
■Bullet Hell Shmup with a Huge Sword This game is a bullet hell shmup to have you satisfy with a beginner and the arcade senior player! Swing a huge sword around if you become dangerous!
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Languages: English, Japanese
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SocerialBladeCannon is a vertical shoot em up where you fling around a sword. The gameplay has you choose between 3 different shot types. You have your traditional forward shooter, wide shot and laser. The game focuses on switching between your first and secondary shot to be able to break certain parts of an enemy. These parts will give you sword badges to build your sword meter. Depending on how long you want the sword to be out you can hold the sword button to charge it. It’s really good in tight situations but make sure not to get hit or else it will use your sword automatically and waste all of your meter instead. The game has two difficulties AC-MODE and EX -MODE which are essentially normal and hard. I did a clear on the normal mode this time around and did a couple runs in the hard mode. The game also offers practice mode which is always nice in a shmup. The artstyle is nice and the music is quite fitting. By the way, when you throw around your sword in this shmup prepare for some crunchy ass noises when destroying ships.. It's hilarious. It reminds me of every doujin shmup that just blasts their sound effects over the music. My main issues with this game is just personal preference but I feel like in EX-MODE (hard mode) the shot types are all a bit too slow for my taste, it’s probably cause I'm so used to shmups having a focused and normal speed in one shot type but all of these characters have one fixed speed. Not only that but it feels like you can barely do any damage if you don’t play NELPHA. Again, probably just a skill issue from me lol. I am definitely not a fan of shmups that display as vertical but when you move far left or far right it displays more of the playfield. This causes for turrets or grounded enemies to be able to shoot you slightly off screen. I’m also probably just getting old and blind but I wish there was more of an hue or indicator about your hitbox. The developer probably wanted to stay true to how the hitbox actually looks in game but i don't mind having a hitbox look bigger than it actually is. Overall, I’d give this one a thumbs up despite feeling a bit indifferent about it. Why? Personally I enjoyed playing this game and getting the clear but beyond that I’m not much of a score guy so there could be something there. I’ve seen others enjoy it and therefore I can tell it can be something for both beginners and veterans to partake in. Check it out if you like.
I have some more time offline. Currently it feels very hard to follow. The main gimmick of the game is two things; a "spirit" form that changes your shots to break armor that is invincible to your average shot, and a powerful Blade that acts like an Espgaluda charge bomb, releasing it has a sword follow your ship that cancels bullets and does most of your damage. This game feels laughably cheap production wise though. Stock sounds galore, music tracks that are shorter than the stages so halfway through you get dead silence, shots have barely any impact and have zero sound effects, character ship is barely animated and doesnt show off your hitbox very well, menu feels slapped together, enemy bullets go transparent in spirit mode which is a huge problem, enemy spirit mode armored parts dont have a consistent indicator so you have to trial and error when to spirit shot them. It feels like a beta test and I cant really recommend it for this price. Get StellaVanity for free which does literally everything this game wants to do, but better. I would be much less harsh if this was below $10.
The scoring system basically comes done to how densely you can have the game play explosion.wav. Nothing compares.
Je joue à beaucoup de shmups, de gros studios ou d'indépendants. Ici, je ne peux pas recommander. Les graphismes sont sympathiques, le gameplay utilise 2 armes qui ne peuvent chacune taper qu'un type d'ennemi. Jusque là, très bien. Sauf que... Impossible de les différencier. Loin d'un Ikaruga, ici on doit constamment regarder les ennemis pour voir s'il prennent des dommages ou pas. Et dans un bullet hell, on a souvent autre chose à regarder que les dommages sur l'ennemi. Un simple bruit différent en touchant l'ennemi, un bruit quand ça marche, un quand ça marche pas, pourrait résoudre le problème. Mais dans l'état, le coté sonore du jeu est le pire que j'ai pu voir depuis longtemps. Les sons d'explosion sont moches, les points font le son d'une pièce dans Mario... en boucle... et beaucoup trop fort, le canon du joueur fait trop de bruit quand il tire, et il n'y a pas de bruit d'impact justement. Du coup le jeu est compliqué non pas parce que les bullets pattern sont particulièrement durs, mais parce que le jeu n'a pas été béta testé par des joueurs de shmups. Et c'est bien dommage, parce qu'il y a des patterns intéressant, une bonne dose d'action, et le mode dur à l'air sympa. Mais dans l'état actuel, ça ne donne pas envie d'aller au bout, et encore moins de tenter le 1CC. Dommage. Mais si des mises à jour sont publiées, je suis totalement prêt à lui redonner une chance et modifier ma note. Mais pour l'instant, c'est un non.
剣出して振り回すボムがとても楽しい
アーケードスタイルの弾幕シューティングです。 ショットと必殺技の巨大剣で敵をなぎ倒していくゲームです。 仕組みが分かってくると剣を発動するためのゲージの管理も理解できてバンバン剣を振り回していけます。 ただ注意点として、剣のゲージを回復するためには基本的に赤いパーツを破壊する必要があるのですが、これは通常ショットでは破壊できず、モードチェンジで使える特殊ショットで破壊しなければならず、逆にモードチェンジ中のショットでは敵を破壊できない仕様のため、最初は赤パーツ破壊しようとして体当たりを食らったりして戸惑うかもしれません。チュートリアルは必見。
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