
Vulture Strike is a side-scrolling shooting game in which you have the ability to travel between 2 parallel timelines whenever you want.
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Languages: English, Spanish - Spain, Japanese, Russian, Simplified Chinese
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开关虫洞系统游戏场景是不同的:季节不同、建筑损毁程度不同,但是貌似没有什么深刻的剧情相结合,STG游戏剧情不是重点但很多都有世界观的设定,这个貌似直接开打完全没有。 BGM不是非常糟糕,但也不是非常动听(在STG的角度上看,如果站在非STG玩家的角度看可能打飞机的音乐都很吵),与版面的契合度较差。 UI界面不合理:重要的狂暴条在左上方且太小。自机移动到画面上方UI界面会完全消失,而不是改为在下面显示。 虫洞系统+风险系统作为本游戏的特色并不好玩:自机火力增强需要反复靠近敌弹来回切换表里版面,如果不能透彻了解版面,游戏在普通难度都很难通过(何况没有容错雷以及不能续关)。但是我觉得这个游戏并不好玩,玩起来并没有其他打飞机游戏的爽快感,并没有吸引我反复研究单面版面的特色与内容。不知道这游戏的受众是哪些,本来打飞机玩家就少,这游戏又没有萌妹子,我想我都玩不下去的打飞机游戏,受众不会有多少,期待开发者或其他玩家的1CC演示视频,不然本手残真是玩不下去。 不能续关:游戏介绍说这是街机游戏,但我还没有见过一周目不能续关的街机游戏,如果游戏还不能让玩家觉得好玩,很少有玩家会钻研游戏版面系统并通关,更不用提1CC了。 [h1]总结 [/h1] 自机严重偏弱,版面不合理,系统莫名其妙,并不是很好玩的STG游戏,大多欧美开发商并没有足够的STG制作经验。
Wow! first time ive been early reviewing a game. Anyway, this game is awesome. the adrenaline inducing music along with the reckless playstyle it encourages makes this game very thrilling. This game is much better than just a TouHou ripoff and that is a very difficult thing to achieve while keeping the bullet-hell AND scrolling shoot-em-up theme AND great music. definetly recomend this game, unless you cant handle being dangerously close to lighning fast bullets almost all the time. i only played it for a few minutes because thats all my heart could take and i wanted the honor of writing the first real review (real meaning not just saying "first").
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[code]首先要感谢奶牛关,以及制作者所提供的steamkey。 奶牛关鉴赏家页面:https://steamcommunity.com/groups/cowlevelnet[/code] 合理调整期待之后,我再一次拾起了这款游戏,毕竟是第一篇鉴赏家评测,再怎样也不能这般敷衍,总也要把这款游戏介绍完全才是。 这是一款为打分而生的偏复古型横版STG,其主要宣传的亮点在于可在关卡当中随时切换世界线的系统。这系统说新不新说旧不旧,至少我在斑鸠、铳翼、永夜抄里都见过类似的内容。 游戏力图将科技与古典两种截然不同的风格在游戏当中进行碰撞。在机体和敌人的设计上,本作都力图追求流线型、未来感与异星风格,而背景却是从城堡和村庄作为起始的古典风格,并且从本作的集换卡牌里,也可以看出场景中所遇到的敌人均被以塔罗牌进行命名,多种元素相结合,让本作更贴近了街机STG专属的那种美感。 所谓“世界线的变动”,无非是在一个繁荣、一个破败的世界之间来回穿梭。如第一关在正常世界下的砖石城堡,一经切换便成为了死气沉沉的废墟。 遗憾的是,除了背景以外,几乎看不出两个世界有什么区别,敌人与弹幕类型均没有什么改变,这样让本作所标榜的“世界线切换”失去了很大程度上的乐趣,玩家完全不会在游玩当中思考两个世界的区别所在,使游戏的设定没有实际体现到内容当中。 那么难度呢?正常玩家不仅无法通关,甚至无法体验到一半的游戏内容。横版的视差加上高弹速,再加上本作自机精确移动稍有难度,使得擦弹很少能够实现。本作的子弹也太过固定,缺乏一般街机上标志性的大量自机狙,大部分时候是靠不同世界上的固定弹卡位压死玩家,使得一般的引弹折返技巧不再适用。 难度从排行榜上也可见一斑。我的横版STG水平很差,打纵版东方时培养出来的扔B意识、避弹方法与视野也全部不适用,对于颇具难度的本作,我大多数时候连第二关也过不去,而甚至打到第三关,便可在世界排行榜上位居第六。作为一款拥有5个关卡的游戏,排行榜前十甚至没几个玩家能打通游戏,也是令人唏嘘了。 [h1] 画面:6/10[/h1] 画面虽不出彩,但仍足以让人接受。运行过程流畅,完全感觉不到掉帧,不过敌人与场景之间的结合稍有违和感。菜单中的UI实在是朴实得可怕,简洁到完全不像是一个STG。 [h1] 音乐:7/10[/h1] 再次听到本作的音乐之后,感受却与上次存在着天壤之别。虽然音乐与版面结合极差,对背版和游戏节奏毫无帮助,但音乐质量却委实不错。 [h1] 系统:4/10[/h1] 非常复古,自机移动速度恒定、火力薄弱且狭窄、敌方弹速快、最低限度上的一个打分系统+一个避弹系统,切换世界线的特色系统利用率很高。 但你要说这是经典街机风stg我就不能认同了。首先,本作打击感很差,关卡冗长,假如把它扔到街机厅里肯定没人感兴趣。其次,本作子弹大小、判定与自机中弹判定均过大,固定弹过多而狙太少,弹速相对于弹量来说太快,系统却又鼓励玩家擦弹和避弹……大致上给人一种不伦不类的感觉。最后,看得出来本作是想致敬斑鸠,但这种高弹速+毫无解谜性的弹幕+杂乱冗长的版面让人感觉实在是和斑鸠的理念背道而驰。 最让我生厌的一点是本作对混关玩家极度不友好,没有奖残,背版难度高,没有bomb也没有任何能确切保命的手段,不能续关也不能从当前关卡继续。 [h1] 游戏性:1/10[/h1] 很明显,游戏缺乏测试,难度极其失衡,我几乎感觉不到标准模式和极度困难模式之间的差别,两者之间甚至连弹量差异都不大。 趣味性极差,因为没有任何奖励道具,随分数升高也不奖残,自机火力又极其薄弱,使得射击敌人在混关过程中完全成了吃力不讨好的事情,使人完全丧失了消灭敌人的欲望,第一关因为几乎没有狙,我都懒得按方向键移动自机了。 这1分留给去打分的大触们,毕竟本作还是有世界排行榜系统的,而且分数上传速度很快。 [h1] 总评:4.5/10[/h1] 难度过高且失衡,缺乏趣味,不推荐购买及尝试。 *顺带一提,本作有卡。
I don't know any other shoot 'em up with this level of replayability. The wormhole mechanic makes every playthrough unique and gives tools to players of every skill level. The music blows my mind. Loving it.
Amazing game. The dimension change mechanincs adds the precise amount of complexity for a game like this. I love how it rewards you for a risky playstyle. Also, the soundtrack is sick.
i played only like 15 minutes or less of this game and it is a really good shmup. i recommend this game. i don' t know why this is not a popular shmup game because it is great. also the music is awesome
Um jogo super frenético e difícil... Se um universo é o que é, imagina dois... :D Vale a pena jogar sem dúvida! Fica aqui o meu gameplay e diz-me se não concordas? Junta-te ao meu Exército Indie, entra para a nossa família, soldado! :D https://youtu.be/5DOa2-46Cmw
Bare in mind though i give this game a thumbs up, I think it's a mixed bag. Basically, their wormhole mechanic is an interesting one, and if you've seen the preview videos you can see how it is used to evade all the bullet patterns, though it doesn't get big until level 3 where on many occasions you will have to switch levels. The scoring system is almost a combination of Ikaruga and Danmaku Unlimited 3. In the sense that instead of switching colors you switch levels, and you need to be close to bullets when switching to get high score. I'm not too sure what to think of it, the wormhole mechanic is deadly(and necessary) to use in level 4 and 5, you get the faded outline of the alternate bullets so you can see where the hazards will be when you switch, but they travel so fast you can never be too sure, even with an expanded view. But also, when you intend to switch you will have to evade not only the bullets relevant to your timeline(or level), but now you must consider the bullets in the alternate at the same time. I get mixed up so much that I try to evade the alternate bullets too. It's just really difficult; I think if the bullets didn't travel so fast this would be less of an issue. Your only hope is memorizing pretty much every detail about the level. The other problem is the ship design...it sucks. It shoots in a straight line, which means often the only way to shoot an enemy is to get directly into their line of fire, and their bullets travel real fast remember. Once you switch enough times you can get the laser beam, but it also just shoots directly in front of you so other than a damage bonus, that doesn't help much. If you can charge it up while shooting the first laser, you ge the second which actually expands your field of fire, barely. It's really annoying when your at the epicenter of a bullet storm and you get the laser, but you just can't do anything with it because nothing is directly in front of you(and if there was, chances are you'd have to move as it may fire real fast bullets at you) The game does feature good graphics, the music is very good, and when you actually do survive one of the crazy bullet storms it can be really statisfying. The game is quite challenging, but in both a good and bad way. Bad in the sense of the reasons I gave above, but good in a sense that it's simply a unique and creative game.
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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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