feel like I might have missed several wolf puns while trying to kick them in the teeth. Audio is serviceable but seems to vary wildly in volume. Music is decent but in some areas feels off tonally, the first area has especially upbeat music for all the violence occurring onscreen. The story is lighthearted with something of a comical twist towards the end, but provides you with all the context you need to beat the stuffing out of animals in leather jackets. All in all, I'd call this game a ruff diamond!
A fairly enjoyable expirience, nothing groundbreaking but a good game ^^ It's quite a nice feeling beatemup that has really stellar art and pretty good music The combat isn't that complex but it has enough moving pieces to be engaging There's also local co op so that for sure is fun, though I'll try it only when my friend comes over. I have one gripe though, the third boss. He has simply too much invincibility time, you can't hitem for like 60% of the fights duration. You should be able to hit them during the barrel attack, it would be a good risk reward situation. The boss also has quite the health pool so the fight is a slog. I liked the other bosses though, especially the rat one.
This is a short but sweet indie, if you like beat em up style retro games this will scratch that itch. Fun single player but even more fun with a friend, it harkens back to River City Ransom and reminds me of Scott Pilgrim and TMNT for the NES. Love the music and audio effects, the combat is simple but still involved enough not to be too easy.
Had a lot of fun with this game, brought back memories of playing fun beat-em ups as a kid. The pixal art and animation is amazing, can tell a lot of work was put into this game!
[what i like: [list] [*]the art is nice [*]the music is pretty good [*]the environments and how enemies arrive are cute and are my favorite part of exploring [*]the bosses feel good to master [*]the encounters and the way specific enemies are paired are interesting [*]the dialog indicator of which character is speaking in the game world separate from the portraits is a cute detail [/list] what i don't understand: [list] [*]i do not know why the main character flashes yellow periodically [*]i think it means that my uncharged special is on cooldown? [*]i would rather be able to spend a little of my meter to do my special for one cycle, than to have a cooldown that's hard to track [*]i think this would mean double-tapping special should spend the full meter instead of just doing it once and getting stuck in it [*]it is especially difficult to use the occasional special since the meter charges so fast when you play well that you get trapped into dumping your whole meter [*]this would be especially useful for airborn enemies [*]the dialog just sorta happens on the bottom of the screen and if i want to read it i feel like i just need to tank hits, but the checkpoints are frequent enough that i'm not set back far [*]i still miss a lot of the dialog [/list] minor nitpicks for the developer only otherwise you'll spoil things for yourself: [list] [*][spoiler]the story dialog scrolls not having any music felt uncomfortable, but not in a way that i think helped the mood of the game[/spoiler] [*][spoiler]some of the sound effects which are vocal samples for enemies getting killed are mixed way louder than the rest of the music and sound effects[/spoiler] [*][spoiler]there's not a card on the pause screen to hit and refresh yourself on the controls[/spoiler] [*][spoiler]the pickups should have a key prompt when you stand over them, since the control is V and you can't change it[/spoiler] [*][spoiler]i find Z to block a little strange but I don't play a lot of brawlers so maybe I'm the odd one out[/spoiler] [*][spoiler]it feels like there's not enough of a payoff for dodging a blockable (white) attack, no extra meter on top of the meter's constant charging; it's not worth the risk compared to just walking away from everything like the dodge-necessary (pink) attacks condition you to do from very early on[/spoiler] [*][spoiler]you get more meter faster for just beating on people, but no reward for blocking successfully[/spoiler] [*][spoiler]the jump has a really long time between inputting and acting, and it doesn't buffer to jump if you input it at the tail end of a punch move, so it makes it hard to use mid-air attacks with how deliberate it is to jump[/spoiler] [*][spoiler]probably a bug: if you spam jump, your character will queue multiple separate jumps before the ungrounded flag is set? sometimes acting like a double jump, and other times giving you a doubled jump arc, or you can trigger them in multiple directions to bank around things. it doesn't seem intentional.[/spoiler] [*][spoiler]it makes the first encounter with airborne enemies really a chore with how quickly they can all pile in on you, in combination with the jump being really slow to start [/spoiler] [*][spoiler]like just one airborne enemy hit me for 37% of my health (3 bones) in one dive, which for an enemy that feels like it should be a chip damage like the pugs that throw things is drastic[/spoiler] [*][spoiler]enemies getting knocked toward the top edge of the screen can get stuck against things like in the subway, or in the main desk of the bank[/spoiler] [*][spoiler]even after dodging boss' charged up attack they might snap into a position across the screen and do damage to me anyway, which really sucks because it feels like the only way to have a chance at beating the second phase is to go in with no resources spent[/spoiler] [*][spoiler]it is a lot easier to just spam fly than to deal with the RNG machine that boss's first phase is preparing to go against phase 2[/spoiler] [*][spoiler]even Jasper Batt Jr. checkpointed between phases like that :([/spoiler] [*][spoiler]boss grappled me and canceled my special meter depleting which is like the only way i know how to avoid that attack, i didn't like that at all[/spoiler] [*][spoiler]zero iframes makes it really not fun to just take a variable amount of damage from every attack[/spoiler] [*][spoiler]having zero iframes made some situations like these instant kills:[/spoiler] [*][spoiler]getting hit by a pipe near the gorilla when he was enraged[/spoiler] [*][spoiler]boss' spin attack starting during your special attack[/spoiler] [/list]
Edit: Ohhhhh that's a good update!!! Original review: At a cursory glance, I was surprised by this game. It's just flat out a good time. I haven't played enough yet to write a super good review, but I still wanted to add my first impressions. Lucky shares the namesake with our old family dog, with the same head and body colors. If I was ever gonna play a game where that was the case, I'd want it to be funny and wholesome and kind and cute. Between the barking one shot audio bites and the snarky quips and unapologetic theming (love the kong toys being thrown around) this lands directly into the "fun is the goal" tier of indie games. The rhythmical puns in the written text and script bring it home. There's so much hidden polish under the surface of this beat-em-up. While the combat isn't complex, it's accessible and quick to get into. The variety of enemies allows a balance to strike where the gameplay would otherwise be simple and repetitive. The levels are extensive in their scenery but short enough so you don't ask where the end is. The boss battles are weighty and tanky like a destiny/halo boss with a big health bar, they're just challenging enough so that you can see the funny game over graphic every now and then. My opinion, retro beat-em-ups aren't my thing but it feels so good to play one where you don't need to think or be good at the game to have fun. I can already hear people saying "it's like they're not trying to be perfect" I can already hear it from the people who worked on it. It's a slice of joy. The game isn't 112% fully tested, I noticed a few bugs and specific nitpicks. Odd monitor aspect ratios such as 16:10 show the seams here and there, and I felt like the opening text scroll could use some music. (glitch on linux maybe?) The game asks you if you want to use a controller when you're already navigating the menu with a controller. But, the important part is, the game runs, and it runs absolutely 100% smooth with no hitching or issues on high refresh display. No options to delve into, doesn't need them. In other words, the game won't give you any trouble at all to just get in and play. This game is like two slices of pizza on a paper plate. The sauce is generic but tries to feel rustic, the gooey cheese is self indulgent, and nobody likes to eat the indie crust. But when you're at the party and there's pizza, you know exactly what you wanna eat. If you're still hungry, there's always multiplayer. It's small, cheap and delicious, what more do you want from a genuine indie hour?
It's a fun little beat-em-up, under-baked and rough in a lot of spots gameplay-wise; but otherwise a charming, bite-sized game.
A sweet little indie beat em up. I didn't enjoy a couple enemy types or the end of stage bosses but honestly I think thats mostly a flaw in the genre that I cant personally get over.
[h1]个人评分[6.5分][/h1] 可爱小狗重拳出击❤ [h2]游玩体验[/h2] 怎么说呢,游戏内容较少游玩时长约1-2小时,搞怪可爱的美术风格挺有趣的,但欠佳的游戏手感的确无法给玩家一个较为欢乐的体验。 游戏本身无法改键,对电脑玩家也不太友好,是典型的右手操纵方向左手操作攻击,可能许多习惯左手操作方向的玩家玩起来会很不适应。 此外本作没有闪避,取而代之的格挡除了能挡少数几个敌人的技能和攻击外收益极低略显鸡肋,飞在天上的鸟也难以打中,最后一个boss第一形态难度略大,很容易被连击7-8次根本无法还手,虽然有诀窍可以避免被打中。 最后一个boss第一形态可以站中间上下走位,boss原地晃几下会冲到对面,这时和他对着跳过去可以避免被打中(以至于不会被不讲理连击1,2,3,4,5,6下),并且站中间可以在boss后摇很快接近补伤害 [quote] [h3][b]⬇⬇⬇欢迎关注獣人控的游戏评测ฅ•̀∀•́ฅ [table] [tr] [td] 欢迎关注 [url=https://store.steampowered.com/curator/41161293/] 獣人控的游戏鉴赏🐺随缘更新⚣ [/url][/td] [/tr] [tr] [td] 欢迎加入 [url=https://steamcommunity.com/groups/BaishouFurryGame] 獣人控的游戏群组😺欢迎交流❤ [/url][/td] [/tr] [tr] [td] 来看点小动物? [url=https://t.me/BaishouFeral]百兽 · 纯兽分享[/url][/td] [/tr] [tr] [td] Steam区兽游互助群 [url=s.team]656379850[/url][/td] [/tr] [/table] [/b][/h3] [/quote]
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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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