
Hack scavenged parts into custom-made weapons and explore / shred your way through a multiverse of infested weapon facilities.
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[h1]◆概要◆[/h1] 3Dグラフィックの高難易度ランダマイズメトロイドヴァニア。 本来の意味でローグヴァニアと呼ばれるべきジャンルの作品であり、平たく言えばメトロイドヴァニアの部屋並びをランダム化したもの(ただし移動系アイテムなどが取れずに詰まないように調整はされている)。 ローグヴァニアの作品こそ非常に多いが、ランダマイズメトロイドヴァニアは非常に稀有なジャンルとなっており他には[url=https://store.steampowered.com/app/603530/A_Robot_Named_Fight/]A Robot Named Fight![/url]しか見当たらないほど(単品作品の場合。ゲーム内モードでは[url=https://store.steampowered.com/app/332200/Axiom_Verge/]Axiom Verge[/url]などに存在)。 メトロイドヴァニアとしてはショットにランダム入手できるMODを付与できるのが特徴的。 MODの効果は射程アップや2WAY化など様々であり、大量にMODを付与することでド派手な攻撃も可能となっている。 シェア枠にMODを入れることで、複数のショットに同じ効果のMODを付与することも可能。 ミサイルは消費武器の一つとなっており、一撃で大量の敵を倒すとボーナスで追加のミサイルが入手できる。 セクター3にいるボスを撃破することでクリア、順調に進めば30分(1時間?)ほどでクリア可能。 ただしクリア直前に隠し部屋から2周目に突入可能、その後はチャレンジモードアンロックと想像以上のボリュームだった。 一方で無限にHP回復アイテムを入手する手段がなく、敵や部屋構成も非常に嫌らしいため、初見での難易度は高いと思われる。 アイテムのアンロック要素はあるように思われるが、具体的な表示や条件などがわからなかったため詳細不明(初めて取得すると次のプレイから出現するようになる?)。 [h1]◆高難易度の理由について◆[/h1] 2021/05/13追記: 本項を全体的に追記修正 あまりに同ジャンル作品の数が少ないため客観的な比較が行いにくいが、A Robot Named Fight!より高難易度な理由の一つは「圧倒的物量の敵に対抗する手段が少ない」点だと思えた。 手に入りやすいショットとしては通常ショット、炎ショット、雷ショットの3つであり、セクター1時点ではどのショットでも問題なくプレイ可能(炎ショット以外だとセクター1ボスがかなり大変かもしれないが)。 問題なのはセクター2からであり、セクター1と違って基本的に部屋に入ると全滅させるまで外に出れない&無限雑魚湧きの敵が普通に出現してくる。 この物量がセクター3になるとさらに上がり、セクター2ボスやセクター3ボス(ラスボス)も実質DPSチェックに近い雑魚湧きを行ってくる。 そのため短時間で大量の敵を殲滅する必要が出てくるが、短時間で大量の敵を殲滅できるのは炎ショットのみ(貫通持ちのレーザーショットなどもあるが、上記3ショット以外だとかなり運任せ)。 炎ショットは範囲攻撃+貫通持ち+持続ダメージ付与と好条件が揃っている一方、通常ショットは何もなし、雷ショットもノックバック発生と大量の敵を相手にするにはかなり厳しい。 たしかに大量にMODを積めば炎ショット以外でも大量の敵を殲滅できるだろうが、それができるのはおそらくセクター3~2周目以降であり、かなりのマゾいことになるだろう。 よってクリアしたいならセクター1(の前半)で炎ショットが出るまでひたすらリスタートするのが最も手っ取り早く、他のショットの存在意義がないのが現状と言えるほど。 2021/05/05のサイレントアップデートで各種リソースの入手数がやや増加したように思え、最大HPアップやMODコスト上限アップも入手しやすくなったが、それでもMOD入手数は対して変わっていないため、未だにバランスが調整不足と言えるだろう。 ショットのバランスが偏っている事ばかり述べたが、本作は雑魚敵からHP回復アイテムがドロップするものの無限湧きはなし(一度倒すとリスポーンしない)。 また下記の通り狭い部屋が多い一方、ギミックや仕掛けに凝った部屋ばかり。 そのため気を抜くと1部屋内でHP最大から瀕死状態になることもあるため注意されたい。 [h1]◆サクサク感について◆[/h1] アクション性の難易度が高い一方、プレイ自体は非常にサクサク進められた。 その理由は部屋の大きさであり、本作の各部屋は1画面構成の部屋が多いように思えた。 縦長や2×2のような大きな部屋もあるが、体感半数以上は1画面構成の部屋ばかりのように思えた。 雑魚敵の無限湧きがないだけでなく、 テレポートの仕様も「敵を全滅させた部屋ならどこでもワープ可能」と利便性を上げるものであり、サクサク進む感じはA Robot Named Fight!にはない良い点だった。 [h1]◆終わりに◆[/h1] メトロイドヴァニアとしてはかなり尖った作品であり、特に一回の被弾がかなり痛く、様々な部屋配置への臨機応変な対応が重要。 一方で1部屋あたりの地形配置の殺意が非常に高いメトロイドヴァニアというのはそれほどないように思うため、緊張感のあるプレイをされたい方におすすめかもしれない。 なおやや気になったのは[strike]「ゲーム内メニューから『ゲームを終了する』を選択する方法以外でウィンドウを閉じると裏でずっとプロセスが動き続けている」という点。 タイトルバーの×ボタンを押して閉じたり、Alt+F4を押してウィンドウを閉じると裏でずっとプロセスが動き続け、プレイ時間がものすごいことになる(上記プレイ時間の15時間ほどがプロセスの消し忘れによるもの)ため、気をつけると良いだろう。[/strike] 不具合だったようで、現在は修正済み。 また個人的にはセーブが出来ないのも気になった点の一つ。 特に2周目以降もプレイする場合は休めずにプレイし続けることになるため、ややデメリットのように思えた。 本作は見た目に反して2周目やチャレンジモード、高難易度の隠し部屋ありと練り込まれているため、steam実績やタイムアタック実績などがあるとさらに良かった。
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Hours played at review time, across 37 reviews with recorded playtime.
[table][th] Review by [url=https://store.steampowered.com/curator/34633003-Gaming-Masterpieces/] Gaming Masterpieces [/url] - The greatest games of all time on Steam. [/th][/table] Is this game a masterpiece? Ah, no, I guess it is not THAT good, but it is quite good and since noone knows it I am gonna write short review. The game deserves more attention than it is getting. Basically, it is a run and gun platformer with randomized rooms. You are on a mission to clean the infection that has spread around a station by killing the enemies. You can move around fast, knee, jump (the longer you press the button, the higher), shoot, even in a 45 degrees angle. Graphics are average, controls are tight. Collect credits to buy stuff, healthpacks and other equipment, fight bosses, use the shop and the automap. Some of the stuff you find is really useful, like a suit that allows you to go through lava or a suit to transform you into a slug to crawl through tight spaces. Most rooms are not much bigger than a screen. There are optional rooms with goodies that require rockets to open. You can either use your rockets here, or use the rockets to eliminate enemies. Doors generally open when you shoot at them, some require a flamethrower to open. Yout health is represented by hearts and can be replenished with health packs, stuff requires batteries to operate or missiles to shoot. So far, so good. What makes the game special are the many weapon modifications. Find mods and upgrade your weapons with homing shots, a faster fire rate, an improved shoting range and many more enhancements. They are often stackable, so you can use a bunch of mods on one weapon. That's really nice. When you die, you loose everything and restart in a new facility to clean. Permadeath without permanent perks. That is not so nice. Only kind of game+ (some challenges) when you complete a (relatively short) run. [u][b] Conclusion:[/b][/u] Solid roguelite run'n'gun platformer.
It's Metroid if it were rogue-lite. It doesn't look so great but the controls are really good and the level design feels totally natural. It's also really fun to combine all the different gun upgrades. Once you get deeper into a run this really shines, as your attacks really make you a force to be reckoned with. It's a pretty tough game, though, so don't expect any kind of leisurely play. Blink too much and this game'll kick you down a flight of stairs. When you die, a new run starts immediately, so it's really easy to just zone out and enjoy the gameplay loop. Definitely worth the purchase price.
I indicated as "received for free" even if I supported the create a while ago! This game started as a web game then the programmer decided to make it a native application for performance reasons. So, now it runs smoothly on top of being interesting. This is a metroidvania that is randomized with a twist: items, rooms, enemies types within the room. All enemies are recognizable and have specific patterns. That may make it looks easy: it's not! As of today, there is 3 distinct area in a run. A run is about 1h when you start to master the game. There is enough variety for replayability. Each area introduce new mechanics. The game features an interesting [b]core mechanic: build your own weapon[/b] by sticking pieces together. Also, each part you add to your weapon consume some energy. You can hold more energy by finding batteries scattered around the map. This leads to interesting choices when you have more parts than batteries required for them! Enemies are varied and react differently to the different weapons types. The game permits to store 4 weapon configurations (3+missiles) so you can quickly switch. It's really reminiscent of Metroid, you even have to shoot 5 missiles to open doors. Speaking of missiles, those are a valuable resources as the doors behind missiles are containing valuable upgrades. Those are totally optional though, but that would be punishing yourself! The latest upgrade offers more challenges when you beat the game once...and this alone is not easy. Took me few hours (so, few tries) to not die! You can see that there is some good design behind the game. A first example is that the map display a lock icon when a route is barred by a missing upgrade (like double jump). The game even gives you some hint if required. A second one is that some upgrades have side effects. For instance, the "scrub" suit makes you unnoticed by enemies! The designer also understood that you may not want to revisit empty rooms and placed teleport around the map. And when you teleport, a portal is created to be able to go back to the teleportation room you came from! Yes, as soon you cleared a room, you can select it as a destination! The 3 bosses are always the same (as of today) across runs. But if you go for the extra run, they are accompanied by enemies to make them more challenging! [url=https://www.youtube.com/watch?v=PZs_TKbDXyY]Here is a video of me playing (FR)[/url] Overall, the game is already solid, but the conceptor is not done yet!
[h1] The Metroidvania Review[/h1] [url=https://metroidvaniareview.com/2020/07/13/weapon-hacker/] Metroidvania Breakdown and Full Review[/url] | | [url=http://store.steampowered.com/curator/30503887/] Subscribe to our Curator [/url] [b]How Metroidvania is it?[/b] Medium Fit. Everything is procedurally generated, but the seeds create a very authentic feeling Metroidvania experience, even if it's always a little linear. [h1]Curator Review [/h1] Tight controls and strategic gameplay make this roguelite Metroid style game a great way to spend an hour, or maybe a hundred hours. Customize your weapons on the fly and conquer. [url=https://metroidvaniareview.com/2020/07/13/weapon-hacker/] Click here for the Full Review[/url]
The most Metroid Roguelike I've ever rogueliked. The level generation and the way you explore for progress-related upgrades is pretty damn impressive. The best feature is the enormously flexible custom weapon system, which lets you combine every weapon and every upgrade you find in any way you like, as long as you have the slots for it. The weapons can get pretty out of control. After-launch support has been real steady so far, looking forward to however much variety the developer can cram into it.
This is a tough review. On one hand, this game really does /nail/ the rogue-like metroidvania style. Explore rooms until you can't, find an upgrade, proceed. Bash your head into walls looking for secrets. Fight lots of enemies. But it also just... kinda falls flat on the weapon variety. It feels like you're being encouraged to 'experiment' with your weapon, but all in all most parts are just direct upgrades to what a weapon already does without changing it functionally. This starts to make repeat runs feel very... samey. Get a damage boost, get a range boost, use whatever progression weapon/element you need to open doors. I feel this game needs more variety to it, or to have that variety better seeded into the run. I don't wanna spend another twenty minutes getting minor upgrades for the basic laser that just... make the laser shoot faster/further/harder. Split is a good start, bounce is useful in a lot of fringe cases, but overall I don't get excited about either of those. And that's before considering the boss variety, of which I've encountered none. Same three bosses every time. So my final decision comes down to value. Is it worth 10$? Well, I got 8 hours out of it before I started to feel worn out. At around a dollar an hour, I'd say it's worth considering. If the dev is still actively working on it, and it gets a few qol updates, an autosave feature, and some variety then it'd be very much worth it. But for me, and what I'm looking for in a game, I sadly have to give this a no for now. Which is a shame because it does get so many things right. Nothing personal, Luke. Side note- Do not bind the 'stand still' key to space, it will cause you to crash in the weapon modding screen.
[code] [b] If you enjoyed reading this review, check out our other reviews and articles at www.walawala.games [/b] [/code] [h1] Real Men Wear Yellow Jump Suits [/h1] Despite the simple graphics, Weapon Hacker by indie developer Luke Rissacher, is actually a fun little rogue-lite platformer. Granted, much of the fun comes from mercilessly taking out enemy monsters with a multitude of weapon upgrades and combinations ranging from simple pew-pew lasers to what-the-heck-did-I-just-create monstrosities. Beyond that, the goal is to explore three massive areas figuring out the best plan to escape which involves blasting doors, breaking down barriers, and triggering switches. Along the way, you’ll encounter myriads of enemies intent on stopping or killing you whichever comes first. The weapon upgrade system is the obvious draw in the game and with good reasons. By combining upgrades and enhancements you find along the way, you can augment your weapons to be as devastating as possible. But doing so requires energy that comes from batteries that must be located throughout the map. One drawback is that you only have several slots to use per upgrade, so you may have to drop one object for another to pass certain areas, which is cumbersome but adds layers of strategy to the game. Navigation is made easy with intuitive and precise controls and an off-screen map which helps to locate hidden areas as well as portals to travel from one location to another with ease. The portals are essential because it helps you traverse the areas quickly without getting bogged down by having to repeat or clear out rooms you’ve already passed through. It is an intelligent design that keeps the flow moving and prevents it from becoming stagnant. Graphically, Weapon Hacker has the standard Metroid-ish look to it but with more vibrant colors, cool effects, and some unusual looking enemy monsters. The little pupae looking worms that scuttle the cave floors and walls remind me of the Face Huggers in Aliens. God, I hate those little suckers. The few negatives I have with the game is the repetitive music and the lack of replayability. Almost everything a player can learn is mastered in the first 30 minutes or so. By the time you’ve reached the one hour mark, you’re pretty much flying through the game without too many problems. Thankfully, the game offers a fair deal of challenge and mind-scratching puzzles to keep you entertained for a good while. Overall, I enjoyed my time with my little yellow-suited buddy. It’s definitely a casual game that pays homage to the rogue-style gameplay of Metroid. It ain’t fancy, but with its smooth control, consistent challenge, and fast action, Weapon Hacker is just the game to fill your gaming day with.
If you like Metroidvania's then you're definitely going to like this game!
Super fun to play with weapon configurations and unleash them on hordes of silicon-based baddies.
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