
Trigger Time is a story-driven, top-down Shoot 'em up with a fun gravity gun and physics puzzles to solve. Blast your way through 9 levels filled with enemies, hazards and bizarre bosses. Along the way you'll take control of vehicles, pick up weapons, items and boosters.
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Languages: English, Russian
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Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
[h1]Trigger Time: A Test Case for Valve[/h1] It’s a real shame that Trigger Time has gone completely under the radar. It’s a story-driven top-down shoot ‘em up that should hold mass appeal to action gamers. However, almost a full week after its release it has yet to be reviewed on Steam. It Is my hope that providing this review I can help start remedying this and that more eyes get on the game. Instead of a traditional view, I want to provide my insight into why I believe the game hasn’t received the attention that it deserves. I’ll start by outlining what it isn’t and then diagnose what it is holding it back in my opinion. [h1]It’s Not the Price nor the Content[/h1] Trigger Time has been released at a very low $4.99. Therefore, it can’t possibly be the price that has deterred games from purchase. There is a substantial amount of content within the game for players to spend several hours playing through the entirety of the game. The game features 9 levels. What is most pleasurable about this content is that the levels are significant in size. Further, they are entirely unique. Throughout the time that I spent playing the game I never came across repeated content. The developers lived up to their main design goal which was ‘never to repeat things.’ Further, each level feels completely unique unto itself while also providing just enough synchronicity for it to obviously be the same game. [h1]It's Not the Gameplay[/h1] The game is literally teeming with enemies, physics puzzles, and hazards. Each of these requires active thinking as well as the obvious action to conquer. My favourite component was the gravity gun. There’s an interesting puzzle when you first get the gravity gun. The first part is learning the basic mechanic. You must move a pile of rocks to enter the next area of the level. You then enter an area with quickly respawning enemies. At first, I killed the enemies and wondered why I couldn’t progress further. I soon realized that to progress you must pick up those rocks with the gravity gun and put them into the path of lasers. Once the lasers are deactivated the gateway clears for the player to progress. Puzzles such as this are indicative of the entirety of the game and the constant thinking-action challenges presented. Each level has a boss fight. The boss fights are challenging and require different strategies to defeat. The variety here is exactly what I was hoping for. Each demands a minimum amount of skill to defeat. However, the player should have theoretically acquired those skills throughout the game. There’s a feeling that you’re never thrown in at the deep end and expected to have picked up those skills from prior experience. This makes the game a reasonable gateway into the genre for new and younger players. [h1]It's Not the Presentation[/h1] The one distinct complaint that I have with Trigger Time is that the default setting is only 1280 x 720 windowed. This means that the game was not even close to being full screen for me when I first started the game. When I decide which games, I am going to stream I usually choose them based upon the default settings. Games that are windowed and don’t take advantage of full-screen functionality are the first that I decide against streaming. However, the default options can be changed through the options menu and you can select the 1920x1080 as an option. It should be the default. Even still, this is more of a personal gripe than it is a reason for purchasing the game. And it doesn’t give an actual account of the game’s actual presentation. The truth is I’m a fan of the overall presentation of the game. The retro graphics are a wise decision for the game’s genre and theme. The sound is also quite fitting and much more than suitable. I quite enjoy how the story is presented to the player as well. Although the term ‘cutscene’ inspires fear into players I quite enjoyed the periodical cutscenes. They appear at somewhat regular intervals throughout the game and keep the game flowing. Instead of just being a dull and meaningless game. This provides Trigger Time a positive point of difference between it and many other similarly priced genre games. I’m glad that the story brings the game to life because it creates much more of an experience. [h1]It's Not Entirely Unique[/h1] The overall problem that I can identify with the game is that it isn’t entirely unique. There are many other games like it on the market – both that are inferior and superior to it. I often look for games that are unique unto themselves even if they’re aligned centrally to a given genre like this one is. As much as I enjoy the mechanics and the games’ features I don’t think that there is anything here that I haven’t experienced before. There are things Trigger Time does better than other titles, including some selling at much greater costs, but there’s nothing here that I haven’t seen before. This means that as much as the content hasn’t been repeated that there are times where the player will feel a sense of déjà vu. This isn’t a bad thing If you’re a genre addict but for those seeking entirely fresh experiences may not have a reason to purchase the game. [h1]Steamified[/h1] Unfortunately, another reason holding Trigger Time back from becoming a popular title among the Steam faithful is its lack of Steam Trading Cards. With the announced changes to games being admitted into the Steam trading card program indie games such as Trigger Time may be the games to pay the biggest price. Now before I explain my reasoning, don’t get me wrong. I understand that there were many shady developers out there that abused the system. All you had to do to earn a quick buck from Steam’s trading card program was to release an asset flip or worse and add trading cards. You could give out plenty of keys to bots who would farm the cards and put them onto the Steam marketplace. Those developers would earn more money from the marketplace than they did their abomination of games. It’s good that they’re gone. However, with the limitations put into place, some developers such as Shephf Games who would stand to benefit by this feature may be losing out on key sales. There is a portion of the Steam player base who will purchase a reasonably inexpensive game for the cards. They’d play the hell out of the game but understand that they would be getting a slight discount on the game as they’d quickly sell the cards away. It is my hope that devs who do make good games that have clearly had a lot of time and effort put into their creation are able to benefit from the full array of Steam’s features. It would feel like a defeat of the system if 90+% of the game’s sales were through bundling. The reality is devs get about 10 cents per copy that way. Great for the player and great for the bundle sites but not so great for the developer looking to make enough to not have to worry about where they’ll get the money for their next game. Trigger Time does, however, come packaged with Steam achievements and utilizes the Steam cloud. These are two handy features that help raise the value of the game in the eyes of Steam players. [h1]Verdict[/h1] Trigger Time is among the first indie releases that will suffer from the inability to add trading cards until it proves itself as a worthy seller on Steam. As such it should be treated as a test case by Valve. What we have here is a game that is very much worthy of purchase and the time it takes to play through the game. The game doesn’t do many things wrong not compared to the forces working against it. However, at just $4.99 I can recommend that action fans pick the game up. Rating: 7/10 For more reviews, giveaways, insights, streams and more visit [url=http://www.gamephasis.com/]Gamephasis[/url]. Thanks for reading.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 42 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
For a no-cost game, this story-driven twin-stick shooter deserves a try. The controls are minimal and a little floaty, but the gameplay is solid. I had no trouble running this game on my ubuntu linux computer, with radeon mesa drivers and xbox-type gamepad. The developer has made this game available at no-cost. The news post also said that the source code will be made available for modification. Hope to see it published under the GPL, as this would make a great addition to the world of linux distributions.
[h1]☑☑☑ Perfect ☑☑☑[/h1] [strike]Great Decent Painfully Average Garbage[/strike]
An OK, story-driven twin-stick shooter with a pace much more deliberate at times than most entries in this genre, with a heavy reliance on cutscenes and dialogue to move its story forward. A gravity gun and physics puzzles aim to be innovative, but I just often found it frustrating to play, and at times difficult to understand what I needed to do. The dev was nice and responsive initially but stopped responding after August 2017. I can't personally recommend it, based on my limited experience with it. You may want to give it a look if you want to try something a little slower and different in the twin-stick shooter category.
Full disclosure: I was provided a review key by the publisher. This was an interesting title both to play and review, and the game left me surprised if feeling somewhat mixed. Obviously it has a low price point and can raise concerns about shovelware - I can definitely say that yes, this feels like a game a human being put effort into and thought through rather than shoving out as a cash grab. It feels like Alien Swarm without a budget. I'd like to note that I played on easy, not because of challenge but because of a curious achievement which required you to beat the game on easy before doing so on a higher difficulty. What I noticed eventually was that a number of enemies were bullet sponges for the equipment you'd have at the time. Obviously this is fine for boss battles or certain climax fights, but at times it leaves you feeling somewhat weaker than you should. A small balance patch improving the "gunfeel" would elevate the combat (and therefore much of the game) - as is it's typical of the genre. However sometimes the combat felt excellent (usually during bosses/climax fights). Which brings us to the other half of the game - puzzles. Puzzles are a hard thing to do right; especially in an action genre like twin stick shooter. This is where I feel I might have enjoyed the game a little more on a higher difficulty to make certain puzzles a little more fatal, because once you figure them out, you're effectively done with that puzzle. These have singular solutions, and that does reduce replay value (which isn't great considering the achievement design encouraging players into an easy difficulty and sometimes uneven gunplay). If you pick it up you should probably consider a higher difficulty, as I was able to effectively just blitz through certain damaging puzzles that probably should have killed me easily. At the same time, I do have to applaud the developer for the sheer variety of puzzles and scenarios the game puts you through. The game packs in a lot of variety, far more than I was expecting from a title at this price, and I'll admit that finishing an aggravatingly long sequence with chainsawing a long-term nuisance was far more satisfying than I expected. Not all of the puzzles are winners (early puzzles are barely puzzles at all), but they are memorable and different. Variety is in fact the big saviour of this game - there's a little bit of everything in this game, even Limbo-esque spiders. The game also feels better in later stages, as that first stage has to essentially serve as a tutorial and an actual level at once. Graphics aren't going to impress anyone, but more importantly they're easy to read and understand what is going on. Sound design is isn't going to wow you and the guns sound weak, but the worst I could say is that it gets the job done. The engine seems to be from scratch. The plot is about on the level of a Saturday morning cartoon and the translation is weak at times, Levels are definitely huge, but on the linear side of things. It was a difficult game to review because for every negative there'd end up being a big positive, and some of those negatives can be fixed. I intend to go back and finish the game (once). There was an odd but distinct feeling I had which brought me back to renting SNES cartridges from a video rental store as a kid. It was the feeling of a game not being great but not being bad and having enough novelty and fun that I wanted to keep going rather than simply quitting. It's that weird nether realm of a "good" 6/10. With some minor fixes it'd be a solid 7.
Fun stop down shoot with some cool puzzles. Give it a shot.
Great light weight shooter!
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"Trigger Time" is a somewhat average 2D retro top down shooter. The game has a "gravity gun" gimmick to let you pull and push stuff around, like Half-Life 2 had in 2004, only this came out in 2017, and the developers didn't know how to do 3D graphics. I wonder why it failed? Maybe something to do with underperforming against games over 10 years older as a business plan had something to do with it. Well, this is a top down shooter, it's a weak format that doesn't do well on PC, which is capable of much better... an old dead genre that wasn't resurrected by this, to say the least. Shoot hordes of enemies, go through some narrative (hey, at least it has that going for it). At least it's modestly well polished and the gameplay is smooth (but if you can't get a 2D game to run smoothly in 2017, you probably shouldn't be in the gaming industry). The game features really lacklustre 2D visuals (does the developer not know 3D graphics became mainstream in the mid-1990s?). Gamers don't spend thousands of dollars on gaming rigs to pretend they're mobile phones. It's free... now, but it wasn't before. The developer was charging $5 USD for this. Price barriers, especially on low quality products, can be a direct cause of failure. It's a nice gesture for the game to be given away for free, but it also tells us that the game wasn't good enough to succeed as a paid product. Even though this is "free", it failed to appeal to the 120 million+ gamers on Steam. SteamDB showed the game peaked at only 7 concurrent players... this is a dismal public reception. This was so bad they couldn't even give it away. Bearing in mind that free games don't add +1 to your game collector count, should you bother adding this to your library and downloading it? This is a "maybe" experience... if you have a lot of free time on your hands and nothing else to do, why not? But for the purposes of a review, this isn't something I can say everyone must try. It's not quite there. Valve doesn't give us a "maybe" option in reviews, but if they did, that's what I'd choose for this.
Trigger Time, eğlenceli bir yerçekimi silahı ve çözülmesi gereken fizik bulmacalarıyla hikaye odaklı, yukarıdan aşağıya bir Vurma oyunudur. Düşmanlarla, tehlikelerle ve tuhaf boss'larla dolu 9 seviyede ilerleyin. Yol boyunca araçların kontrolünü ele alacak, silahları, eşyaları ve güçlendiricileri alacaksınız.
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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.
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