
Take control of the hyperdimensional fighter craft ‘ZanFighter’ and use its advanced warp functions to defeat an army of space beasts controlled by an evil scientist!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
Truly excellent game. The warp mechanic Is so damn fun. The level design is absolutely top notch. Tons of replay value Very memorable game..............
Zangeki Warp's premise is great but the game design unfortunately lets it down because the dev wanted the game to be as punishing as possible. While using the warp to dodge enemy attacks and attack enemies is fun, what isn't fun is the game being laden with instant-kill traps that you need to warp to avoid. After the first stage the game is full of enemies and obstacles that shoot out of the terrain or from off-screen without warning, and your shield does nothing to stop contact damage from killing you instantly, so instead of the game being about using your warp to respond to incoming attacks and position yourself better, the game is mainly about trial and error of getting killed by unforseeable hazards and then avoiding them next time, since every death means going back to the last checkpoint. The game's final boss is actually what I wanted it to be; minimal contact hazards and plenty of bullets to dodge through while alternating offence and defence with your warp, and was by far the most fun part of the game. It's a shame the stage design is so ♥♥♥♥♥♥♥ obnoxious.
[h1]軽く遊ぶならあり[/h1] <昔買ってレビューを書いていなかった作品。通常のレビューより簡素> 90年代を彷彿させるグラフィックの横STG。 本作はワープゲージを使って指定の方向にワープすることができ、さらに現在地から移動先へワープする際に斬撃ダメージが発生するという回避と攻撃が両立したゲームデザインとなっている。 惜しいのはミスした際の動作がグラディウス方式なのでチェックポイントまで戻されるのがだるいことか。 ゲームテンポもゆったりめなので狭いところでうっかり敵から攻撃を一発もらうと、思っていた以上に戻されて萎えるのでそこさえ許容できれば楽しめるかも。 個人的にはゲームデザインは面白いが、ミスの度にいちいちチェックポイントに戻されるのはだるすぎた。
Amateurishly awful. Looks and plays like a bad mobile game port.
Brutal warping and shooting combined into one tight package. I recommend checking out the trailer well to get the gist of what is going on here. It is not easy, it is in fact really hard and sessions in Zangeki Warp dont tend to be very long without a lot of practice. Despite this the game is quite fair (cough) once you learn the ropes which can take considerable time. For me this game has been one of those that i have not come even close to 'beating' as it is intended so if you are looking for casual fun skip this one or go for Satazius first. Both are hard but this one is just plain devilry sometimes when it forces you to think fast and warp around while shooting and dodging shots. It really makes you sweat for that advancement and as one might guess there is learning involved. Yep that comes along with a game of this type, it is basically unavoidable. Along with this there are the usual resolution/full screen issues again so don't expect much choice in resolutions.
In my journey to finally play and evaluate various Astro Port games that I own, I have finally getten around to play Zangeki Warp. My initial impressions of this game were positive and I would say that gameplay-wise, it's one of the good ones. The controls feel responsive, the overall gameplay feels very fun, and the warp ability is a nice touch. The warp mechanic is similar to the same ability from WITCH-BOT MEGLILO and as the name suggests, instantly transports you from your starting location to your designated target, while dealing damage to any enemies inbetween them (called a slash attack). I would have loved to play a lot more of the game if it wasn't for a specific problem that came back from Satazius to haunt me: The level design. Zangeki Warp suffers from the same problem that Satazius has, and that is forcing the player to memorize level hazards through pure trial and error. As early as level 2, the game starts introducing hazards that suddenly appear from inside the terrain or from off-screen without any kind of visual or audio warning. And these hazards are one hit kills; your shield will not protect you from them. This is such a shame, as Zangeki Warp truly shines when it's all about using the warp mechanic correctly to dodge enemy bullets, traverse the terrain or take multiple enemies out with a well-placed slash attack. The game is very fun when you get to strategize when and how to use your abilities or how to distribute your skill points, but all of that goes out of the window the moment it introduces forced trial and error. This problem would have been alleviated a bit if the shield was more useful and managed to block at least one OHK hazard, but alas, such thing has not happened. I really cannot recommend Zangeki Warp with the state it has. It's not bad, it's just flawed and could have offered a far better experience than what it currently offers. P.S.: Achievement hunters should be aware that a bunch of the achievements are bugged and will not unlock. This will seemingly never get fixed.
Best Astro-Port shmup I've played so far! Thought I'd give it a try because the warp mechanic sounded promising. 90 minutes of gameplay later it has me 100% convinced: - warping works very well indeed, never feels cheap or overpowered - spending upgrade points at the end of a level adds a welcome layer of strategy to the game, it's fun to try out different builds - controls are fluid and precise, just how it should be - great level and enemy design, will give you some "whoa, cool!"-moments - good music and sfx, that don't get into the way of enjoying the game - creepy horror aesthetics work nicely for the game (even though I'm not too much into the mud and gore color scheme myself) - simple but challenging scoring system (collect all shield items over the course of a stage, don't die) There is a practice mode, replays, 5 difficulty levels and even a save option. Well worth the 5€ if you like hori shmups and unique mechanics!
実績コンプリートが趣味の人にはお勧めしません。一部の実績(4つ)が取得不可です。この不具合は発売して間もなく、フォーラムで報告されていますが手付かずの模様。修正される可能性が低いです。(不具合が修正されたらサムズアップにします) ゲームとしては何度も死んでパターン構築するタイプ。弾が速かったりトラップ等の初見殺しが多いので、好みが分かれると思います。ザンゲキは慣れれば気持ちいいです。個人的には楽しめました。
I had similar issues with this as I did with another of this devs games; [b]Satazius[/b]. There's a lot of trial and error in the level design, a lack of telegraphing. Other than that, it and [b]Satazius[/b] play mostly fine, but I find it a frustrating enough rough edge that I didn't want to continue and can't recommend it.
途中でやめていたのを思い出して今回は最後までやってみた。 これは、超名作だ。おもしろかった。 このワープと行き止まりのダンジョンの組み合わせは 遺跡を探索しているみたいだ。 ボス戦では熱くなりすぎて、ワープできることを忘れてしまうが 道中の方が死ぬ確率が高いのでボスの柔らかさはちょうどいい感じ。 (セーブができることを考慮して全体的なバランスがいいと思う。) グラフィックが独特な世界観だけど やっている途中で、何故かR-TYPEをやっていたときのような感覚になった。 同じところを何度も死んで何度も挑戦みたいな 久しぶりに時を忘れて遊んでしまった。 できましたら続編を。。とおもうのですが もし、作るときは自機がスクーターみたいなので そこだけ変えてほしい。 これは、面白い。 時を止めてワープで攻撃なんて無敵じゃないか? こんなのおもしろいのか? と思って購入を控えていたが、サタゼウスがおもしろかったので購入してみた。 何度も死んでパターンを覚えてひたすらチャレンジしているが ボリュームがすごくて、まだ4面までしか行っていないのに気が付いて ひょっとしたらサタゼウスより面白いかもしれないと感じた。 シューティングもしっかりしているが、動く地形やボス戦の様々なパズル的な要素が途中で加わって飽きない上に アイデアが多彩で、とにかくいいと思います。 ワープは加速装置みたいに使えば攻撃にも防御にも使え、使わないとこのゲームは難しい場面もあります。 コントローラはサタゼウスではスティックしか移動で使えなかったが 十字キーも使えます 完成度が高い。
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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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