
Zenohell is a 90s inspired shoot-em'up (shmup) that is all about simple gameplay, just dodge, shoot, score, with vibrant pixel visuals and a kicking 28 track soundtrack, with lots of content to boot.
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Languages: English
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Reviews
En primer lugar, el juego es un shooter de scroll vertical al más puro estilo de los arcades de los 80 y 90, los gráficos son como los que se veían entonces y como los juegos de aquella época tampoco estamos ante un juego de larga duración, completar el juego no llevará más de 45 minutos. Como su propio nombre indica, el juego es un auténtico infierno, en todo momento parece que necesites una de dos cosas, inmunidad o bombas infinitas, el juego no te da muchas oportunidades y pulsar el botón una décima de segundo tarde lo pagas con la muerte. Menos mal que podemos continuar tantas veces como se quiera porque intentar pasar el juego completo sin continuar es una tarea solo reservada para los dioses de los bullet hell. Si te gustan los shooters de scroll vertical de los 80 y 90 y encuentras alguna oferta puedes darle una oportunidad.
I’m a big fan of Team Grybanser Fox, so I decided to go back and review all of their games, starting with Zenohell, their first game from 2015. Zenohell takes place in 2183, where you play as a soldier of the Earth Space Army fighting aliens that are trying to destroy Earth. The game seems to imply that the aliens are attacking humanity as punishment for its sins, but that’s about as much as you get in terms of story and lore. There are several endings, so there may be more to discover by getting the better ones, but I do wish the story had a little more to it. Gameplay-wise, it’s a pretty traditional vertical bullet hell. You have a tiny four-pixel hitbox, bombs that clear the screen while damaging enemies, weapon upgrades, and an insane amount of bullets to dodge. The controls are tight, and a lot of the bullet patterns are really fun to learn. There were also some that I could never figure out, but that’s probably more of a skill issue on my part than the fault of the game. Even regular enemies can have difficult patterns, so you don’t get that many breaks. There are several ships to choose from, all with different firing patterns, and more can be unlocked by doing specific things in the game. Trying them out and finding the one that best fits your play style is part of the fun. The game also has four modes: Arc, Kai, Zor, and Zen. Arc is based on how the game was originally designed in 2014. Kai makes the bullets even faster, although bosses also die much more quickly. Zor has medals move toward you when you stop shooting and seems aimed more at high-score players who already know the game by heart. Kai and Zor are both far beyond my skill level and feel like modes where memorization is extremely important. Zen Mode was the one I enjoyed the most. It uses adaptive difficulty, with the game changing depending on how you play. I’m not entirely sure what affects the difficulty or by how much. Even Zen Mode was impossibly difficult for me, but it was still the mode I enjoyed the most. You have infinite continues, which means you can still see the whole game even if you aren’t very good at shmups. However, if you continue, your score will not be recorded. There is also a stage select, so you can practice individual stages without having to replay everything. You can get extra lives during a run, but there aren’t many of them. I also really like the graphics. They feel like a hybrid between an arcade bullet hell and an old DOS shmup like Raptor: Call of the Shadows. The game runs at 240×320, which I think is a really good resolution for this kind of pixel art. All of the enemies are fixed images with no animation. They only move and rotate, but honestly, everything moves so quickly that the lack of animation is barely noticeable. There’s also a stage where you can see the boss in the background before you actually fight it, which is a small touch I really like because it makes you anticipate what’s coming. The music is probably one of my favorite parts of the game. It has a techno/EDM sound that reminds me of rave music from the early 2000s, and it fits the game extremely well. I especially like how the music sometimes changes abruptly when a boss is getting closer. There are some really good tracks here, and the soundtrack does a great job of getting you pumped while playing. The little popping sound when enemies are destroyed is also strangely satisfying. Overall, I really enjoyed going back to Zenohell. The controls are tight, the different ships and modes give it plenty of replay value, and the soundtrack is excellent. It can be brutally difficult, but infinite continues make it approachable enough to experience even if you aren’t especially good at shmups. Definitely worth the price.
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Hours played at review time, across 41 reviews with recorded playtime.
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Zenohell is a retro-style horizontal shooter that fully embraces the brutal challenge and fast-paced intensity of classic arcade shoot ’em ups. Developed by Team Grybanser Fox, the game is designed as a direct tribute to the golden era of arcade shooters while also incorporating the dense projectile patterns and aggressive enemy behavior associated with modern bullet-hell games. Instead of relying on cinematic storytelling or complicated progression systems, Zenohell focuses entirely on reflexes, precision, and the satisfying process of mastering increasingly difficult stages through repetition and practice. From the opening moments, the game establishes an unforgiving pace. Enemy ships swarm the screen almost immediately, projectiles fly in every direction, and safe movement requires constant awareness of positioning and timing. The action rarely slows down, creating a relentless atmosphere where even minor mistakes can quickly lead to destruction. Unlike slower-paced shooters that gradually ease players into danger, Zenohell throws players directly into chaotic combat scenarios that demand concentration from the very beginning. The core gameplay mechanics are intentionally straightforward, which works perfectly for the arcade-focused design. Players control a spacecraft equipped with rapid-fire attacks, focused movement options, and limited bombs capable of clearing dangerous projectiles during emergencies. While the controls are simple to understand, surviving later stages requires significant skill and precision. Bomb management becomes especially important because using them carelessly can leave players vulnerable during more dangerous encounters later in a stage. One of the game’s greatest strengths is how effectively it captures the spirit of old-school arcade shooters. The experience is built entirely around improving through repetition, memorizing enemy patterns, and refining movement with each failed attempt. Every run teaches players something new about bullet timing, safe routes, or boss attack phases. This creates the addictive loop of gradual mastery that defined many classic arcade games where skill improvement felt more rewarding than scripted progression systems. The level design constantly pushes players into high-pressure situations filled with overwhelming enemy formations and dense projectile patterns. Later stages become particularly intense as enemies attack from multiple directions simultaneously while environmental hazards limit movement space. The game often forces players into extremely narrow gaps between bullets, creating tense moments where survival depends entirely on precision. For experienced shoot ’em up fans, this level of difficulty becomes one of the game’s most rewarding qualities. Boss encounters are among the strongest parts of the experience. Massive enemies unleash complicated attack patterns that gradually evolve throughout each fight, forcing players to adapt constantly while maintaining perfect positioning. Some bosses flood the screen with projectiles so aggressively that early attempts can feel almost impossible. However, as players learn attack sequences and movement patterns, these encounters gradually become manageable in a way that feels deeply satisfying. Defeating a difficult boss after repeated failures creates a strong sense of accomplishment that perfectly captures the appeal of arcade shooters. Visually, Zenohell succeeds remarkably well at recreating the appearance of classic 16-bit arcade games. The pixel-art presentation strongly resembles shooters from the Sega Genesis and PC Engine era, with colorful explosions, retro enemy sprites, and detailed science-fiction environments contributing heavily to the nostalgic atmosphere. Despite the simplicity of the graphics, the visual style remains appealing because it commits fully to the retro aesthetic rather than trying to imitate modern visual trends. The soundtrack also complements the gameplay extremely well. Fast electronic music and energetic arcade-style tracks maintain momentum throughout each stage, helping reinforce the nonstop intensity of the action. The audio design enhances the chaotic atmosphere during large battles and boss encounters, while sound effects for explosions and weapon fire provide satisfying feedback during combat. One area where Zenohell truly excels is tension. Enemy bullets move quickly and often leave very little room for error, meaning players must constantly remain alert. The game creates an atmosphere where survival always feels fragile, especially during later stages where projectile density becomes overwhelming. This constant pressure makes every successful dodge and carefully executed movement feel meaningful. However, the game’s intense difficulty can also become its biggest weakness for some players. Newcomers to the genre may find the later stages extremely punishing due to the reliance on memorization and precise movement. Certain sections require repeated attempts before enemy patterns become fully understandable, which can feel frustrating for players expecting more forgiving gameplay. Visual clarity occasionally becomes an issue during particularly chaotic sequences as explosions, projectiles, and enemy effects crowd the screen simultaneously. Although the retro presentation is visually appealing overall, some moments become difficult to read because of the sheer amount of activity happening at once. The gameplay structure is also fairly limited outside of mastering stages and chasing higher scores. Players looking for extensive progression systems, story content, or major gameplay variety may eventually find the experience repetitive after long sessions. The game is designed primarily for arcade enthusiasts who enjoy replayability and mechanical mastery rather than narrative progression. Despite these shortcomings, Zenohell succeeds because it fully commits to delivering a pure and uncompromising arcade shooter experience. It understands exactly what fans of classic shoot ’em ups want: aggressive enemy patterns, punishing difficulty, fast pacing, and the rewarding process of slowly mastering impossible-looking challenges. The game never tries to dilute its mechanics or soften its arcade identity. For players who appreciate retro arcade shooters and demanding bullet-hell gameplay, Zenohell delivers an intense and highly rewarding experience filled with chaotic action and satisfying skill-based progression. While its harsh difficulty and limited variety may not appeal to everyone, fans of classic arcade design will likely find plenty to enjoy in its relentless and nostalgic approach to the shoot ’em up genre. Rating: 7/10
Lives up to the "Hell" in the name. Don't even try the final stage, you'll cry.
It's ok.
Un juego de naves estilo retro, con buena jugabilidad, rápido y simple. Con powerup, se pueden seleccionar 3 tipos de naves, Lo recomiendo.
Super Fun!
My universe will never be the same
NICE
nice game
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