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Browsing Posts tagged shoot em up

Killsquad is a twin stick shooter mixed with elements from a variety of genre’s from novarama, and while the game at it’s core remains true to the twin stick shooter experience adding levelling elements similar to moba’s unique to each mission along with the variety in both the level and enemy design as well as the variations in the way all of the heroes play make this a highly polished experience and a game that stands out above others in the genre. Offering a choice of single player or online multiplayer up to 4 player co-op action without throwing overwhelming waves of enemies at you whilst keeping it fun and challenging.

The game has been released today in early access with a roadmap ahead for future plans and expansions, but they wish to see what the community would like and build the game towards what players would like to see as well as fix those elements which don’t work for players and this is a good way of designing the game going forward to ensure the community get the experience they would like from the game. Even saying this the game as it stands seems a very polished experience and while there are a couple of bugs like breaking animations or causing enemies to lose agro if you do specific things (and really actively refuse to fight you) these bugs are expected in early access and bringing them up helps ensure they won’t be an issue going forward.

At present there are 3 main area’s in the game each with their own feel and experience all being very different, and although the enemies are varients of bigger waves of enemies coming in for melee combat and differing long range enemies as well as a few special ones unique to each area the way they do things does feel different enough, and they all look like they belong in their zones where many other games of the genre would simply throw the same enemy at you in each area rather than having the unique variants designed to fit the area.

The zones themselves offer a significant degree of variety beyond simply aesthetics with the factory area offering zones which traverse between rooms rather than simply being sidescrolling as well as incorporating mazelike stairway sections, and it is inhabited by a variety of mechanised enemies who feel like they belong in the factory zone, where the open world zones have fleshy inhabitants that look like they belong in those zones, with cave spiders inhabiting a crystalline landscape full of crevasses and bridges along with natural disasters occurring in the zone and the final zone currently in early access being a deserted wasteland with flying prawns and other wildlife.

There are a number of touches which have been given to the game which normally get neglected such as background elements making the world feel alive from flocks of birds flying by, to machinery working along in the factory area’s. This along with the level of detail put into the animations and mechanics for all of the skills which do vary greatly from each individual character to make sure that they play very differently to each other despite being two shooting and two melee classes they all feel and play very differently to each other.

Many games of this nature would often have a purely cosmetic difference between characters, but you can see the effort made to ensure the heroes play differently, starting with one of the shooting characters having a selection of skills and upgrades which revolve around marking the enemies with your primary weapon to trigger skills on them later, which plays very differently to the other projectile character who fires a ghostbusters style laser beam and fires huge plasma balls as well as providing health kits on demand for any character to use to heal. The two melee classes also play very differently due to one being very fragile with skills designed for dodging and avoiding enemies, whilst the other gains armour for hitting enemies and rewards remaining up close in the combat as well as having an option for an ultimate which provides momentarily invulnerability for the team.

Every run is different starting fresh with a basic hero and levelling up in a mobaesque fashion from a choice of options to tailor the run to what you require for that specific level based upon your team and the dangers you are facing. Providing a variety of choices for level up progression from synergies that will be unique to your hero or skills that may benefit a larger team, it’s down to you to create a build that works for you in that current moment, and as missions are fairly short levelling and progression happens quite rapidly. The choice comes to whether to explore for more enemies and more experience to make the boss easy or rush down the objective to get the rewards quicker.

A roadmap for expansions has been set out showing that new area’s are planned and being designed as well as extra playable characters, and new factions which may be new enemy types or even lead to further levels and layouts designed around them and this along with the fact that they are planning on expanding based on feedback from players as the game develops shows that they are putting a lot of effort into this game to ensure that it is a very good experience. Even as it stands with only a few worlds it’s very obvious that a lot of care and effort has been put in to ensure the game doesn’t feel stagnant and all the heroes, completion tasks and area’s all feel very unique and offer a variety to keep the gameplay fresh which all adds up to the game being a very polished experience and worth the asking price.

I look forward to seeing how the game progresses and what further developments will be coming out, and it would be really cool if they manage to have a huge roster of playable characters all feeling very unique in their styles and skills though I can understand this would be asking a lot especially as you can also change weapons and items on the characters for the missions, and perhaps further skill tree options would be fantastic to allow even greater customisation for runs though the game really doesn’t require any of this to be a very fun and playable experience worth the asking price.

Get killsquad for yourself over on steam now at https://store.steampowered.com/app/910490/Killsquad/ Currently in early access.

Also curated over at https://store.steampowered.com/curator/6860437/

Juicy Realm is an action shoot em up roguelike over 4 biomes where you have to blast your way through waves of fruit and veg along with some other edibles trying to make your way to find out why all these fruit have become sentient and are at war with humanity.

It’s easy to make comparisons to the binding of Isaac and enter the gungeon, and these similarities aren’t entirely unjustified although the gameplay in this game is room to room rather than being over a procedurally generated floor, and the variety of floors and enemies at least at time of review is rather limited. Don’t put this against the game though as the binding of Isaac first started with a small selection of bosses and enemies and as the game became more popular more and more was added to the game to play on the variety and make sure replayability remained at the top of the agenda.

There are a few things to unlock beginning with additional gameplay characters, but also mid point bonuses between realms that aid you such as the gun shop and the upgrade store from defeating the first two bosses of the game, I’m unsure if there are further unlockables due to the fact that anything you unlocked is not stated or shown in any way and you simply have to discover that you’ve unlocked the extra playable characters on your own, there may be more added to the game as time progresses but even as it stands now it’s a very playable game and very approachable.

I would suggest if you’re an experienced gamer to start on the hardest difficulty if you want to get the most out of the game as it might be a little easier than you would expect but don’t take this as a negative because this game might have been designed for a younger audience with the colourful fruit and veg enemies and the easy gameplay mechanics without complex and numerous varieties of combinations of powers and weaponry.

It is worth considering that the bosses are also very unique each with their own mechanics to be dispatched, with a watermelon who has a hide too thick to be pierced naturally that you have to stun him with explosives and expose his soft innards in order to defeat him, and the method to take down all the bosses have their own mechanics you have to master and learn in order to progress.

The characters themselves have their own powers and unique abilities so they are different to simply cosmetic choices although the main path to victory is finding the best weaponry on your run and ensuring you keep your ammunition and health at suitable enough levels to defeat the game.

Every run in the game traverses four worlds each with their own boss and the length of a run tends to be under an hour of gameplay from start to win even on the hardest difficulty which feels about the right game length especially if they wanted to consider adding daily runs with high scores or fastest times, although the level and enemy variety might want a little adjustment if they were to consider adding such a feature so that runs feel a lot different, but you can understand that there are set groups of enemies in each world and those are the ones that you will always encounter and this isn’t an expensive game and adding such features and variety would take up a lot more work and really require the game to be more expensive than it is, so taking the game as it stands and at the price they ask for the game it’s very reasonable and a game worth a purchase for sure, and if you’re unfamiliar with this style of game it’s a great entrance into the genre as very much a roguelight with some very unique and fun gun styles, and remains a fun action blaster to fight your way through to win.

The storyline could come or go especially as the end of the run seems a little anticlimactic and like the whole lore was pointless and remains unexplained throughout, or like there’s more to be added beyond the dark forests at the end. You won’t be buying the game for the story however, you’ll be playing it for the gameplay and the fun you’ll get out of it and you’ll have fun blasting all the fruit with all of the weaponry available as you discover how to defeat the bosses and work your way to your first victory.

Check out juicy realm for yourself on steam at https://store.steampowered.com/app/732370/Juicy_Realm/

The classic binding of isaac has had some free dlc added since the launch of rebirth that most of you may not be aware of, adding “eternal” bosses and enemies which add an ultra hardcore mode truly pushing the limits over what is possible within the java engine version of the game, you think you’ve beaten the classic? Not until you’ve mastered the eternal edition and beaten all of the eternal bosses and things truly have gone to hell.

Although eternal enemies have a white aura to them they are far from angellic, instead being the hardest version they could possibly be, double the health, faster, stronger and with more tears you will need the extra eternal hearts they drop as getting to the end alive is going to be a true challenge in itself and passing any floor undamaged on eternal mode must surely be deserving of a medal.

If you haven’t encountered the binding of isaac at this point essentially the game is a top down twin stick shooter, but with a twist where the theme of the game is a very twisted and morbid story about a child and his fears coming to life through the most horrific twisted enemies. Each room locks you in with randomly generated floors and enemies based upon the progress you have made so far, and with upgrades that blend together to make further twisted abominations of your own body and weaponry every run is truly unique and you can sink thousands of hours into the game easily without getting bored trying to get every unlock and finish the game with every character.

Floors are generated from two versions with procedurally generated layouts so although you can expect the majority of enemies to be familiar to that floor the layout and items within will never be the same, and occasionally you will be faced with rare enemies which do not belong there! Within every floor there is a golden room requiring a key which contains a free random upgrade/item to use and a shop which you can purchase something to help you on your quest to victory, sometimes there are libraries and curse rooms and even arcades which can help you on your way, or waste your time, money and health and it is that mechanic along with whether you are overpowered for a floor and want to explore everything for maximum benefits or rush to the next floor after defeating the boss which keep things interesting between runs.

Other secrets are included in the game such as devil and angel rooms as well as truly secret rooms which I will not spoil in this mini review, but I do find in my gameplay video’s. These add strategy to the use of your items and health as well as the way you play a game to try to turn a losing run into one that you could possibly win.

Check out the eternal edition of binding of isaac as this is different in some ways to the current afterbirth game, although with the binding of isaac afterbirth++ you could incorporate many of these features and even create a truly twisted version of the game as everything is modifiable within that game and you can even create your own enemies, bosses and items so definitely check that out as well.

Get the original binding of isaac eternal edition on steam now and see if you can 100% the game store.steampowered.com/app/113200