
Weapon of Choice is a high-energy, side-scroller in which each playable character is unique with their own special weapon and abilities! Blast insane aliens, find new player characters, and choose between branching paths!
Modeled estimate, not a reported figure. How we estimate →
About
Stats
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 42 reviews with recorded playtime.
Reviews
Themes across 42 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
8/10 I hate this game :)) It’s quite difficult, especially on Mega Wicked. It has ugly but strangely captivating visuals, and weird yet interesting gameplay mechanics. A must-play for fans of old run-and-guns!
Weapon of Choice DX completely surprised me. I can’t believe I’m saying this, but this game is actually fun and a bit addictive in a way I didn’t expect at all. It’s a fast, chaotic action platformer where you constantly switch between different characters and weapons, and that variety keeps things fresh. There’s a nice rhythm to the gameplay that slowly pulls you in, even if it looks a bit simple or unusual at first. I went in with low expectations, but ended up playing way longer than I planned. Definitely one of those hidden gems that catches you off guard.
猎奇版魂斗罗还蛮好玩的
Соль раньше явно была дешевле...
推荐,喜欢这种猎奇的怪物设计,手感之只能说平庸。流程有点短,人物武器设计很好。有多条支线,并且可以用很多不同的角色
If you smoke crack this would be amazing sadly i got none at home
Eyeball testicle monkeys
TOP
This thing reeks of XBLA all over from the graphics to the gameplay, for better and worse. It has the intentionally ugly prog rock cover art tween animations popular at the time as well as weird spongy analog stick controls on a 2D shooter, but it also has what I can only describe as a pioneering spirit. The core gameplay is pretty basic run n' gun fare with one stick moving and one stick aiming and firing, it works well but isn't going to rock anyone's world and the enemies you face are pretty standard as well outside of the nasty visual flair. The game is broken up into a series of levels that you play through in 4 different routes of varying difficulty and length, a cue the game seems to be taking from Contra Hard Corps. The number one draw of the game and what I think is its biggest success is the roster of playable characters: each one has a unique weapon with a unique alternate fire and a unique double jump, with a few even having extra moves performed with the alternate fire button and the d-pad. Whenever you take a hit you go down and have to deploy a different character to attempt a rescue, if you can pick up a downed character and carry them to the end of the stage you get them back. This seemingly tiny wrinkle in gameplay absolutely carries the experience, as it creates great moments of tension where you have to stop and consider which operative to use. Do I send my best guy first or save him for the boss? If two characters get downed who do I keep? Do I send a lackluster character first as a sacrificial lamb to tank a hit at the start of a hard fight or save them for the one segment later in the route where their weapon or ability comes in clutch? Playing through the game on the hardest difficulty I often found myself having to consider these things at the start of every level and every single time I made a mistake. By the end I had sharpened my play and strategy so much I found myself not even being forced to use my favored operatives and had beaten whole routes using only scapegoats I had initially pegged as suboptimal. If I had one serious complaint it would be the length. While the level design in the game isn't particularly amazing it seems like the kind of design made for the sake of speed and quantity, except the quantity isn't there. As mentioned there's only 4 routes in the game, two are full-sized with 2 stages and bosses and a final boss each, but one only has 2 stages and 2 bosses and another is a joke route with only 1 stage and 2 bosses, with the stage being shared with the other short route. One or two more areas would go a long way into making the game feel more complete and potentially allow for using some of the underutilized single-stage enemies in more advanced setups. All-in-all the game has a nice amount of depth for what it is and doesn't quite feel like anything else I've played in the genre, if you like run 'n gun games and can stomach some amount of late-00's indie game crust then it's worth checking out.
Liked it. There were lot to make difference to regular Contra-clone * Big, weird and gory enemies * insane guns, * duke nukemish humor, heroes launched to mission by unstable general with missile, * short enough for quick snack with difficulty level to anyone, but contains replay value. * "Brush with death"-mechanic that just accidental touching the enmey won't kill you, * wall / ceiling climbing and secret pies to find with alternative routes * mechanic to recover fallen soldiers and those that can't be carried feel betrayed.
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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