
Super Alloy Ranger is a 2D side-scrolling action game. Play as Marksman Kelly or Combat Robot No.2 to challenge different levels within the dangerous Machine Empire and unlock new weapons. Use Kelly’s shooting and No.2’s deathblows to defeat abnormal Machine Bosses!
Modeled estimate, not a reported figure. How we estimate →
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Every price cut of more than 20% we have observed, in each market that quoted one, with this game's chart position on either side of it. These are episodes, not a model: a sale is one event, and one event cannot tell you what the next one will do.
Reviews, worldwide (the counter carries no country): 0.43/day in the week to Sep 4 → 0.43/day in the week after.
About







Sums Steam only; Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
Engagement
Reviews
Themes across 56 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Eğlenceli.Oyun tanıtım videosundaki müzik çok iyi sanki dünyanın en iyi animelerinden birinin müziğiymiş gibimsi ama tabikide sadece bu oyunun müziği.Hikaye dandik basit,oynanış sarıyor.Alınır mı? eee en fazla 8 saat oynarsınız alırsanız,hissediyorum.
很普通的一款游戏,属于是玩了之后不会产生过多记忆点的类型。游戏内提供近战和远程两种角色,因为有接触伤害的设定,近战角色要坐牢的多,但是同一存档内无法更换角色,只能重新来过。在飞船上设计了很多可进入的房间,但这些区域的互动也就只有一段对话,其他的功能通通没有,制作组不妨把这些精力放在关卡的打磨上。在关卡设计方面,BOSS战要比之前的关卡容易的多,几乎初见一遍过,而之前的流程里因为手感较为僵硬,陷阱过多,怪物有时还零帧数起手,普通难度才勉强过关
Fun game. Theres a little bit of jank and the english translation is kinda nonsensical lol but the gameplay is good.
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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Reviews, worldwide (the counter carries no country): 0.14/day in the week to Jul 20 → 0.5/day in the week after.
For scale, across Steam · Top Sellers · Brazil over the last 30 days: the 26 chart moves that followed a price cut of more than 20% went a median of 7 places towards #1, and the 2,400 moves with no price cut behind them went 2 away. One store, one chart, one country — it is the only place we have enough observations to say even that.
Prices outside the United States have been collected since 6 August 2026 and chart positions since 19 July 2026, so a cut older than that has no market to compare and a market that joined later has no history yet. Nothing here is converted between currencies.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Simplified Chinese, English, Japanese
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Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 56 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
[h3]1. Graphics (Technical Execution)[/h3] - [ ] Polished: Clean, sharp, and high quality for its style. - [ ] Appropriate: Fits the game’s needs perfectly. [b]- [✅] Functional: Gets the job done but looks a bit basic.[/b] - [ ] Muddled: Blurry, low-resolution, or visually messy. - [ ] Distracting: Technical visual issues actively hurt the experience. - Notes: The graphics are fine despite simplicity for the most part but some effects look out of place. Health picks up are tiny and can be hard to see which can influence gameplay. [h3]2. Art Style (Creative Vision)[/h3] - [ ] Breathtaking: A unique and unforgettable visual identity. [b]- [✅] Interesting: Has a clear, appealing personality.[/b] - [ ] Standard: Looks like many other games in the genre. - [ ] Uninspired: Feels generic or "stock." - [ ] Clashing: Colors or designs feel like they don't belong together. - Notes: Despite the enemies often being rather small sprites they still have interesting and easily identifiable features that leads the player to "guess right" what they might do the first time they see them. Levels however can get very "samey" on the second part of the game. [h3]3. Soundtrack (Music)[/h3] - [ ] Memorable: Standout tracks you'll listen to later. - [ ] Atmospheric: Sets the mood perfectly in the background. [b]- [✅] Serviceable: Fits the game but is forgettable.[/b] - [ ] Repetitive: Loops become tiresome quickly. - [ ] Intrusive: Music is annoying or out of place. - Notes: Nothing wrong but nothing outstanding, the music in the first part of the game felt more interesting, the second part felt messy. [h3]4. Sound Effects (SFX)[/h3] - [ ] Punchy: Actions feel impactful and satisfying. - [ ] Crisp: High-quality sounds that help with immersion. [b]- [✅] Standard: Decent sounds that fulfill their purpose.[/b] - [ ] Tinny: Low-quality or "thin" audio. - [ ] Grating: Harsh or repetitive sounds that irritate. - Notes: Nothing bad, nothing great, just fine. [h3]5. Gameplay Feel (Controls)[/h3] - [ ] Tight: Responsive, precise, and immediate. [b]- [✅] Fluid: Movement feels natural and effortless.[/b] - [ ] Weighty: Slow/heavy in a way that feels intentional. - [ ] Floaty: Lacks "grip" or feels imprecise. - [ ] Clunky: Awkward, delayed, or frustrating to control. Notes: The movement itself is very snappy and feels good, the controller layout isn't as great due to the dash button being in a key that isn't that great to use particularly when jumping before the air dash. [h3]6. Story & Writing[/h3] - [ ] Captivating: Deeply emotional or fascinating. - [ ] Engaging: Interesting and keeps the momentum going. [b]- [✅] Background: Minimal plot; focused on the action.[/b] - [ ] Forgettable: Generic tropes; dialogue is a chore. - [ ] Confusing: Plot holes or messy storytelling. - Notes: Seems to me it had translation issues which led to the interesting parts feeling harder to understand. It mostly happened in very specific points in the game in long sections but lacked story between missions (to perhaps explain who are the random people showing up on your spaceship) or about the missions on the second part. [h3]7. Ease to Learn (The Start)[/h3] [b]- [✅] Simple: Pick up and play instantly.[/b] - [ ] Guided: Well-paced tutorials and introductions. - [ ] Complex: High learning curve; many systems. - [ ] Cryptic: Offers no help; requires external research. - Notes: Very easy to learn without a tutorial, but also has one for those that want it. [h3]8. Overall Difficulty (The Challenge)[/h3] [b]- [✅] Relaxed: Stress-free with very little failure.[/b] - [ ] Balanced: Offers a fair challenge that rewards skill. - [ ] Brutal: Highly demanding; requires mastery. - [ ] Unfair: Frustrating design that feels like "cheating." - Notes: I only played the normal mode, it was very forgiving when dying if you even died. Most Health upgrades don't seem to even have a challenge attached to them and kind of just appear with some hidden on levels. Again, this is just about the normal mode. Overall and extra notes: I felt surprised about how much fun I had despite the second part not feeling as interesting, it is an indie game which can go for very cheap and it shows but still a fun one regardless. It has 2 different characters (think of Megaman X, ranged and melee) which adds to the replayability besides difficulty.
I enjoyed every second I played of this game! I just beat No.2's campaign last night, immediately started Kelley's right after, and I cannot WAIT to play more! I feel like classic Mega Man-likes have become quite common, but it is so refreshing to play an X-like! I beat it on the "normal" difficulty and it was very easy compared to it's inspirations, but I don't even knock it for that. It was honestly nice to scratch that gameplay itch without an insane difficulty. Highly recommend this game to anyone who want's a quick Mega Man X-like romp.
A charming game. It's kinda short and the bosses are easy, but I did enjoy it.
This is just a bad choppy carbon copy of Mega Man, not even worth downloading for free. Just play real Mega Man ffs.
很好玩的国产横版act,各方面做得都挺好的,美术很好,角色很可爱,难度设定合理,成就要求也很宽松,不过让我觉得有点美中不足的就是敌兵AI有时候会零帧起手,刚出现在版内就开始放弹幕,比较容易反应不过来,还有一些不影响游戏体验的小bug之类,除此以外都很不错,等发工资了再尝尝续作
画风不错,画面也很精致,流程不算很短,价格也还算合适,可以说是个值得一玩的好游戏。 但是既然你在介绍里明着写了参考融合学习了《合金弹头》,那就是另一回事了,这个不推荐给所有想把这游戏当一部分《合金弹头》代餐的朋友。 1.最明显的问题,是这个游戏的敌人攻击太快了,《合金弹头》作为一个街机游戏出身,以坑玩家手里游戏币为目的的游戏,其中绝大部分敌人也都会有明显的攻击前摇,为数不多没有攻击前摇的敌人基本都是出现在离玩家很远的位置,而且子弹弹道基本也都很慢,给了玩家反应时间,但是这个游戏里绝大多数敌人要么没有攻击前摇,要么前摇短到反应不过来,比如飞天圆球可以在我跳进它视野的第一时间就开枪,比如绿色机械兵的射击和手雷前摇很短而且没有征兆,在他攻击之前你无法判断他要使用哪种攻击而攻击出来之后你也反应不过来。敌人的弹道也非常快,不管是子弹还是手雷都像被加速了一样,除非你记得敌人的攻击模式,不然看到子弹再躲在很多时候是行不通的,反而Boss的子弹不如小兵的快的还多一些,但是Boss也依然有很多招式的起手太快了,玩家很容易在意识到的时候就已经中弹了,虽然这游戏确实有血量设置,但是只有一条命,死了就只能从存档点重打,而且被打不管怎么说都是会让人不爽的。另外,这个游戏的加载是进入房间加载,在五六关能明显看到一些能量点和敌人是在进入房间之后才凭空刷出来的,而有些出手极快的敌人可以在刷出来的一瞬间就开火,玩家仅仅是因为没有提前预判并躲开就要受伤,我不认为这是合理的设计。哦,顺便一提这游戏的怪只要刷出来了是可以从屏幕外开火的,加上极快的子弹速度,应该没有人没吃过亏吧。 2.部分敌人性能太高,这一点是上一点的延伸,敌方绿色机械兵除了能扔手雷以外,可以进行上段攻击,也可以进行下段攻击,在手雷和子弹速度都很快的同时,切换上段或下段、投掷手雷的速度都很快,这导致它的理论打击范围很广而且玩家无法预测敌人的攻击行为,而绿色机械炮兵的炮击是可以打到趴下的玩家的甚至炮弹爆炸还会有斜向的弹片伤害,这些都导致了趴下这个动作的价值一降再降,除了应对部分特定招式以外就是个“存在,但不知道有啥用”的动作。而且有些房间会在很矮的空间里左右各两个刷机械兵或机械炮兵,没有第一时间解决一边的话十有八九会掉血。至少《合金弹头》除了2/X代明摆着检测输出的火车以外是基本没有哪个场景不秒掉哪些敌人就一定会死的。还有,这游戏有些敌人的可以无死角的进行远程攻击,这些攻击看上去和普通小怪的上段攻击一样,但其实是趴下也无法躲避的,而且少部分攻击还可以穿墙,这种设计让趴下的价值再次降低的同时,让主角一个基本只有近战一个只能四方向攻击的性能显得更幽默了。另外,这游戏还有许多能量弹,长得不像导弹、火箭弹、手雷等常规爆炸物,但是和爆炸物一样会爆炸,这就导致这些能量弹会不会爆炸完全靠玩家猜或者背,并且玩家初见对这些爆炸物的爆炸伤害范围完全没有预期,而一些Boss的激光招式宽度也完全靠猜,第七关Boss的激光和能量弹就是典型,很难吗?初见一样能撑到倒计时结束完成一枪不开击败她的成就,但是就是很不爽,连续激光的频率本身就快,激光的预警和实际范围还有偏差,还有好几个大激光不好躲,连续红圈爆炸的范围也是大小不一,在快节奏的躲避里根本没有多少时间猜自己的位置是否安全,你要是单纯伤害高我可以练,但是你连招式的伤害范围都没有明确提示还大小不一而且频率高速度快,那就很有问题了。 3.双主角和碰撞伤害,这游戏有两个主角,一个近战一个远程,只有在建立新存档的时候可以选,一旦选了就不能更换,而所有的敌人都有碰撞伤害,不管是近战角色走位不甚撞到敌人身上还是远程角色无法进行斜向射击被无视地形的飞行敌人近身了都会受伤,在第五关大电梯就明显的体现了这一点,电梯升起速度很慢,绝大多数玩家都会选择凭借平台自己往上跳,但是从天而降的敌人如果出现在玩家正上方,玩家是绝对反应不过来的,并且还有部分平台上的敌人死死贴在边缘,除非你有余裕找角度干掉他们,否则必须吃一次接触伤害,而就算你有角度进行攻击,他们极快的出手也不一定就允许你安然无恙。另外,两个角色的性能差距并不小,近战角色本来就缺乏远程手段,要顶着敌人的远程攻击和碰撞伤害贴近作战,但是她只有二段跳,虽然有空中冲刺但是不能和二段跳共用,用了二段跳就不能用空中冲刺,反之亦然,而远程角色本来就有较长的攻击范围了,反而可以消耗能量进行额外的跳跃和空中冲刺,满能量可以多跳或者多冲刺共计五次。说到能量,近战角色的能量要攻击敌人才能回复,远程角色的能量却会在耗尽之后自动回复,并且远程角色还可以通过向下攻击延长滞空时间,作为对应的动作,近战角色可以下劈重置二段跳,但是还是那个问题,这游戏敌人出手太快了,绝大多数有远程能力的敌人,你要用下劈就要承担被反手打一下的风险,至于下劈劈子弹,这游戏能劈的子弹有限,其中就有打掉后会爆炸的能量弹,劈那一下掉血再给自己一个超绝硬直吗。显然两个角色的灵活程度和安全性完全不是一个等级的。另外这游戏看上去有很多类型的武器,但是并不是关卡中途掉落,而是每关通关后的解锁奖励,虽然只要解锁就随时可以切换使用这一点很好,但是只能按获得顺序用Q或E按顺序切过去这点很麻烦,还有就是不同武器的区分度其实不算很大,尤其是远程角色普攻,多数武器没有什么区别。 4.关卡和难度设计问题,在玩家有血量概念、低难度没有任何伤害会秒杀玩家的情况下,最高难度的地形杀,包括坠崖、地刺、激光等各种机关,都是可以秒杀玩家的,并且低难度有不少场景有道中存档点,玩家死了可以从这些存档点重打,但是最高难度没有,绝大多数场景死了都只能从这个场景的起点重新打,这一点最晚在第六关就会体现得淋漓尽致,第六关第二个场景很长,非常长,而且伴随大量起手速度极快、子弹速度极快、有碰撞伤害的敌人,伴随大量一碰就死的尖刺(激光可能不是秒杀,但是中一下差不多就是谁都能秒杀你的状态了)、来回移动的空中平台,以及中途没有存档点死一次就要从起点开始的重来奖励,非常的折磨,第七关更是变本加厉把试炼里的大风天这种推着你走的环境加了进来,只有趴下可以不被吹动(也不知道趴下和大风天谁是饺子谁是醋),并且秒杀刺和高速敌人一点没少,唯一的怜悯就是存档点多了点。还有这个游戏有不少隐藏门、房间里藏有秘密磁盘、能量点、生命上限等收集物,偏偏有不少隐藏房间入口处就有激光、电流之类的机关,只要玩家在进入隐藏房间、遮挡视线的墙壁逐渐消失的这个时间点,没有养成停下的习惯,就很容易踩到这些东西上面,要么就是像第七关第一个隐藏房间那样摄像头固定在房间里面,出房间的一瞬间摄像头才开始移动,但是这个出口是垂直向下的,并且出口和下方的悬崖有大面积重合,如果你没注意就会摔一跤,最高难度是直接摔死。隐藏本身应该是种奖励了,里面塞额外的怪和机关就算了,为什么要搞这种设计恶心玩家? 5.音效单一,我本身不是很在乎音效的人,但是这游戏敌人受击音效、死亡音效、爆炸物的爆炸音效太相近了,加上这游戏每次命中场景物件或敌人都会掉落加分道具,有时候是真的会因为听不清敌人死了没,而观察也需要时间寻找辨别导致反馈延迟而受伤的,作为一个横版闯关动作游戏,我觉得这种设计是不应该存在的。 另外还有两个和以上相比问题不大,但让我觉得奇怪的地方,一是扒墙操作,这游戏可以按住方向键可以扒在墙上往下滑,但是多数时候这个操作我是用不到的,反而有时候一边往墙边跳一边攻击某个方向的敌人的时候我很容易被墙吸住然后空枪或者挨打,或者像第二关贵重收集品那里,本来找准时机跳坑里捡到了跳出来就可以了,偏偏这个扒墙会让我靠近墙的时候扒在墙上,然后吃一激光,最高难度就是秒杀然后请你回存档点重打,实在是副作用动作。也就激光试炼有个必须扒在移动柱子上躲激光的地方算是适合用这个技巧的例子吧,除此以外基本用不到。另外一个算不上是问题,但有点莫名其妙,就是重试关卡,这个Esc菜单里的选项可以让你从这个场景从头开始打,但是这个选择有什么意义呢,因为主动选择重试关卡,一样会增加你这一次闯关的重开次数,进而影响评分和成就的获取,这和直接死掉没有任何区别(我是无伤和一命成就一起做的,挨打就重开,所以我也不知道重试之后无伤算不算无伤),而从本场景开始意味着如果不小心错过了前一个场景的隐藏要素,这个选项也没法让你回收漏掉的内容,只能退出任务重新进入这一关,这个选项本身并没有提供任何多余的功能,只有想刻意做最低评价的成就的时候用来速刷重开次数有点用了。 总的来说,论质量确实是一个值得一玩的游戏,哪怕是原价也并不算贵,但是既然介绍里提到参考融合学习了《合金弹头》,那我就得替其他可能想找《合金弹头》代餐的朋友严格一点了,除了像素画风和一些Boss的招式设计以外,老实说我没太看出哪里有《合金弹头》的影子,至少前面那些问题,在《合金弹头》里是很少或者不存在的,《合金弹头》里很多怪都非常的弱,就算是最高难度,一对一的情况下你小心一点基本都不会中招,真正的难度是场景里许多敌人一起出现,用一个个明显的动作来提示你敌人的攻击行为,让你在即将到来的攻击面前对安全位置误判漏判导致走位失误才会中招,而不是几乎每个敌人你都必须完全了解攻击方式才能无伤,每个场景都你都必须记住每个敌人的攻击方式和位置才能尝试一命。我可以认为作者确实喜欢《合金弹头》、《洛克人》,还有一些其他的作品,想把自己喜欢的部分融合到一起,但是恐怕制作过程中作者有点做嗨了,根本没有细想融合的这些内容是否能有机的结合到一起,这些作品的受众又是否会喜欢、能接受融合进来的其他部分,只能说是个还不错的游戏,但作为学习者来说还不够。
Good game, would recommend
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