
In Savage Halloween the world is taken over by monsters from the afterlife who were trapped in the Earth after a Halloween party, and now they have decided to make their new home here.
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About






Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Portuguese - Brazil
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
My wrist hurts like hell. Why is the controls to aim and move the same? Also, why are the bosses such damage sponges? Repeating the same mechanics over and over isn't fun or challenging. It's just tedious and annoying especially with these dog sh*t controls. Other than that the game is cool but these things really ruined it for me to the point where I probably won't boot it up a second time.
It gets boring quickly.
The game is a platformer with great tracks, impeccable art, and a lot that resembles the 8-bit era. The enemies and bosses are challenging and very fun. It's worth checking out this frantic Contra-style game.
Great Platformer for a Great Price! I thought I’d play for 20 minutes and then put it down, but ended up playing for 3.5 hours and beat the game. The replay value is fantastic, kudos to the devs. First off, the movement and shooting mechanics are smooth and responsive. The game lets you choose between 3 characters, depending on whether you are more focused on taking damage or giving damage, personally, I favor the Werewolf with A-rated health. All characters share the same weapons, so the only real difference is the starting weapon, which you don’t use much because you’re constantly picking up new ones. The map is well designed with a rich variety of environments. There are distinct themes like the running train, circus, forest, water world, and Dracula's mansion, all are a lot of fun to explore. Each level is made into 3-4 smaller levels and the game autosaves after each one. You get 3x3=9 lives in a single run. This game doesn’t have difficulty settings, but I found it manageable to finish an entire level using 9 lives, you just need a bit of patience to learn the enemy’s movement and attack patterns, avoid traps, and attack from a safe distance. I was able to encounter and defeat most of the bosses on my first try, thanks to plenty of health and ammo pickups. That said, some of the later levels can be tricky, with hazards like spikes placed right where you land. It’s not necessarily a bad design, but I do think it would be more player-friendly if they were spaced out a bit more. In addition to the regular platforming action, there are some special levels that add variety to the gameplay. One memorable level involves racing against a burning fuse to reach and disarm a TNT at the bottom floor. If the fuse reaches the TNT before you, it blows up and you have to restart. After a few attempts, I found the best route was to drop from the right side then the left, and eventually I finished with about 10 seconds to spare - it felt satisfying. The funniest moment was facing the final boss, Dracula. I wasn’t confident about taking him down with only two lives left, but when the battle began, Dracula just stood there doing nothing, so I ended up spamming double jumps and easily defeated him. I wasn’t sure how I triggered the glitch but I didn’t want to post it in the Community Hub for devs to fix it LOL. All in all, this is a fantastic game. Well balanced difficulty, the map and level designs are creative, the enemies are well thought out. I recommend this game. [u] [url=https://store.steampowered.com/curator/43342176-Why-Not-Games/#browse] My curator page[/url][/u]
As someone who rarely plays 2D/platformer games, i highly recomend the game. It was fun and relaxing and it did'nt take long to see the bosses attack pattern. This game really opened my eyes for the platform genre.
Entertaining retro platformer with challenging achievements and high replayabilty!
A run 'n' gun with tight controls to help get you in the Halloween mood. After nearly [i]forty[/i] horror flicks, I was already there, so this just poked a little more candy corn in my orifices (the good stuff, not that dollar store crap). With shmup segments and fast-paced penguin rides, there's a wide variety to spice up the jumpy shooty, even if the absurd length some of the segments -- the underwater swimming sequence in the jungle level, the endless tree climb of the werewolf forest -- will have your eyebrows levitating like a [i]spooky ghost[/i] in disbelief. But whenever you've just about had enough, the game always lightens up as if to say, "Trick or treat, mofo! Now here's a fun and funny boss fight to gnash on!" Cheap, colorful, satisfying, and maybe just short of cloying, the way I remember Halloween candy as a kid.
¡Perfecto para jugarlo en estas épocas!
Savage Halloween é um jogo nacional de plataforma 2D estilo 8 Bits, bem na vibe dos jogos de Nintendinho. No game, podemos controlar James, que é uma espécie de Jack-o'-lantern, com cabeça de abóbora, o Lulu, um cãozinho que vira lobisomem, e a Dominika, que é uma vampira, filha do também vampiro, vilão da história. Esta, se passa em uma noite de Halloween, onde se está rolando uma grande festa de celebração para o dia. O que acontece, é que o vampiro Lorde das Trevas decide por conta própria que a festança dessa vez não irá acabar. Com isso, todas as criaturas malignas decidem ficar para sempre na Terra. Diante disso, escolhemos um dos três protagonistas para acabar com a farra do morcegão. A jogabilidade é muito responsiva, sendo necessário somente o uso do pulo, pulo duplo, o atirar, e o especial. Temos diferentes tipos de armas, que podem te ajudar em diversas situações diferentes. O título conta com várias referências a jogos clássicos, como a Castlevania e Battletoads. A dificuldade é na medida certa. Não é tão difícil, mas também não é nenhuma moleza. Por se tratar de um jogo brasileiro, esta devidamente traduzido para o nosso idioma. Possui um bom número de conquistas, modo cooperativo, e um bom fator replay. Adoraria ver uma sequência estilo 16 Bits. Joguei o Pumpkin Jack, que é um platformer 3D de Halloween, com o cabeça de abóbora como protagonista também, e curti muito mais esse aqui. Os desenvolvedores nacionais tem feito ótimos jogos, e este é mais um grande exemplo. Recomendo !!!!!
Better than biolab wars for sure but the creator still doesn't know proper level design. Levels are way too long and yet again enemies are just scattered around without thinking. About %70 of the enemies are at a place that they can't hit you while you can. Like throwing enemies. They don't even throw their projectile to you,always throw at the same angle and yet creator doesn't mind placing them in front of you and make you just stand still and shoot them because they can't do anything to you. Not to mention the ones projectile get destroyed by hitting ceiling which make it even more clear that creator just put them randomly. I lost counting how many vertical going down sections there are while you shoot stationary bats that can't hurt you. They just exist to waste your time. Just like the moving platforms. All you do is wait for them to come,land on them then wait for them to reach their destination. I especially hate that one platform you put at a place that you are supposed to go down instead of a ladder and that just waste player's time. The auto-scroll sections are too long and bland. You keep waiting until an enemy to spawn which you can kill immediately and then you go back to waiting again. What even is the point of giving ammo to weapons here when you give the player tons of ammo? I didn't run out of ammo at all. Also weapons are not great either. Your main weapon is the strongest weapon ironically. The spread bat shot is useful at close range but the cooldown make it less fun to use. Ghost weapon can go through tiles. But the frog weapon has a big cooldown that make it painful to use. I used it against some enemies that dies to it in one shot. Chicken is the worst weapon. It takes ages for it to explode and the damage it causes isnt that great for that cooldown time. Boss fights are in similiar situation with biolab wars. Still better than biolab wars because they are slightly more interesting. They just repeat exact same pattern. Stage 7 boss for example it dashes you,throws two bags then falls into the very edge of the screen and repeat. Nothing exciting or interesting,do the exact same thing over and over again and boom boss is done. The game has a "hardcore" mode,at least that's what it claims. So what is the difference in hardcore mode? You die in 1 hit. That's it. Everything else is exactly same. Just make the player die in 1 hit because that will kill player more therefore it is hard right? No. A proper hard mode changes level design or enemy-boss patterns. Like what megaman 10 does. This is just lazy design. You don't give players harder challenge by just making it a 1hp game. Levels are the things that give the challenge and that should be made harder(without making them unfair of course). Also since you always die in one hit there is literally no point of not picking dominika for this mode since she has speed advantage and all other characters lose their hp advantage. I see lots of games that claim to be inspired from retro games like contra,megaman,battletoads etc. But games like this one just think that having 8-bit style graphics are enough. People don't play retro games just because their artistic style, they play them because of the fun challenges they provide. Not all of them great of course but those games created with thoughtful design which this creator doesn't understand for sure. Try games like: -Tanuki Justice -Cursed Castilla -Volgar The Viking Those games provide well thought challenges like the retro games we all like,maybe even better not gonna lie. So if you are tired of modern games that just make games long for the sake of making them long with unthoughtful repetetive level design those games are the way to go.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Momentum
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.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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