
A survivors-like about a time-travelling company where you recruit your employees against endless hordes of enemies.
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I wanted to refund [i]Solace Inc.[/i], but then I decided to give it a chance, because [i]"it gets better later"[/i]. I should've gone with the refund. [h1]A castle built on quicksand[/h1] The reason I stayed with [i]SI[/i] for so long is that I knew it contained a grabbag of fun-sounding, crazy gimmicks. It's a bullet heaven game that turns into a platformer, a racer, or a [i]Clash of Clans[/i] parody! And, well, an early gimmick - [spoiler]going shopping in a mall[/spoiler] - was genuinely funny. (Also: [b]the breakroom cutscenes[/b] won me over. They are on the weirdly intriguing border between funny and heartwarming, and moderately embarassing wish-fullfilment. Predictably, there are too few of them to be worth it, even [url=https://steamcommunity.com/id/dragomok/recommended/2811160/]with the free DLC, which is horrible "adult entertainment" but good addition to the game[/url].) I played 24 out of 30 missions, and have grown to [b]HATE[/b] the game. To understand why, we can break [i]SI[/i] down into the base game and the gimmicks. [h2]The base game[/h2] [h3]A bullet heaven by someone who doesn't get bullet heavens?[/h3] Critics of [i]Vampire Survivors[/i] often called it a shallow and mindless game. This was not true - there was strategic tension between balancing several categories of weapons ("ice-trawlers", "point defense", "big awkward moneymakers"), maximising evolutions and picking passives that work well with your "main" weapons, and factoring in items already on the map; the tactics of movement, or the pushing-your-luck rationing of the chests, having to choose between the safe choice of extra levels now and the risky choice of falling behind the curve but getting an evolution; and the meta level of scavenger hunt. [i]Deep Rock Galacting: Survivor[/i] pushed some of that even further, and added the whole dimension of juking the horde. I'm bringing this up because [b][i]SI[/i] feels like that shallow game the critics saw[/b]. Firstly, it [b]does away with the staples[/b] of the genre. The enemy count is extremely low, they come in 1-3 types per map with no variation in spawn pattern, and those types are extremely basic (think "melee vs. ranged"). The "regular" maps are flat empty planes - no obstacles, no items, no cul-de-sacs, no secrets, no changes in scenery, [i]no nothing[/i]. Weapon categories, evolutions, chest? Not applicable, gone, just gives 3 levels. And the gems... well, the gems stayed, but you get XP over time anyway. Secondly, [i]SI[/i]... doesn't really replace the staples with [b]anything good[/b]? Instead of separate weapons or passives, you get to pick up to seven "employees" (your player character and the "interns"), who are a two-in-one weapon-and-passive package deal. You'd think this would lead to some interesting choices, but no, it doesn't really matter who you pick. 99% of the passives are just mundane stat boosts. A notable exception is the developer's self-insert avatar who gives a mundane [i]level[/i] boost to enemies [i]and[/i] spawns a miniboss, so you'll pick him out of sheer boredom. If you're very lucky and pick two or three specific characters that fit a theme - a mechanic that has no UI reminders on the level-up or the pause screens - you get... a [i]conditional[/i] stat boost. Interns have many varied patterns of attack: melee, ranged, circular shooting, giant slashes, ground hazards, legally distinct sticky jumping, chainsaw and machine gun combo... ...but all of this is [b]a distinction without a difference[/b]. In practice, all of them walk off screen, kill enemies on their own, and possibly soak up an odd projectile. You've got a jump - but nothing to jump over. You've got a parry - it requires a very fast reflex and you should do it all the time. You can call your interns back into formation, so you can briefly get them back onto a single screen. There's an alternate mode where you play the resident Evil Army of Faceless Mooks, but all it does is replace your six generic-feeling interns with an uncapped horde of [i]actually generic[/i] minions. A direct downgrade to an already downgraded game. Last but not least, [i]SI's[/i] [b]difficulty feels out of whack[/b]. For me, it was one of those horrible games where you experience utter boredom when fighting mooks, and then experience sudden death when the (mini)boss shows up. ...except worse, since about four times the experience of utter boredom was interrupted by me dying to a stray projectile that was too fast for me to dodge or parry. [h2]The gimmick levels[/h2] [h3]Derivative and innovative boredom[/h3] The gimmick levels form two groups that fail in different ways. In the first group are gimmicks that don't change nearly enough, so they [b]fail on account of being attached to the base game that's horribly unfun[/b]. It doesn't help the goal in these is [i]"kill X enemies"[/i] (directly or [i]"get me Y bear asses"[/i]), where X is a number that's dang too high considering the anorexically thin enemy density. Assault on the HQ of the grand storywise antagonists? Just a regular map. Candy harvest, horror, liberation of slaves, [i]Clash of Clans[/i]? Regular map where some enemies are stationary and/or there's a central point where you need to drop the bear asses. Defending a train from heist? Regular map shaped as a thin strip. Platformers? Regular map reduced to basically a line, where platforming is unnecessary and everyone's targetting is worse. Boss fight? Mercifully shorter if you don't count restarts, but it's still a worse take on a regular bullet heaven gameplay. In the second group are gimmicks that change quite a lot, and... [b]fail on their own[/b]. While racing is lackluster, mansion exploration distills the worst parts of the base game, and even the funny [spoiler]shopping mall[/spoiler] level is two cutscenes and several easter eggs packed into tedious [i]"grab X MacGuffins"[/i]... ...among them there's the golf level that [b][i]BROKE ME[/i][/b]. [h3]The golf level that BROKE ME[/h3] ApLove took the world's most boring pastime, [b]and made it [i]even worse[/i][/b]. The golf level is, of course, an infinitely empty flat plane. No sand, no ponds, no walls. (Which, I suppose, is a blessing in disguise; but still: boring from the get-go.) You win the level, of course, by getting points. The standard golf scoring applies, where the fewer strokes it takes to put the ball in the hole, the better. The goal, of course, is to get too many dang points. You can, [i]OF COURSE[/i], only aim in the 8 cardinal+diagonal directions. (Maybe there's a super tight reaction window where you can hit the ball at an intermediate angle? I haven't managed to hit it once.) And a hole can, [i]OF-♥♥♥♥♥♥♥-COURSE[/i], give you net negative points, with no way out except putting the ball in the hole. ... So it's a boring idea realised in the most basic way, where 100% of the difficulty is dealing with controls unsuited to the gameplay, and every stroke of luck is utterly smothered by the long march of tedious repetition. ... I spent way too long on this goshdarn level. It didn't make me quit the game. But it did make me feel dead inside, and the very next time I experienced a difficulty (another case of regular level's utter boredom getting interrupted by sudden miniboss-delivered death), I quit. [h2]Other issues[/h2] [i]SI[/i] has the telltale mark of a passion project - the UI is rudimentary, bordering on bad. Especially the mission list: it resets to top every time you open it, so playing missions one-by-one involves loads of scrolling. Plus, one time I encountered a bizzare bug where alt-tabbing broke the game's display: it went from fullscreen to window, and mouse pointer could't reach the options button in the pause menu. [hr][/hr] [h3]In conclusion,[/h3] if ApLove loves this game, then I must be CarambLoathing.
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Languages: English
Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Its a solid vampire survivors-like. The sprite work is charming, though the colors are kind of opaque in my opinion. The dialog... is bad, like some the main characters are very marvel movie/redditor kind of cringe, you end up find yourself cheering for the the bad guys, but you can skip it so whatever I guess. speaking of bad guys, you can play as them! you can play with a lot of characters actually! 300+ with character creator, very impressive! The progression fells smooth, though I did found some broken builds. If you're a fan of the genre and can overlook the annoying dialog I recommend playing it.
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[b]Downloaded it for Roguelike, saw alien Pen*s :0[/b] Boring. No, don't get me wrong, the game isn't bad. We assemble a squad and take down 500 monsters. But on the whole level there will be like 5 upgrades... which will not give much. After the mission, we talk to the characters in the room and upgrade them. Overall the game is good, but compared to its analogues it lacks hardcore and dynamics. For its price + cards cashback it's fine. [code]If you read the review and liked it, don't forget to give it a thumbsup;)[h3][i]The further - The better♥️[/i][/h3][/code]
What a fantastic title! It's got accessibility up the ass, in that in-game currency can be used to skip missions, and there are unlockable modifiers for missions. Beware, however, it is a bit of a ♥♥♥♥♥ to earn all the achievements. Story is decent, even entertaining at times. The best part of this game is the art. Absolutely pixel-♥♥♥♥♥♥♥-perfect, scrumptious, hot, delicious - the characters are amazing, and delightfully diverse, and I formed that opinion before noticing there is a free patch. The museum level with it on was certainly something. The gameplay is great as well! Lovely takes on various genres, aping the present crossovers and offering a lot of variety to the levels, all of it aided by unlockable permanent upgrades. Top-tier. All in all, seek employment at Solace Inc, place is funny, if a little disaster-prone, and they offer an Intern Customization program!
+ Gameplay is decent for a couple evenings - Cringe leftist ideologically-charged dialogue with tumblr-esque writing sprinkled in. 15 minutes into the game you are lectured and namedropped "xwitter", "Q", "Yilon Mask", "Dead naming", etc. etc. - Horrendous UI. Example: Your options menu is only accessible from one of the "rooms" in the hq. Inside it, you can enable 18+ content. If and when you do, you lose the option to buy crates from the shop menu because they get overwritten with questionable 18+ lowres pixel scenes. - Bad customization options. How would you like 40+ hair options? Sounds good? Except it's one of those games where 90% of your hair options are wack. 40+ and not a single one of them is "Straight long" or even remotely close. How about clothes? 2-3 options, sorry. You know what's even funnier? For a game from obviously leftist devs with futas, mo's, Bodytype As and Bs, etc, you don't have an option to put a skirt on a male "bodytype". Apparently law forbids one to wear a skirt unless your rack is showing, but a dwarf railing an elven twink is perfectly within reason.
Unplayable, had typos in the achievements list. (as if I wouldn't do the same thing myself, this is a joke) Jokes aside this overall is a Vampire Survivor like game that instead of equipment upgrades, you recruit different people/creatures that help out with whatever task you are doing, from simplistic extermination to pushing a payload cart to, golf? The gameplay is broken up at times with other unique different minigames for mission instead of the normal quotas. Overall the game is wacky and has not only Aplovestudio original characters but also crossover characters from other's OCs (don't spam the guy to ask, he ain't adding the whole city), to characters from other games which gives the game it's own little charm. Is this game perfect, no, hell if you find a game with zero problems please buy me a lottery ticket- actually don't cause you already wasted the luck. This game has bugs, mainly with hitboxes with certain interactions however for a good chunk of them either are smaller problems or rare. This type of game (no less everything in it and not just the gameplay) won't be for everyone, just how it is, try it, if you don't like it, you can always refund it so long as you played under 2 hours. As a bonus you can always tell Aplove what you like / didn't like and why, BUT BE NICE ABOUT IT) Final personal rating (as of writing this): 9/10 + 1 grilled cheese.
This game is awesome, from playing through the game like normal, making custom little characters, to unlocking characters with the character crates, its pretty easy to be immersed into. What makes it fun is that the levels are simple and fun to play, and it NEVER gets boring. If you are looking for a story driven roguelike with some gacha elements like recruit crates, which are paid via in game currency, then this game is for you! In other words, Lil Dude is eternal and gutted me like a fish
Pretty decent for a survivor-like game. Liked the art a lot and the whole recruiting people instead of the usual getting items was a cool changeup to the otherwise overdone concept. No idea why this game had 18+ content as it adds very little but hey it's fine for what it is i suppose.
The review's negative [b] not [/b] because of the game's quality; it's a servisable enough survivor-like, and the idea of having your items be characters with separately upgradable weapons and passive skills is actually kinda neat, could be a cool Holocure mode, at least. I just had a big gripe with it I needed to vent, and I felt comfortable doing so under a negative review as it wouldn't undeservably tank the game's review ranking. [h3] [url=https://aplove.neocities.org/] Should've guessed [/url] a woman wouldn't bring herself to write the words "Bimbo Inc." into the [i] second [/i] breakroom dialogue scene. [/h3]
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