
Vector Prospector is an arcade action roguelite with simple, precise movement that rewards skill and quick thinking. Unlock powerups and ships to explore the caverns beneath an alien world, collect the five green gems, and escape alive.
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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 25 reviews with recorded playtime.
Reviews
Lunar Lander with GUNS!
This is fun, hard and highly replayable game with good visuals and sound design. Definitely worth buying!
PVだけ見ると、「シューティング版Noita」「アドベンチャー版Nova Drift」というイメージが湧きますが、そんな派手なものではありません。宇宙船発着ゲームにシューティング要素を足したような地味なゲームです。 とにかく操作が難しく、壁に激突しないようにするだけでも精一杯。そんな状態で敵とも戦わなければならないなんて、無理無理無理無理カタツムリです。それでもパワーアップアイテムを取れば楽になる…と思うじゃないですか?確かに少しは楽にはなります。ただし時間制限付きで。そう、本作でのアイテムは恒久的なものではなく、十数秒しか使えない使い捨てなので、PVのような派手なプレイは夢のまた夢です。正直ローグライクと呼べるかどうかも微妙。 私はオーブを3つ取ったあたりでストレスがマックスになってやめたからわかりませんが、ゲームを進めていけば恒久的に楽になる要素も出てくるのかもしれません。でもそこまで進めるモチベーションが湧かないんですよね。面白さよりストレスの方が大きいゲームなので。 ビジュアル、サウンド、コンセプト、すべて私好みではあるんですが、面白さが難易度にそぐわない、残念なゲームでした。 ※ちなみにMac Catalinaでは「32bitだからプレイできないかも」うんぬんのメッセージが表示されますが、問題なくプレイできます。
Great in concept, was not a fan of the downward gravity. It doesn't handle well.
[Updated for version 1.2] Summary: After playing for several hours, I should admit that I got my money's worth. However, the time felt like equal parts fun and annoyance. A bunch of small issues—annoying additions to standard Asteroids controls, a lot of "unskippable cutscene"-type delays, slow UI and a few smaller nitpicks—spoiled the fun for me, but if you don't mind that stuff and like this kind of 'gravity shooter' game, you'll probably enjoy this one. It's small, but decent. [hr][/hr] - Controls: Whenever you're close to a wall, your thrust gets a -massive- boost, which is really annoying. I can see how it could save you if you were going too fast, but most of the time it means you get a sudden, huge boost to your thrust when you are in a tight space...Forget about digging small tunnels. - UI delays, etc: I'm trying to play the game, but it's fighting me and wasting my time every step of the way. The UI animations are so long, it's a slog just navigating the menu. And you can't navigate around whenever/however you want. If you hit the wrong button, you're stuck, you can't just hit escape a couple times and be back to the main menu. Once you select your ship, you can't pause, quit, or go back in any way...You have to wait through the "Mission Objective" screen (which is the same every time), the game to load, a slow transition in, and press thrust to begin...and only THEN can you press escape to go back. It makes no sense. "...optimal speed for interface animation is between 200 and 500 ms." [url=https://uxdesign.cc/the-ultimate-guide-to-proper-use-of-animation-in-ux-10bd98614fa9?gi=1e312a5f619d] - The ultimate guide to proper use of animation in UX [/url] It's significantly better in version 1.2, some of the startup logo screens are skippable, and you can fast-forward through the long intermission that happens whenever you pick up a gem, but there are still enough delays to frustrate me. It's like having intermittently-slow internet. For a quick roguelike, I prefer to be playing again after I die (or win, or quit) in a matter of seconds. - Unfortunately, the menus use the ship controls, so if you want to bind the "up" key to "thrust" then you have to choose separate keys to move up and down in the menus, and...since "thrust" is analogous to "enter", which you just bound to the "up" key...you're really in trouble. In my opinion, arrow keys, enter, and escape should -always- work (predictably) in the menus. - I'm not sure why the enemy turrets' attack range is so darn long. It's not much fun to have enemies snipe at you from two screens away, especially ones with lasers. - The steering controls are basic (but pretty standard for this genre). A tiny bit of acceleration when you start turning would have made it much easier to aim precisely, but not slow down longer turns. - I wish there was an indicator for how many shots you have available. You have 3 ammo that regenerates, but no way to see how many you have left at the moment. It doesn't seem to regenerate in a intuitive way, all three shots come back at once every so often? - I wish there was some noticeable variation between runs. Even just varying the size and shape of the map could shake things up (long & narrow? short & wide?), or a different number of gems (shorter playthroughs might be nice), or wildly different obstacle spawn rates. The same content, but more replayability. Or, you know, more ships that behave differently would be cool too. :) [hr][/hr] Otherwise, the game does seem well made. Nothing amazing, but pretty decent. I am just picky :) The graphics are quite clear and nice. I quite like the sounds. Most of the enemy designs are fun. It's a relatively small download size, and it runs okay on my old computer. There's not a lot of content, but it's reasonable. You find the powerups occasionally during the mission and they last for a matter of seconds. There's the basic ship and two others with special abilities. The slow-mo ability is quite fun. Playthroughs are a bit longer than I expected. There's an achievement for winning in less than 17.5 minutes, so that could be considered fast. Considering there's no breaks, it feels longer than it is. One run I putzed around digging for a while and took about 45 minutes. :} (Note: I played more hours offline and unlocked everything.)
Great game but there is no reason why boxes should one hit you. I cant begin to express the pure amount of salt this has caused me when a random box falls over and ruins your run
I suppose this game is for people who enjoy those, "difficult to control" type games. Like QWOP or whatever that genre is. I prefer precise and fast paced action games instead. Your ship can only fire or thrust forwards, so you have to spin to face the enemy, then spin to thrust in your desired direction, while gravity constantly pulls you down. Not my idea of a good time, sorry.
I'm loving this game. The only thing that keeps it from being great for me are the blocks falling from offscreen and one-shotting you. I get it, the game is going for a full simulation thing, whatever happens happens. But they move way too fast and the insta-death feels way too punishing. I'd recommend either slowing them down, or making them deal 20% damage, like regular collisions. Otherwise, amazing game, definitely going to beat it one of these days.
It's a cute little lunar lander asteroids game, gotta constantly be careful not to bump into walls or get ganked by one of the pretty varied enemy types.
Fun game, and very re-playable. Great expansion of weapons and ship types, and the soundtrack and sound effects are really soothing / cover up the amount of swearing when you die. Which, as the trailer says, you will. A lot.
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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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