
They're Coming! Get ready to defend your lovely Flower from invading insect! Prepare your Bug Spray, Call your Holo-Pet, Fortify base and don't forget your mission: Find the Watering-Can!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 24 reviews with recorded playtime.
Reviews
So what's this game? It's a cute ZX Spectrum styled (you probably know this old Sinclair micro computer) melange of tactical tower defense, skill based twin-stick shooting and a little Bomberman bombing. Yes, your guy does not only look like the likeable white-helmeted bomber, he can also put down bombs as a standard secondary attack (it's a little odd that the current trailer does not show this). Yet your standard primary weapon is an infinite eight-directional bug spray! The goal is to fight the intruding vermin, defend your beloved flower (which is literally a flower) and give her water three times per mission. In order to do this you have to find three watering cans on each floor/mission. Possibly you played FobTi's Jet Set Knights before, which is also a mixture of tactical tower defense and an action game. While Jet Set Knights focuses more on the action, Vermitron has its main focus on the tactical department. Building the right towers at the right places is very important to succeed, and you better open up new rooms tactically, not just randomly. While playing, you always have the chance to unlock new stuff (new weapons, upgrades for your towers etc.), which will last permanent and then can help you on your next mission or even on the same mission, if you die and have to retry. There are no lives or checkpoints. So maybe we can call Vermitron a roguelite. There is also some randomization or at least variation regarding the three watering cans you have to find to proceed. They're always at different places. Some problems I had with the hitboxes. Not seldom an enemy hit me and I had the feeling that it shouldn't hit me. The same goes for the watering can. I picked it sometimes up, when I did not want to pick it up. But despite that I absolutely enjoyed my first 2 hours and looking forward continuing. Did I already mention that the game looks and sounds beautiful? Especially the title song is pretty catchy. I would love to play the game to it or to something similar groovy. [code][url=https://store.steampowered.com/curator/39372135]Lists of Niche[/url] is dedicated to finding games on Steam with roots in classic consoles, computers and arcade machines. We categorize them in helpful lists that will hopefully grant some insight into gaming's history, too.[/code]
I finished the game in about 4 hours, and it got a bit repetitive toward to end - it could use more randomized features or more boss fights (at least 1 per location). Vermitron has a good concept to start with, it combines tower-defense with twin-stick combat, but some of the mechanics are a bit questionable. Whenever you defend the base you don't have much control over it, sometimes you can have a maximum amount of static defense, and you will still die. I already talked to the developer, and he adjusted some of the balancing, so it should be more consistent now. I would like to see more store items because you can purchase all of them during the first few stages, and perhaps an endless mode. Not to be confused with a rogue-lite, Vermitron is more like an arcade that saves between every stage. In terms of progression, you can unlock passive bonuses, cosmetic ghost pets, and circulating weapons. The goal of each level is to find three watering cans that will trigger a tower-defense phase. The levels don't have a lot going on in terms of randomized features, but you can find some secret rooms with treasure. The enemy variety was somewhat lacking, there are very few with unique or challenging patterns. I killed the last boss during the dialogue so he could not do anything, although it should be fixed by now or in the next patch. Special weapons were alright, but I would like to see basic attack upgrades as well, at least those that would last until the end of the stage. Now the game is already easy so I don't want to see more permanent upgrades, perhaps some temporary bonuses instead so your currency is not useless. I don't like the idea of slowing the player when you pick up the watering can, it just feels laggy, and the whole defense phase is not very interactive. Perhaps the alternative would be to remove the slow effect, but make the player defend the flower for 10 seconds after watering it (just my opinion). [i] Just want to add that developer is pretty good at taking feedback, even if I don't like the game that much, I kept it because the updates came out very fast. [/i] [h1] Pros: [/h1] + nice retro-themed aesthetic & retro vibes in general + interesting mixture of genres + good achievement support [h1] Feedback: [/h1] [u] Store [/u] - you can max out on upgrades too fast. For balancing reasons, maybe don't add more permanent upgrades because the game is on the edge of being too easy as it is, but you can add some consumables like special bullets that you get around the level. Perhaps you could kill unique random enemies in the game that would allow you to buy special ammo. Another option would be to add temporary armor upgrades with a different color palette. Food for thought. [u] Event Variety [/u] - I know it's not a rogue-lite, but I still feel like the levels would benefit if you could come across some unique features like a special enemy or a unique store. It would be nice to have a boss fight per each zone as well (every 4 levels if I am mistaken). [u] Watering Can & Tower-Defense [/u] - once you pick it up the tower-defense gameplay is out of your control, plus it just feels kinda clunky when you walk so slow. I was thinking, maybe remove the slow, once you water the plant, you have to defend it for another 10 seconds. I know it's a lot of extra work, but in retrospect, this is probably what you should have done in the first place. Not that big of a deal, I just think it's a poor design choice on your part. [u] Screen movement [/u] - I have a hard time focusing on the game whenever I walk at the angle, I think it's the screen moving around. If possible, add an optional way to lock it. [b] Overall Thoughts: 6/10 [/b] Good concept, just not fully realized, and not as replayable as I was hoping for. I think the levels and enemies needed more variety. With a few item updates, I think it can be decent. Considering that I encountered all kinds of polish and technical issues, my personal experience with the game has been underwhelming. That said, I appreciate the devs that can take some criticism. Something I would enjoy for sure, if it had more going on under the surface. [code]Review By: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
A quick Pro/Cons listing: Pro: + Game has some novelty value. Just look at the gorgeous ZX Spectrum like graphics. What, too young to care? Well... + Simple game idea: Get 3x water cans per level. Each time you find a can enemies come out of the vents and assault your main 'base flower' so build up defenses and adequate power stations in more quiet hallways that will feed power to your defenses. Of course there is more to this but in a nutshell this is what you do every level more or less. Plus hunt for secrets, coins, upgrade boxes and what not. + Cheap entertainment. Definitely worth on the sale but not sure about full price due to limited game play in the end. Con: - Bugs still being ironed out. Still some bugs around that prevent enemies from spawning thus breaking the level forcing you to restart. Not that bad anymore and you learn quick what causes them (bomb explosions, turrets built in contested rooms) - The base game idea does not take you very far so the game is best played in short sessions. A level or two max. Dev is still active on this so some new game play altering mechanics may be introduced.
TL;DR: Give Vermitron a shot. When most people think of twin-stick shooters, they think of raw micro mechanics. Disciplined aiming, shooting, and dodging, instead of careful, methodical thinking. Tibor Fobel embraces the later, fabricating a retro and tower defense hybrid. The result: a solid, old-school action game that deserves more attention. Vermitron follows an intrepid astronaut, defending an endangered flower from invading insects. Player's progress level-to-level, descending further into an infested base. Winning a floor is simple: blossom your flower by collecting three watering cans. However, hungry pests will be squirming to your base, so you'll have to defend your plant along the way. Slaughtering worms and flies is easy. The trouble comes when picking up a watering can, which spawns a wave of insects. You also become slower, barely moving faster than a grub. Without a base defended by armed towers, your flower will be easy pickings as you travel back. Traversing a map's floor requires careful risk management. The deeper you travel, the more opportunities for cash and vital watering cans. You'll also encounter safe spots for power plants, which energize guard towers. On the flip side, opening rooms will activate more enemy spawners during invasions. This means searching without a plan can jeopardize your headquarters safety. Balancing what sections to enter grants a modest yet gratifying learning curve. Among the carnage is an array of unlockable weapons and secrets to discover. Extras like explosive RPGs and treasure rooms help keep the game fresh. Yet amidst the praise, some factors hold Vermitron back from perfection... While tough at first, the game becomes painless, even rudimentary, once understood. Levels can become effortless by keeping the right doors locked, barricading nearby threats. Enemies have predictable AI and are generally slow. Ranged attackers can be a nuisance, but their scarcity diminishes their danger. Increasing enemy speed during invading waves would keep the game challenging. And instead of mindlessly moving, insects could always move toward the flower. Faster and smarter enemies would keep the game fair yet more challenging. However, the game's primary issue lies in the randomness of watering can placement. Unlike enemies, watering cans spawn in random locations in each level. This can lead to awkward games, where watering cans will be too close or too far from your base. One time I even had two watering cans manifest next to each other. I’m fine with randomization for the main objectives, though it would be nice to have some consistency. Coding watering cans with pseudo-randomness could resolve this. For instance, a level's watering can always spawn four rooms away from your base. Player's would know what to expect, but still be cautious of their route. An overly-forgiving shop system also undercuts the game’s sternness. The three-hit health bar becomes meaningless when medical kits are cheap and unlimited. Money itself becomes easy to hoard, since the shop has less than ten permanent items to buy. If you continue a run, you also keep all the cash you had left. An alternative approach could be making money less common or partially reset on a new level. This would make each run be more strained and continuing runs less lenient. Of course, if the difficulty becomes too hard it could be adjusted in the settings. Obtaining weapons is also counterintuitive. Because all unlocked weapons stay in powerups, you cannot buy them in the shop once available. That's unfortunate, as Vermitron offers many diverse weapons to use. If someone earns a gun, it feels good to use it immediately. Not wait for an occasional powerup for trying out. Thus, making weapons buyable would grant player's more freedom and enjoyment. I've talked a bit about bonus weapons, but what about the primary ones? The default gear are pesticide cans and bombs. Pesticide is your primary means of elimination, being infinite and effective. You could win the game only using pesticide, though its short range means you have to get close to fight. Bombs are my particular problem. They're advertised as valuable versus groups, but you aren't able to use them at a distance. Many times I hurt myself when using bombs, either due to the explosion or proximity of enemies. Without baiting enemies into them, bombs had little combat benefit. Instead, their blast is used to find items and secrets between rooms. There's no issue with bombs as utility, but they could be better fitted for combat. A quick fix may be letting bombs be throwable. Players could hold down the bomb button and let go, with the throw distance based on holding time. Fast taps would drop bombs where the player is standing. This would make bombs more fun and straightforward to use. Moving away from firearms, let's talk about the tower-defense side. There are only two types of towers to build, excluding Power Plants. Area-of-effect Bomber towers look nice, but rapidfire Sentry towers are superior. Tower defense setups become simplistic when the best strategy is pure Sentry. Along with new towers, adding a visual indicator for attack range is imperative. A circle displaying how far a tower attacks aids player planning. By adding weapons and new tower options to the shop, players make more meaningful choices. My last gripe with Vermitron is its backtracking. It's absurd how players have to spend money on a minimap and base teleporter. For an arcade game, playing should be fast and polished. Having to spend tons of money on navigation that could have been spent towards action is lousy. A mini map that reveals previous rooms should be a given. Players should be able to teleport anywhere and anytime, except during insect invasions. And teleporting should also be energy-free, since you don't spend player energy. Finally, when not fighting enemies, player movement speed should be increased. This would significantly lower the downtime of the game. Enter the Gungeon is a great example of streamlined action gameplay. The developers should not copy Enter the Gungeon, but gamers expect slick gameplay. Despite the criticism, Vermitron holds up as a good arcade shooter. To give credit where it’s due, the dev-team gave an update after release which fixed some major issues. A notable change was making watering cans a manual pickup. Before the change, waves would start when your character was next to a watering can. Now players have the initiative to choose when to fight. Quality of life features like this are proof of an improving dev-team. I was able to beat Vermitron after about five hours and over a dozen floors (albeit using continues). For eight dollars there is a lot of game to be had. And if you're into speedrunning or high scores, the game's replayability doubles. I would recommend Vermitron for those wanting a quick and challenging old-school game. It's a little rough in a few areas, but provides the clutch intensity a gamer is looking for.
I can't give this a thumbs up. The gameplay wasn't really the problem, it was fun. I'm willing to say that I enjoyed it, but the main problem with it, is that it was extremely short. Maybe if it had some variety in its objectives, or changing the main one every so often, or the very simple solution of making more floors. I'm not able to recommend this game for its regular price, only if it was reduced to half the price.
Nice and funny game. Compared to the other FobTi games, this one is much longer and with more things to do. The main goal is to give three times water to a plant, to do that you have to walk around for your ship to kill bugs and gather coins. After you find 3 water can, you can proceed to next level.....and like the other FobTi games the difficulty level is quite higher, at least for me :)
For that price it is definitely worth it. Would like to see it on PS4 where i got platinum trophy on Jet Set Knights which is from the save dev. It's a nice small game to play from time to time when you are bored. I like the retro ZX Spectrum vibes from it..
[url=https://home.gamer.com.tw/creationDetail.php?sn=5462980]→含圖片的完整巴哈姆特小屋心得創作[/url] 畫面呈現上為ZX-Spectrum風格的動作射擊小品 總長度約共12~14關左右 各大關主要分為"探索"與"守塔"兩種玩法: 關卡剛開始位於中央安全地帶並四處大門深鎖 需逐一開門摸黑探索房間的搜索模式 透過短距離的殺蟲劑和有限的炸彈掃除路上障礙 尋找為小花盆栽澆花的澆水器 拿到沉重澆水器之後,中間路程會變成守塔類型 此時移動力會受限&部分技能無法使用,只能慢慢往基地走 (各關地圖構造固定,但每次澆水器的位置都會不同) 根據拾取位置和開門的比重,會明顯影響這段路的艱辛程度 [hr][/hr] 初期狀況資源與火力是壓倒性不足的 以先蒐集足夠的金幣建造設施、購買強化裝置為主目標 [spoiler](中離重打,總得分&持有金會繼承,當前V1.5板仍適用)[/spoiler] 因殺蟲劑不具備破壞場景物件性能 本身對付多數敵人集中火力算不錯 金幣回收的過程需多加依賴炸藥和半路拾取槍彈 並活用成功駭進主機暫時讓購買強化金半價,早期購足所需物資 (大約兩~三關就成湊齊全部永久強化) 部分關卡存在牆壁有裂縫的隱藏房間 或是需求鑰匙才能開的特殊顏色門 通常這類都會藏不少金塊,一次性解決財務危機 因此還是鼓勵積極遊玩過程盡量破壞場地雜物XD [hr][/hr] 準備充足並探索差不多後 在小花周邊/路上配置好發電器、機槍座和防禦砲台 拿到澆水器前清空路上多數障礙 並記憶各個會出現毛蟲侵略者的人孔蓋位置 規劃最短路線、策略性的別一次把門全開 拿到澆水器後盡力往回衝,達成三趟防守通關 保護好基地中央的小花盆栽不受侵略蟲啃食 [spoiler]不過這混帳花朵在尾聲成了最終頭目…糾結[/spoiler] 推出多款作品後,存在原點回歸的奇妙體驗(對應[url=https://store.steampowered.com/app/405550]Jet Set Knights[/url]) [hr][/hr] 主角本身Hurtbox莫名的大,距離拉太近很容易意外受傷 所幸無敵時間很長,危機時也相對容易脫離戰線 拿澆水器前盡量維持滿血(中央電腦可買醫藥箱) 幾次改版後有追加"生命上限Up"強化物的特殊史萊姆 能遇到就別錯過,可大幅增加後期的容錯率 需習慣默認殺蟲劑的射程,大多情況都是該預設武器作戰 雖說乍看是右磨菇頭/滑鼠自由操作瞄準 實際表現仍為傳統的八方向射擊限制(Ikari怒風) 寶箱別太早撿完:雖偶爾會掉很不錯的遠程槍械 但撿到別的寶箱變回預設殺蟲劑的機率莫名高… 另外,丟出來的爆彈會炸傷自己(難怪主角造型很炸彈超人XD) [hr][/hr] 早期存在一些Bug(測試回饋後已程度修復) 不過總體來說能解鎖的東西還是感覺少了點 分數只能靠開門來取得(10分/門) 常規全破前通常能否達3000分都是問題,六位數欄位顯得很多餘… 正常攻略大約到第六關金幣消耗就已不成問題 整體來說不影響遊戲體驗,能安心的整趟玩完
猫が出ているので購入。ファミコン風の画面&サウンドのツインスティック・シューターで右スティックを倒した方向に自動的に射撃をする。操作感は良い。タワーディフェンス要素もあるが探索とシューティングがメインなので自動攻撃している場面はあまり見るチャンスが無い。猫は敵が落としたコインを拾ってくれる。日本語が無いので最初は何をしていいのかわかりにくい。 しばらくプレイしてゲーム内容を理解したが目的は中央にある花を守ることで、部屋を回ってジョウロ(場所はランダム)を見つけて取ると花に対して敵の襲撃ウェーブが発生するので、大急ぎで花の部屋に帰還して敵を始末して花に水をやらないといけない。花の周囲や部屋の随所に自動防衛装置みたいな物を設置出来る。自機がやられても花がやられてもゲームオーバー。ジョウロで3回水をやればステージクリア。右下に電力数表示があるが、防衛装置の設置場所で電力マークを選択すれば電力を増やせる。自動防衛するには電力が必要なのでまず発電装置を作ってから防衛武器を設置する。 ゲームの途中でポーズをしてsave & quitを選択するとそのステージの最初から。ステージをクリアすれば次のステージの最初からコンティニュー出来る。プレイ中のステージで使用したコインは一度ゲームを終了すると再開しても減ったままで戻ってこないし設置した防衛装置も無くなる。その反面、獲得したコインは維持されるので敵を倒してコインを稼いでsave & quitでそのステージの最初から、を何度も繰り返せばコインをいくらでも増やせる。 1面をクリアした率が30%と低めだが、難易度はジョウロの出現場所に左右されるので、何度かチャレンジすれば花からあまり離れていない場所にジョウロが出て楽にクリア出来るチャンスが来るし値段は高いがワープアイテムもゲーム内で買える。
Vermitron is a 2D retro pixel twin stick shooter/tower defense/bomberman hybrid where you control a cute robot and you must protect flowers from waves of insects that want to eat it. You have a wide array of tools at your disposal including Bomberman style bombs, towers, and of course you can shoot in different directions. The gameplay is smooth and well polished, but unfortunately suffers from a few design defects, some intentional, none acceptable. PC gamers will be insulted by the console peasant children's toy gamepad prompts, although the game does work with KB+M. There are no control customisability options, so this may render the game unplayable for some. A choice was made to use obsolete retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result, although in this case it does seem a deliberate choice and an accurate representation of a 1980's home computer. Unfortunately it's not 1987 anymore, and the industry moved on Resolution is locked and can't be changed, and there's no visual or graphics tweaks, so there's no way to improve the very lazy, mediocre visuals. These flaws push this game far below minimum acceptable standards for PC. The overly optimistic price of $8 USD here is higher than you can get older AAA games for, like Stellaris or Dragon Age: Origins, so it's impossible to recommend this.
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