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About
*The DEMO version is under production and may differ from the product version.
A horizontal scrolling shooter where you defeat enemies using BITs that can change attack direction.
Defeat enemies to release energy items.
Approach them to draw them in automatically, but releasing the attack button will also attract distant items.
(The faster you collect them, the more points and energy you gain.)
Once your energy gauge is full, Hyper mode becomes available.
While Hyper is active, your ship’s shot changes to a powerful laser and enemy point values are doubled.
BITs can also block pink enemy attacks during Hyper.
Continuing to collect energy even further unlocks Double Hyper.
in Double Hyper, homing shots are added to your arsenal and points are quadrupled.
(Colliding your Hyper laser with a boss or large enemy’s laser creates a massive amount of energy items and deals heavy damage with powerful energy balls.)
Medium and larger enemies offer a time bonus — the faster you defeat them, the higher the point multiplier.
Combining this with Hyper multipliers allows for a maximum of 32x points.
In boss battles, bosses release energy items every time they lose 1/4 of their health.
The fewer seconds that have passed, the more items appear.
Defeating them quickly also grants additional “Destruction Bonus Energy.”
Clear a stage with no deaths to earn a NO MISS BONUS.
The bonus doubles with each consecutive no-miss stage, and the final stage bonus is doubled again.
3 Game Modes × 2 Difficulties (NORMAL / HARD)
NORMAL / HARD
The Hyper gauge also functions as shield energy.
At full gauge: NORMAL allows up to 6 hits, HARD allows up to 3 hits.
In HARD mode, enemy attacks become more intense, but the number of energy items that appear is doubled (though each item provides half the energy).
X-mode (X-NORMAL / X-HARD)
You can hold up to 2 shields (1 on HARD).
Even if you lose them upon taking damage, you can redeploy them by accumulating gauge after activating Hyper.
Hitting enemies with shots outside of Hyper increases the gauge.
Activating Hyper while holding a shield grants bonus points.
VX-mode (VX-NORMAL / VX-HARD)
Energy gain is 1.5× higher than other modes.
You have 1 automatically regenerating shield that works even during Hyper.
When respawning, the energy gauge retains the amount it had before the player ship was destroyed.
Gauge increase from shooting enemies outside of Hyper is higher than in X-mode.
Settings Screen Options
BLUR: Toggle blur effects
SHAKE: Toggle screen shake
EFFECT: Set to MIN to reduce explosion debris and other objects
BLASTTINT: Choose explosion effect color intensity
WALLWARN: Turn terrain collision warning ON/OFF
LOW SPEED: Choose from 4 types of low-speed movement behavior
BIT Control: 6 types (TYPE-A to TYPE-F) — forward fixed, free movement, hold-style, etc.
〇 TYPE-A・TYPE-B
Press the R button (default) to cycle through BIT positions.
〇 TYPE-C (Recommended)・TYPE-D
Hold R and move the control stick to adjust BIT position. Release R to confirm the position.
〇 TYPE-E・TYPE-F
When R is not pressed: BITs stay in front.
When R is held: BITs move to a different fixed position (position changes depending on lever input or lack thereof).
Config Screen
Separate from the Settings screen, you can access it with ESC or the START button (default).
Here you can configure key mappings, controller vibration, volume, toggle between fullscreen/windowed mode (window size settings are independent of fullscreen), and exit the game.
*Replay playback may not be normal depending on the content of the game update.
Thank you for your understanding.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
VARYZNEX es un shmup horizontal frenético, rápido, adrenalínico y que va al grano, con unas mecánicas de ataque y defensa absolutamente estudiadas y balanceadas. Zakichi vuelve a sorprendernos además con un sistema de scoring estimulante y lo suficientemente profundo como para invertir tiempo en él y picarse. Por el lado del ataque podemos efectuar un rayo o "modo Hyper" si hemos conseguido el nº suficiente de bolitas azules. Al tener la barra azul completamente llena podremos lanzarlo, haciendo más daño y multiplicando los puntos. Dentro del modo Hyper si recogemos el nº suficiente de bolas azules (es decir, llenando la barrita amarilla al menos hasta la mitad), podremos efectuar un segundo Hyper mejorado, convirtiendo todas las bajas en estrellitas que dan muchísimos puntos. Entonces he ahí la gracia: en el lado de la defensa la barra de Hyper (azul) y la energía son la misma, de modo que entrar en este modo supone un riesgo notable. A cambio nuestros módulos se pararán las balas. Es un equilibrio demoníaco, puesto que tendremos que elegir sabiamente qué hacemos. Los golpes recibidos bajarán la barra azul, y si no tenemos perderemos una vida. Hay 3 vidas escondidas en el juego, una por nivel impar. VARYZNEX además es un shmup ultraclimático: es emocionante, siendo la entrada al nivel 3 una de las mejores que recuerdo en años dentro del género. Su cañera música, la presentación de la acción, cómo se va sucediendo todo y cómo están repartidos enemigos y obstáculos está demasiado trabajado. El juego presenta un formato similar a Thunder Force V pero pasado a mecánicas y rutinas heredadas del bullet-hell, teniendo a pesar de todo esquemas más clásicos. Un pepinazo atómico que por su precio debemos tener y jugar. Lo suficientemente permisivo para la mayoría pero lo suficientemente técnico para expertos. Todos quedarán contentísimos.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Expected zakichi quality shmup. You'll have to deploy your memorization and energy management skills in this one, in order to achieve big chains and score, in hyper or preferably, double hyper mode. The ship's energy is tied to your health when not in hyper modes, so there's also a little risk and reward involved as well. Normal and hard modes are available, featuring separate online leaderboards. Recommended! (9/10)
great little game to score, highly recommend this alongside kaikan. the survival play is very minimal, it's nearly impossible to die with the shielding, but you give it up to score, which feels like good risk reward. i enjoy the laser clashes and quick kills a lot. try to beat my record, at the very least 23,000,000 is possible from my testing, would be cool to see someone go for it. EDIT: got 23,132,930 the same day because i kept playing, whoops!
[i]---see where this game landed on my SHMUP tier list beneath this review!---[/i] I picked up the first 3 Steam games by this dev; [b]Kaikan[/b], [b]Zakesta-Z[/b] and [b]Varyznex[/b] in a bundle on sale for about $12 and played through them all. Compared to your typical unknown indie shmup, these are very well made. Audio is good, bullet hell gets chaotic and fun. The dev has put effort into making all sorts of fun occurances happen on each stage. I wish your ships hitbox stood out more though. My main complaint with these games is one I have with a lot of indie shmups, where you're expected to play a full run whenever you load the game. In this one you have unlimited continues, so it's easy to play through the whole thing in 20 minutes and call it a day. I wish more indie shmups would learn from some of the popular games in the genre like [b]Tyrian[/b] or [b]ZeroRanger[/b] and save your progress between the levels while also making them a little harder, so there's some actual challenge inserted into the game. No more of this dated arcade style "would you like to continue?" BS. You can always add a 'full game run' as an additional mode for retro purists. If you can save between stages though, this of course comes with the caveat that you need more than 5 levels to play as well. [b]Jamestown[/b]s method of progress is the best one I've encountered in shmups; You have a level select screen and it shows which difficulties you've beaten each stage on, as well as giving you things to unlock. This makes me much more motivated and interested to keep replaying levels on the harder difficulties. When I begin a stage in Jamestown, i'm just trying to master one tricky level as opposed to having to play a full game run where I go through the first 10 minutes of fluff I've already solved until I get to the bit I actually need to practice on. That said, if you are a retro purist, then depending on how irritated you are by the ships hitbox visibility, you may well end up considering these games as hidden gems. ===================== [b]My SHMUP Tier List[/b] ===================== [i]-Simply personal taste. I’m excluding roguelikes, boss rushes and genre mashups-[/i] [b]Loved:[/b] Jamestown | ZeroRanger | Super Hydorah | Tyrian 2000 | [b]Great:[/b] Drainus | Super Galaxy Squadron EX Turbo# | [b]Decent enough:[/b] Steel Empire | G-Darius | [b]Kaikan#[/b] | [b]Zakesta-Z#[/b] | [b]Varyznex#[/b] | Ganablade | Dogfight | Angel at Dusk* | Space Elite Force# | Space Elite Force 2 | [b]Meh:[/b] Nanoforce | Steel Rain | Eigengrau* | Zenzizenzic* | Steel Vampire | Natsuki Chronicles | Wolflame | Satazius | Zangeki Warp | Cycle Chaser H-5# | Armed Seven | Counterattack: Uprising | Burst Fighter | Supercharged Robot Vulkaiser^ | Valfaris: Mecha Therion | [b]Awful:[/b] Ginga Force^ | Nebula Fighter^ | ===================== [i]-Probably played another 100+ Shmups, but I only started this list recently and am sticking mostly to modern releases[/i] [i]-Not including any 'flying anime girl shmups' as they don't appeal to me. Believe me, I've tried.[/i] * = Felt like I was on the same screen the entire time, which I dislike. ^ = Encountered some jank. # = Too short, even for a SHMUP.
Varyznex is a horizontal shmup that gives me some darius vibes. You got your laser to clash with the bosses and you have Taito lasers every now and then. This game has about 5 stages with banging music. There's more to explain about the game's mechanics but to summarize you are essentially building a meter by killing enemies, using that meter to have both a shield and a laser to be able to farm even more energy off enemies and bosses. If you are able to collect more energy while using the laser you will be able to enter a double hyper mode. The game has a setting to be able to change the way you switch your options and I honestly recommend changing it to something else other than the default. The reason I mention that is because switching between options in order will kinda punish you as some stages have enemies coming from behind and in front causing you to switch fairly quickly. The game has its own practice option once you are able to reach the stage and also has replay options. The game is fairly easy to clear as you have a shield helping you out and can easily recover if you build enough meter. My only gripe with the game is that whenever I wanted to restart a run the only option was to exit the game or kill myself over and over. I’m probably blind and missing something. All of Zakichi’s shmups are awesome and truthfully I don’t know if I ever disliked one. The game looks like something from the PSX era, feels smooth to play and has great music and has leaderboards. I really enjoyed clearing this shmup. Please check out Zakichi’s other games as well! https://www.youtube.com/watch?v=TrRIZRStSVY
"Varzynex" sounds like the name of a prescription medication, but it's actually a retro throwback flying shooter made in game making software. The music is excellent and the best part of the game. The graphics are generally great, but the interface reveals its game making software origins and some of the backgrounds look really cheap and bad. The normal difficulty is a joke, I beat the entire thing without dying a single time. Every other difficulty ranges from hard to near-impossible, including the "X hard" mode which is one of the most nightmarish things I have ever seen in any video game ever. The regular normal and hard aren't so bad because you have constantly replenishing health. Every time you kill an enemy the game floods you with blue orbs you can use to replenish your health or use a special attack. The special attack is super powerful, especially since if you use it up close it obliterates the bosses. When you play on "X normal" or "X hard" difficulty the game quickly becomes impossible because you now have 1-2 bars of health that can only be replenished by using up your special attack and refilling with blue orbs. Basically, if you make a mistake, the game is over. You can continue but it will disable the achievements for completion. The game feels like it was made by Treasure Software if they released a flying shooter on the Gameboy Advance. I sadly can't say it's a great game because the difficulty is horribly uneven and completing the harder difficulty just comes down to exploitation and tedious memorization. Also, the enemy attacks and the hitboxes are very confusing. You usually know when you will die, but sometimes you inevitably have to take hits because there are a hundred projectiles flooding the screen and you just have to pray one doesn't damage you. I would say casual players can blow through normal without even thinking twice. Hardcore flying shooter enthusiasts can try this game, but you might get infuriated trying to 100% complete it because it's exasperatingly broken and difficult at its hardest difficulty.
Very fun. The levels remind me of Thunder Force V but have many new ideas and a lot of enemies to deal with.
Techincally this is "Thunderforce 4.5: Varyznex" with some advanced mechanics to the fighter, and a distractingly good OST by ShimaJiro & ShimTone. Stage 2.0: City Raid pretty much has one of the best songs as good as the stage itself looks in the game (you can even see the City throwing you a rave party at night!) and you can see the example for yourself on the trailer showing one of that fighter's advanced weapons beyond the "Neo Weapon/ Overweapon: Sword Prototype". The Timeline (?) even has a very similar case between Thunderforce 4 & 5 such as fighting a giant enemy Dreadnought, using a Brigande Armor Prototype for a while to catch up with it, and even an Evil Fighter trying to counter you, up to Another Fatherless Baby hidden deep in Digital Space behind enemy lines. Watch out for that Flipping Tank before then, no really (a Tank that can flip and attack from the floor or ceiling lol!) "Why can't I switch weapons!?" Oh don't be decieved, this little fighter can fire multiple at once and has high CRAW control (maybe almost like Thunderforce 6, where the Options are not able to be damaged/stolen), maybe not all previous weapons from familiar series but the mixing really is enough, let alone the Hyper Mode for it serves both for defense and offense; play with it well and you might be unstoppable. At first, I complained "banger soundtrack, fun game, but where's the Sound Test?". Devs must've heard that and added a Music Room in a not-so-later update. The game may be short but it's very intense and worth the go.
Sabe aquela comida de vó que a sua esposa faz com mais coisas e deixa ela ainda melhor? Então, lamento quem não tem uma esposa como essa (mas eu tenho), porém Varyznex é EXATAMENTE isso. Zakichi, grande desenvolvedor de shmups indie fez mais um jogo e dessa vez fugindo da sua ideia que são os verticais, criando um jogo horizontal, com 3 formas de se atirar, usando um laser e essa barra do laser serve como um escudo que temporariamente vai te ajudando, seja como escudo ou com alto dano. Confesso que na primeira zerada, terminei sem sequer usar, mas no Hard me senti inclinado a usar, gostei demais de tudo que o jogo entrega. Em vista do preço, que é baixo, principalmente pra quem já tinha os 2 anteriores como eu, saiu barato e me diverti horrores. E agora continuarei no Hard pra expandir a experiência. O jogo é desafiador na medida certa, sem desafios escabrosos ou facilidades extremas, só ir jogando e curtindo a ideia do jogo que é muito massa. Música boa, gameplay boa, chefes criativos e o toque meio estranho e inconfundível do Zakichi. Nota 9/10.
Congratulations Zakichi, Varyznex compliments your portfolio of game releases on Steam perfectly. Gameplay, art style and of course the Excellent soundtrack all combine to offer the player a sense of satisfaction well beyond the price of entry. I'd even go so far as to suggest you should be in line for the Nobel Peace Prize for you contributions to World Happiness over the past few years. Those Wings Are Forever :-)
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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