
THE JOYLANCER: LEGENDARY MOTOR KNIGHT is a new breed of action game, combining ultra-technical action with a simple control scheme and an artstyle inspired by portable games of old! Wield the divine power of the Motor Knights and save the world!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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
Jogo em eterno acesso antecipado. Desenvolvedor abandonou o jogo
no
[h1]The [i]Annoy[/i]lancer[/h1] First, mute the music. Breathe. Yes, as you may have gathered from other reviews, [i]Joylancer[/i] has bad music. It's really bad. Confusingly bad. [url=https://youtu.be/ekQ_CTdCt_o]Even all of Joylancer's music played at once sounds just about as good as the actual intended soundtrack[/url]. But music can be muted, and there's no point founding a review entirely on one single shortcoming. The other shortcomings are yet to come. Joylancer is reminiscent of Megaman, but with hack n' slash elements. Similar to [url=https://store.steampowered.com/app/535480/Sundered_Eldritch_Edition/]Sundered[/url] at certain points you are locked into a cordoned-off section of the stage and forced to kill a set number of enemies to continue progressing. Graphically, the game is rather pretty, with a decent variety of enemies, all stylistically presented as 16-bit animated sprites. There are numerous palletes to choose from, allowing for you to customize the feel of the gameplay, and tailor the experience to the particular nostalgic gaming experience you wish to replicate. Alas, [b]T H E A F O R E M E N T I O N E D S H O R T C O M I N G S[/b] [olist] [*]Joylancer insists on options for everything, often leading to screens looking like clustered pre-Y2K webpages. It feels rather like the illusion of complexity since... [*]...the gameplay is surprisingly simple. You can button mash and still get almost perfect grades every level. Speaking of levels... [*]...there aren't particularly many and the map doesn't care to signpost where to go next at any point. There are dozens of empty areas, which seem to serve little purpose but to prolong the journey between stages. The whole map feels distinctly unfinished. Which is probably why... [*]...this game was released as an [i]Early Access (shudder)[/i], a business practice now unfortunately synonymous with abandonware and shoddy craftsmanship. And, make no mistake, this game is certainly abandonware. The developers made claims of an intended release date from Early Access, yet never followed through. What they've left behind feels distinctly like a beta version, not a finished product. [/olist] Joylancer showed a lot of potential in many regards. That's probably why it made it through to Early Access: on a promise. At this stage, it looks like most of the promises the developers made will never be fulfilled, and it's not worth the purchase for the 20 minutes of fun it offers. 3/10
the games great the controls are great the music is killing me so pretty much its good
At first glance, this game looks awesome; however though, the controls with the Nintendo Switch controller are just awful. You get stuck in menus without any real clear way of existing, only to get further stuck. I had to alt+F4 to exit the game because I couldn't find the "select" or "A" button to progress through menus. Not intuitive.
This game looks like something I should absolutely love but the soundtrack is so grating I'll never really know.
El juego muestra muchas cosas en pantalla a tal punto que tu personaje se pierde en medio de tanto que hay. Lo probò un amigo y lo probè yo al juego y ambos coincidimos en eso y en que se torna aburrido ràpidamente. Lo ùnico que rescato es el pixel art que està bien logrado. por lo demàs, no lo volverìa a jugar.
Sometimes you play a game and just cannot stop shaking your head in disappointment. It really doesn't take much to see that at its core, Joylancer has the foundation to be a really good game. But the current state it has makes it seem impossible to finally get a good game out of it. After over eight years of early access and multiple broken promises about an update, what we ultimately have here is a game that still needs a lot of work. The game's mechanics seem well-made and deep, but the tutorial is confusing and doesn't manage to correctly tell you how everything works. It does such a poor job that you can even get stuck in the tutorial (and not of the Cuphead reviewer kind). That is, if you don't exit the tutorial by mistake, due to the poor design decision of how to display doors. When you start the game for the first time, you will enter the tutorial stage. There will be two doors by each side of the character: One is open and the other is closed, with an "OK" written on it. A player's instincts will tell them to go to the open door, as finishing that might unlock the other one. But actually, that's the door to exit the tutorial. What you have to do is to go to the closed door, press up to open it and then press up one more time to start the tutorial. Even if this is a move to make the game more speedrunner friendly by adding a way to skip the tutorial, it is still a questionable design choice. It doesn't help that THE SOUNDTRACK IS HORRIBLE AND FORCES YOU TO MUTE IT, effectively ruining the game experience. Look, I wish the best for the composer of this game, but I believe this soundtrack is one of the worst crimes committed in gaming history. It's a jumbled mess of various beeps and sounds with seemingly no meaningful pattern or thought behind them. The OST is so bad that makes me wonder if the custom music option is a deliberate move by the dev as they knew how bad the music is and wanted to fix it a bit. It doesn't end here though. Add a few technical issues (e.g. I have to modify the config file everytime I want to run the game or else it won't boot), no key rebinding feature and a convoluted UI design to the mix and you'll see why many people are dissatisfied with this game. Do not buy Joylancer yet; wait for the definitive version's release. What you get right now, even for an early access title, is an underwhelming and unfinished game that seems abandoned.
At first, I really disliked this game, even though I love this kind of retro 8/16-bit games. I gave it an opportunity anyway and kinda started to enjoy it a little. Played it for a while, did 2 worlds and some extra levels, but I ended getting bored and abandoned it. It's not really my kind of gameplay, I must say (action/platformer mostly centered on stylish combat and combos, like in Devil May Cry, to say something). But this game looks kind of bad and messy, and man, the music, THE MUSIC... it must be the most godawful chiptune soundtrack I've ever heard D: Totally unbearable. The game has also been in early access for years, so it is unfinished with little to no chances of it being fixed and completed in any form, probably. Just don't waste your time nor your money.
The Joylancer is a game that feels like it has all the potential in the world. It's a gameboy color styled retro game that aims to for high speed and high precision combat. It did not like up to that goal when i first played in 2015, and it still leaves me disappointed. The Joylancer has a very complicated control scheme for two buttons in an attempt to create deep, high-skill combat. You have dozens of different moves that can launch you up, or down, or counterattack, or block etc. But in practice, I always find my best success in tactical button spam rather than skillful moves. Everything is moving too fast for me to respond to, I'm vastly outnumbered, the limited color schemes make it hard to identify enemy vs attack vs. background and the damage you suffer from getting hit is high. Random button spam gives a high chance of counterattacks and normal stuns. Sure, a high skill player may have room to show off but, for me, button mash was the way to go. (It didn't help that combat ranks seemed random to me and high spam seemed to offer me higher ranks) You do get some real good feelings during some of the boss battles. Unlike normal enemies, the large sprites make it easier to read and react to moves, and the lack of a dozen enemies lets you focus on the fight. It was in these battles that I felt like I understood what the developer was going for and I loved it for just a moment. At the end of the day, the level of polish and the heart that was put into the game is obvious but not enough to save it. It definitely fell short to me on all fronts and considering I've waited 5 years to give up on it... I don't have high hopes on any possible final release actually blowing me away.
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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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