REVIEW
Written byMizuni
Combining a shmup with Vampire Survivors-style weapons, and why not throw in some good pixel art while we're at it?
The game has good movement and isn't particularly difficult. I'd consider it a good choice for anyone who isn't used to the chaos and difficulty that shmups are often known for.
To sum it up, you initially choose between 2 characters, unlocking more as you progress until you have a total of 8. Each pilot has a passive ability, usually something simple like 10% increased attack speed or a larger pickup radius.
The gameplay is essentially that of a shmup: you move freely around the screen while enemies usually spawn from the top. Defeated enemies drop blue orbs that grant experience or, occasionally, a buff or healing item.
Whenever you level up, you choose an upgrade from 3 options. You have slots for 5 weapons and 5 passive abilities, each with multiple levels that increase damage, range, projectile count, and so on, depending on the weapon or passive.
Every now and then during a run, you'll face a boss, eventually making your way to the final boss of the route to complete the run. After that, in subsequent runs, you'll unlock the option to change routes by moving into one of the corners of the screen at a certain point. This changes the bosses and enemies you'll encounter, with a total of 4 different routes.
It's a relatively short game, but for the price, the experience is more than worth it. The following criticisms mostly come from wanting more reasons to keep playing.
There are a few things that could be better. I think the main issue is that, by trying to make a relatively easy shmup roguelike, the game misses out on some of the elements that make both genres shine.
On the roguelike side, it's missing that feeling that makes you want to go for "just one more run." This is mainly due to the lack of synergy in the game. The characters don't feel all that different from one another, and despite the variety of weapons, there's not enough to make you feel like they're synergizing with each other. Most players will probably get all 4 victories and call it a day, since they'll have already seen all the routes.
As for the shmup side, since the game is easier and has far fewer bullets on screen, it lacks some of that thrill of weaving through a barrage of projectiles unscathed. There's also little incentive to chase a high score, especially without a leaderboard.
I'm making these criticisms because I see potential in this game and would like to keep playing it. However, the lack of these elements, especially on the roguelike side, makes me less inclined to go for another run.
Still, I'll be keeping an eye out for this developer's next game.
— Mizuni / Noobsnoplay
