
SKIPCHASER is a story-driven sci-fi fantasy shooter with procedural missions, deep weapon customization and action/adventure elements.
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Stats
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 45 reviews with recorded playtime.
Reviews
Themes across 45 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
The gunplay, soundtrack and art style are nice however there is so little of the game that it isn't worth checking out at the moment. I found no bugs or weird issues. No audio sliders.
добротный рогалик [крайне не справедливо обделённый вниманием публики] от порядочных деятелей [Ponywolf] крепко выглядит [особенно стильные заставки] требует внимания [URL=https://store.steampowered.com/curator/34966048/]куратор[/URL]
Not sure if it's worth writing a review at the moment, but it's obvious that SKIPCHASER requires a lot of polish and adjustment. I definitely liked the game's graphics style and sound. Shooting system feels satisfying, yet I didn't find grenades useful and unpurposedly threw them all around me, because RMB. Controls feel weird, the only place where my gamepad was responsive is title screen. It took me about 40 minutes to realise I could actually jump. Yet I don't know if I could switch my weapon to that one I was constructing all along. A simple tutorial would be great. I also have no idea what's happening around me storywise. I mean, yeah, it's cool to run through the generated dungeons again and again, but what's my purpose? Who am I? Why am I here? Why do they all hate me? etc. The only enemy I found nice and tricky is rocket turret. You have to either play around it or take damage trying to face it. I feel like playing pre-generated level full of rocket turrets. Also, once I got generated into the room separated from the rest of level. So overall the game feels incomplete, no wonder it's an early access title. Nonetheless, I feel like recommending it since the game has its potential and may be feeling completely different in future.
Somehow interesting with a lot to polish, it is in Early Access so i wouldn't complaint but at the moment it is not worth the cash i spent, however graphically even if uncomplete it is catchy, especially for the colors, i'd recommend to fix a bit combat dynamics, (movement of the mobs), grenades (for example by showing the projectile line) and polish a bit the graphic, but overall the gameplay seems stable. I recommend this just because in E.A but i'm looking forward for updates. Stylish
This game has great potential. But unfortunately I can't bypass the issues. First of all, I learned more about the story by reading the description of the game on Steam in 5 minutes than by playing the game for 2 hours. Things just sort of happen in the game, which is really sad because the actual story seems like it has some thoguht in it. The weapon upgrade system didn't amuse me for more than 5 minutes. I unlocked 90% of the upgrades by playing before the game even teached me how to use them. When it did teach me, as I said I got excited, but since I had unlocked almost everything I just made my builds and left, never having to open it ever again. At last, I didn't really feel progress throughout the game. In the description the game says it has thousands of enemies, but the differences cannot be seen. I think they are mostly reskins which makes it even more difficult to understand the abilities of a specific enemy. I really believe that I fought the same enemies over and over again throughout the whole game. How this game could be improved - Put the story inside the game, and not only in the description. I really laughed when a boss said "why aren't you dying" because I literally have never heard about him in the game since that moment :D - Don't give away every weapon upgrade at the first 2 dungeons, lower the probabilities. Also maybe add a shop, since the money we collect as players seems pretty useless (only for respawns???) - Zoom out on bosses. Bosses should scare us, so they should be seen. With how the zooming works now, I never saw how the spider boss looks like because it wouldn't let me get near it so I just aimed from afar, watching where its feet were. I know that you probably don't work on this game now, but keep those tips for the future.
Nobody will read my review so I Will FInd 1 Friend For Every Like this gets.
Skipchaser is a stylish game, which graphic design looks just astonishing. [b]But[/b] I have no idea if there is any chance for this game to be playable. [h1]Cons[/h1] ● Before starting a new game, to most convenient control mode is to be chosen. And there is no possibility that one would ever prefer the controller mode. Even though I liked the way the character holds a gun with the controller mode, [b]it's impossible to play with the controller[/b] altogether. The controls are insane, especially when it comes to aiming and shooting, and this is a shooter so consider it as the main and the most important component of the game. ● [b]There is no opportunity to switch the control mode during the game[/b]. The only one option is to quit back to the main menu, and then start the game again. ● Still, after choosing keyboard mode, [b]there will be some hints for the controller mode visible in the display[/b]. Obviously, they are useless if you play with the keyboard. ● [b]The dialogue system works poorly[/b]. There is no way to skip dialogue lines on your own. Besides, there is also [b]no pause while dialogues[/b]. Considering the fact that NPCs can start talking while you're in fight, and you have pretty low health in comparison to high damage of the enemies, it's a quite uneasy task to read anything. ● Sometimes, [b]NPCs disturb each other while talking[/b], so one is to read all the lines together. As a result, it becomes a total mess from two or even three dialogues with different characters at the same time. ● [b]The character under control is too slow[/b] in comparison to the enemies. Well, actually, it's not that bad since [b]the Artificial Intelligence of the enemies is very questionable[/b]. Once an enemy sees a player, it obviously starts chasing him. But in the very next second it can easily forget about him, while the player is even not too far from it. [h1]Pros[/h1] ● Um... Visual style and sound design? [h1]Conclusion[/h1] I've finished several quests before [b]I finally gave up[/b]. It's not even in Early Access as it was before, but this is still [b]impossible to play[/b[ if you care about your nervous system. It's a pity though, because [b]I really liked the style and sound design of the game[/b]. It was really promising when I just started it, but [b]it turned out to be unplayable[/b].
There is so little content in this game, bought it during EA and now more than a year later, there are nothing new to the gameplay loop that i can see. Play the game for about 30-60 min and you have experienced all the weapon crafting system have to offer, and i did not find the combat engaging.
Although heart may have gone into it, I'm left with just... wow levels of disappointment. Did they upload the right version of the game..? Am I missing something?? I think I had the same theme playing the whole time, which may have started pretty decent but got old quick. Combined with a small miriad of other bugs, samey enemies (although apperently they're all different), shallow combat, story, dungeons, and basically no loot or use for in-game currency, the game reeeally didn't meet my expectations. :( Also, apperently there was elemental stuff? The game had no tutorial and no graphics to clearly discern weapon effectiveness. Apperently I played the whole 4 hours of the game and just spent the whole time wondering what was so special about the samey weapon mods... ): [spoiler]Oh, by scrolling between my weapons I found their >shared< heat bar could be instantly reduced to zero.[/spoiler]
Not Recommended
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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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