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Recent reviews by The Old Taylor Swiftsz

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2 people found this review helpful
163.5 hrs on record
Overview:
'Hammerwatch II' is a top down RPG game with a plethora of gameplay elements that expand from previous titles released with the same name. I've played a couple of the older titles and absolutely loved it (both solo and co-op play) and after finding out a sequel was coming out, I was absolutely ecstatic. Without going too in depth, 'Hammerwatch II' is a direct sequel to the first game, where your mission was to slay a dragon and save a kingdom whilst here, you're set out to eliminate a global threat called the "Blight" (as well as your cliche dragon). Relatively standard plot but the story itself is so lackluster that playing the second game without having played the first won't really confuse a new player.

Although the first game was linear, the developers attempted an open-world approach, giving the player a multitude of regions and maps to explore which on paper sounds good, but was so poorly executed here. I love open-world games but the way this game was designed could not have been worse. I feel the developers tried way too hard to implement mechanics and features that a typical open-world game would have and ended up creating a world so annoyingly irritating to explore, that the satisfaction of playing is completely thrown out the window.

Gameplay:
To start off, I absolutely loved how previous 'Hammerwatch' games played and for the most part, it's much of the same here. That being said, 'Hammerwatch II' fails in so many fields that the gameplay itself becomes overshadowed with the sheer amount of issues plaguing the game. But to mention a good point, the amount of different classes and their skills feel polished and fun to use (for the most part) and the skill trees have much to offer. The game does have plenty of different ways to play and I enjoyed playing all classes to my liking. Regardless, the fun was short lived as I soon found out why the reviews on the store page painted a different picture.

The main issue I have with the game is the world and game design. Never once have I been so infuriated to explore a world in a series I held so dear to my heart, but 'Hammerwatch II' somehow managed to awaken that demon. The world is vast and large which sounds great but the amount of unimportant, useless and empty areas is astounding. More times than I can count, I explored places that provided little to nothing for me. There are so many sub-areas that contain either just monsters or nothing entirely. No quests, no loot, nothing. It made exploring such an monotonous bore which for an open-world game, is extremely concerning.

On top of that, there's limited fast travel. The developers implemented a completely unneeded day/night cycle where NPCs you may need to talk to "go to sleep" so you end up unable to complete quests or use fast travel carts. Now you have to run to the nearest town and pay to sleep in inns just to move time forward to finish certain tasks or even just travel. This adds completely unnecessary game time and is nothing but a nuisance for the player. No one wants to run from one side of the world to the other just to talk to soulless NPCs for quests, awake or not.

But it doesn't end there. The game presented way too many instances of backtracking that it became a constant frustration for me. It's normal to show players something they must come back to do later, but 'Hammerwatch II' does it so much that it comes off more as a tease than actual intrigue. The primary instance being the "Hookshot", an item needed to reach areas otherwise unreachable. You don't get this til later in the game but there are so many points where the game shoves Hookshot landmarks into your face that by the time you get it, you just don't even feel like backtracking to the 629 times you encountered these things.

Then there are the loot chests. There are lots of these scattered around the world but 90% of them are unreachable or only obtainable if you discover how to get there. Some I'm honestly convinced aren't even reachable but rather is just a way for the developers to laugh in your face. The loot from these chests are also underwhelming to say the least so the drive to get them isn't even there. It got to the point where every time I saw one, I just ignored it completely cause the reward just wasn't worth it.

Next, the UI. I have no clue what the team was thinking when it came to designing the mechanics for the game but it's so atrociously awful, it makes the game barely playable. For starters, the game does ♥♥♥♥ all to help the player do anything. It's one thing to not hold the player's hand, but to tell the player what they have to do without actually giving them any sense of direction in an open-world game is a recipe for disaster. The one thing this game needed was a waypoint system. Telling me to go to x location or find y enemies without guiding me but instead giving me a ♥♥♥♥♥♥, undetailed map is not grounds for fun exploring. They made exploring so unrewarding that it actually winds up punishing the player..

'Hammerwatch II' is a great example of an open-world game done wrong. I really wanted to give the game the benefit of the doubt because of how much I enjoyed the first games, but clearly it was a mistake. This was one of the cases where I really should have listened to the reviews.

Controls:
Although the gameplay was fun, navigating menus and keybinds for skills was awkward. I appreciate being able to remap keys, but so many control concepts in this game did not need to be here. Save it for the menu, not in-game.

Graphics:
Reminiscent of the older games. Pixelated art-style done well with vibrant colors co-existing with drab shades. World lighting and animations are great as well, but there's too much going on. The map has visually obstructive clutter making navigating very annoying. I found myself using the map to move around a lot, literally exploring using the built in HUD map. The environment's beautiful, but becomes a detriment to the gameplay.

Audio:
Great music and sounds as well. I'll give credit where it's due, 'Hammerwatch II' excels with their sound design and music choice, if only they focused as much into actually making their game good.

Multiplayer:
Believe it or not, the game's scathing reviews turned my buddy off so much that he opted out playing the game entirely. If only I was as smart as him. If I were to guess though, I'd imagine the co-op gameplay would've been fun initially, but the frustrations I've experienced in solo play would've definitely bled into co-op as well. In that respect, I'm glad I didn't play with someone else. One person suffering playing this mess is enough.

Conclusion/TL;DR:
'Hammerwatch II' is the direct sequel of the first game and does not do the first game justice even in the most basic form. It attempts an open-world instead of linear gameplay but is a clear example of a game trying way too hard to be something great that it ended up ruining it's entire image. The world is cluttered, confusing and a pain in the ass to explore and the game does nothing to reward the player for doing so. Quests are vague, uninspired and sometimes impossible to finish, some even come with invisible timers. The UI is torture, There's no sense of direction nor motivation to actually explore and appreciate the game.

Even after only spending a dollar, that's right; a dollar on this game, I still felt it wasn't worth it. It did not capture the charm the original game had and I spent more time trying to find out what to do than actually having fun. That's another thing, the game did so poorly that you will not find any walkthroughs to help you cause no one had the bare minimum desire to even create one. I really wanted to like this game, but time and time again, it kept reminding me why I didn't.
Posted October 7, 2025. Last edited November 2, 2025.
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2 people found this review helpful
11.4 hrs on record (11.3 hrs at review time)
Overview:
'Gash' is a first person hack and slash game where the goal is to become the strongest swordsman in Japan. Supposedly taking place in the Sengoku period, the objective is to fight various enemies throughout different arenas to power-up, advance and ultimately beat the current strongest swordsman and claim the title for yourself. The idea sounds interesting enough and even the video on the store page makes the game seem like a pretty fun, fast paced hack and slash but don't be fooled. I absolutely love these kinds of games but there are a lot of underlying issues plaguing this one and I'll break down each aspect the best I can.

Gameplay:
Now to start off, you only have the option to pick one class out of the three that appear to be in the game: the wandering swordsman also known as a "Ronin". The other two are "Ninja" and "Samurai" which I found weird since both ronins and samurais are well, samurais, but both these classes are locked and have a big fat "Coming Soon" text hovered above them. And seeing how this game was released almost a year ago and still these classes have yet to be released, I'm not holding my breath for any updates.

You start off in a small village where every single occupant seemingly wants to kill you. Farmers and peasants with rakes and swords, novices lob rocks and even chefs wearing wooden buckets all want you dead. It's absolute pandemonium right off the bat and you're basically forced to fight these apparent civilians for no reason. They're never ending and will continue to spawn up until you summon the level's boss on a blue podium. During this wave survival phase, you can hack down as many enemies you see fit as they'll occasionally drop power-ups that will improve your damage, movement speed, and stamina effects.

One particular power-up however I found useless cause it would increase stamina usage when you block with your sword. Why this was a power-up confuses me as it does nothing to help the player aside from make them tired quicker when blocking. Power-ups take the form of trophies and none of them are marked so when you pick one up, you don't know what you're going to get so it ends up being a gamble whether or not you get something good. The other issue I had with the power-ups was movement speed.

Like I mentioned, one thing that can be improved is your movement speed and although moving fast would normally be helpful in combat situations, it definitely isn't in this case. There's no limit to how fast you can move so while you're farming for power-ups to be strong enough to fight the boss, naturally you're going to improve your movement speed. But at one point if you farm too much and increase your movement exponentially, you'll move so fast that even the slightest bump will send your character flying. And since you can't know what power-ups you're going to get, there's nothing you can do to prevent it besides holding off on farming cause you're moving too fast just to get bodied by the boss soon after cause you didn't farm enough damage boosts.

The other power-ups do little to help the player and honestly probably wouldn't have made the game any harder if they were removed. What the game needed were some health and damage resistance power-ups. You're character is squishy and can only tank a few hits before being critically injured. Even in later stages, I was so powered up I was basically zooming across the map but even then, I was swiftly killed by two enemies in a few seconds when I tried to go in for a kill. There's little balance when it comes to your character stats but would it surprise you if I said that wasn't even the worst part?

The worst part is I'm afraid, the combat. Don't get me wrong, the fighting feels smooth, fast and actually feels satisfying but the programming is where the game is severely flawed. Combat is extremely inconsistent and there is almost no strategy when it comes to fighting. The idea appears to use strategic manoeuvres and blocking/parrying to fight enemies. Even the video on the store page demonstrates this but I find it barely works at all. For whatever reason, regardless of the enemy type you engage with, slashing an enemy doesn't always hurt them. Half the time enemies take no damage but will land a hit on you because they're attacks deal immediate damage regardless of what their animations show.

Seriously, they could just be starting their swing but by then you've already taken damage. You could even just walk into them and get hit despite them not swinging their weapon. There's literally 0 strategy you can implement because their animations don't sync up whatsoever with what's actually happening. Sometimes you'll even see a hit land and even the sound of flesh slicing but the enemy's health remains the same. If they were parrying or blocking, I could understand but there's no animation indicating that so half the time you end up just wondering where the hell your swings are going. The blocking is absolutely useless too and there is no parry feature. Blocking doesn't give the player an advantage and even if you block an attack and go in for a counter, you'll sometimes still get hit so what's the point of blocking if you're going to get up getting hurt anyways?

The gameplay is just unpolished and not fun or intuitive at all. It all boils down to mindlessly hacking and slashing and hoping you kill your enemy before they do the same to you. The only reason why the game is remotely beatable is because you slowly regenerate health over time so the only "strategy" the game has is to run in swinging and pray that one or two hits actually land, retreat while you heal the stupid amount of damage you had to take, reengage then repeat the monotony.

Controls:
As I said, the movement and swordplay feel smooth and honestly the slashing and combat feel fun to play which is unfortunate when the programming is so botched. You have your typical slashing on top of two abilities ranging from an explosive sword jump and a powerful slash that can hit multiple enemies. These abilities make fighting a bit easier but enemies don't always get hit by these skills either which honestly I don't understand. Are they blocking them? Half of them are literally peasants and farmers. But I digress. The game fortunately feels okay and there is an option in the main menu that tells you how to play.

Graphics:
For what it is, it isn't too bad. The maps are colorful and combat effects are cool to look at. Enemies don't have much detail though and are represented as giant sliding pills with goggly eyes wearing various articles of clothing. The entire world takes on a poly style artstyle which works but that being said, there's a graphics option you can toggle to either low, medium or high that doesn't seem to do anything to improve graphical quality. The only thing that affects graphics is the resolution which at least work.

Audio:
Actually not bad but not great either. The music is okay but it's repetitive and a bit too dramatic for what's literally a sword wielding pill fighting peasants and farmers that are also pills. There also are settings to adjust the music and master volume but when entering a level, the volume will reset to max. I'm just glad it's a meter and not a button that says "On" or "Off".

Conclusion/TL;DR:
'Gash' is a flawed first person hack and slash game that although has smooth controls and gameplay, is overshadowed by poor, janky programming that make the game hard to enjoy. On top of two classes that have never got released, the game has inconsistent hit registry, de-synced animations and imbalanced character stats that are the main contenders as to why this game is more frustrating than fun to play. 'Gash' needs serious polishing that it will never receive considering it's release date. There are better titles out there. This one isn't one of them,
Posted September 9, 2024. Last edited September 9, 2024.
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29 people found this review helpful
0.3 hrs on record
"If only Plarium put as much care and effort into their game as they did with their ads."

Overview:
Let's start off with a quote I'm sure many of you have already heard a million times:

"Before we begin, I'd like to thank today's sponsor: Raid Shadow Legends. It's an amazing party based r-..." - Every Content Creator Ever

If you're active on the internet at almost any capacity, odds are you already know about this game. 'Raid Shadow Legends' didn't shy away from making their existence known. In fact, they made their existence so known that they've quite literally become a worldwide meme due to how often they appear in everyone's life yet for all the wrong reasons. From cinematic Youtube ads to countless content creator sponsors, 'Raid Shadow Legends' stuck their nose in every nook and cranny of the internet they could reach.

Coming from the mobile gaming industry (possibly the most volatile, manipulative and crooked gaming space), you can probably already tell just how much this game weighs against other games not associated with mobile gaming. Yes, it's turned based. Yes, there are a tons of champions to choose from. Yes, everything can be leveled up and upgraded. Yes, there are microtransactions. Yes, the developers shove every possible promo, bundle, and deal into your face. Yes, the game is dull, bland and boring to play. And yes, the game has way too much garbage and junk everywhere to learn. This should come to no surprise when talking about a mobile game and despite it's popularity (deserved or not), 'Raid Shadow Legends' is no different.

I find it extremely ironic when the main reason why people know about this game is not because the game has a reputation for being good, but because they've seen it everywhere. Just because your game is known on a national scale does not coherently mean it's a good game. I'll admit that they definitely know how to market their game but it honestly feels like they spend more time dropping flyers for the game than actually putting care and attention into making it somewhat decent. But then again, when does any mobile game company put effort into their games?

Gameplay:
Personally I don't prefer phone gaming. In fact I quite dislike it, but I'll also admit that I did play this game for the sake of closure. Not long, but long enough to realize the types of problems the game holds when it comes to actual gameplay (Spoilers: It's basically like every other mobile game out there). Again, the game is your typical turned-based combat style where you manage a party with their own skills and strategize moves amongst your champions against waves of enemies. You can power up your party by using buffs, leveling up, wearing and upgrading strong equipment, and obtaining new stronger champions. Sounds like literally every other big mobile game out there? That's because that's exactly what it is.

Without even looking at gameplay videos, you can already tell what's in store for new players and veterans alike. I'm not going to beat around the bush because it's one of the biggest issues the game has and one that both you and I saw coming from the start: microtransactions. Yes, the big "MT" rears it's ugly head in the most unsurprising yet disappointing way. As how many mobile games work, 'Raid Shadow Legends' does little to stop the amount of pop-ups it shoves into your face regardless of how new you are. On the phone was bad but even now on PC, I got 3 different pop-ups the moment I finished the tutorial. Some things just never change.

That's not even the biggest problem either. I'm the Free-2-Play type and can bite my tongue with crappy bundles popping up every minute. What I don't like is the idea of having to constantly spend money just to be able to play a game properly. Don't get me wrong, free games need revenue and when done right, can be great. But when the monetization starts to feed off of game progression, that's when it becomes an evident issue and is almost always one the player base will complain about. This is one of those games. You don't even need to play long before you realize just how pay-to-win 'Raid Shadow Legends' is with all it's best garbage obtainable only through real world money or ridiculously long grinds which aren't even worth it.

The campaign I suppose is fine. It's doable and even without paying, you can progress, just slower. Online on the other hand is a lot different. it's an auto-battler, none of the strategizing matters when the whole point is to obtain the best possible party to dominate the ones less fortunate. This is what I like to call a "Whale Game", a game where whales (rich people) spend all the money they want and get the best possible champions and equipment then wreak havoc. But the way I see it, if you're spending that much money on a phone game like this, who's really losing?

Controls:
It's sad yet funny when all I can say is "Tap". You're supposed to be on your phone after all right? How much action can you expect when all you're doing is tapping on a move and then on an enemy just to see some rather funny animations.

Graphics:
Honestly I wish the game looked like the cinematic ads. That's one thing I gotta give Plarium credit for. The cinematic ads look phenomenal and are always entertaining to watch. Sadly the same can't be said for the game. It reeks of mobile yuck and even the beginning cutscene when you first start the game is let's just say "lackluster". Animations are weak and the FX are also not great.

Audio:
Also not bad. Voice acting is great but sound effects and music get a resounding no. It's some of the most basic, generic, run-of-the-mill sounds and tracks you'll ever hear and is more proof that 'Raid Shadow Legends' fails to stand out in any aspect other than their marketing department.

Multiplayer:
I laugh before even typing this because it's almost as much of a joke as the game itself. You might do fine early on but the second you enter higher leagues, most of the games you find are against people who dished out the "moolah". And if you're a free player, I wouldn't bother unless you want to potentially spend months or even years on the game trying to pull decent champions and other trash out of lootboxes (or shards).

Conclusion/TL;DR:
'Raid Shadow Legends' is your run-of-the-mill mobile game. And what I mean by that is your typical turn based party combat game where you manage a handful of champions and try to defeat your opponent in some of the most boring and bland combat gameplay you could possibly imagine. On top of that, microtransactions unsurprisingly flood the main menu and although aren't technically required, will make the game a lot more annoying to play.

Yes you don't need to pay to play but playing for free is torturous unless you like spending long, tedious periods of time grinding for a champion or piece of gear some rich kid in China spent $2,000 on and got right away. This is a mobile game, it should come to no shock that the structure falls heavily on the ones spending the most being the best players. I remember someone saying that Plarium should just throw in the towel for the game and stick to making cinematic videos about it. Maybe they were onto something.
Posted January 12, 2024. Last edited January 12, 2024.
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No one has rated this review as helpful yet
0.0 hrs on record
Overview:
'Valentide' is a 2D sidescrolling arena shooter where you play as "Cordante Saint Valentine", a heart-shaped intergalactic agent working for the "Corde", a xenomorphic group of bounty hunters and assassins that for some reason need human skulls for their expedition. Because none of them are human, they must resort to infiltrating Earth to obtain the skulls needed for their journey yet our planet (or in their words, planet "Tera") is somehow not registered in their index despite them already having a name for Earth. That doesn't quite make sense to me but I digress. Cordante has a job to do and that is to kill as many humans he possibly can in 6 minutes because for whatever reason he only has that much time to do it but the humans won't go down without a fight.

Gameplay:
'Valentide' behaves like an arena shooter where you just run around a plain looking arena with floating platforms for 6 minutes killing anything that moves. Wielding a plasma rifle, you're tasked to run and jump around gunning down innocent civilians until the law finally decides you've taken too many innocent lives and now they have to get involved. It starts off light with a star bar on the top right of the screen similar to the 'Grand Theft Auto' games lighting up with one star. Policemen armed with pistols spawn that are just as easy to kill as the fodder that stands around doing nothing.

But as you kill more people, harder enemies begin spawning until civilians just outright stop appearing and you're left dealing with some of the most seasoned veterans dropping in who want your head just as badly as you want theirs. On top of policemen, you end up fighting enemies with varying difficulties from a trooper armed with a shotgun to commandos armed with the exact same gun you're using. At first the game already kicks off being underwhelming but in an amusing way. Later on however, it becomes a frantic fight just to survive because by the 2 minute mark, almost every unit in the map has a weapon and would almost always hit you had the AI navigation been programmed better.

Seriously, more times than not I found myself spawning after inevitably dying just to instantly die again because there's no invincibility when you spawn and enemies are facing every single direction in the area. You have to get lucky and hope that at least half of them are stuck on a platform somewhere so you can hopefully get out of the way find whatever tight windows you can to shoot at these guys. There are power-ups that randomly spawn like health, invincibility and speed boosts but they barely stay on screen long enough for you to run and grab them and keep in mind, you're trying to grab these power-ups whilst about 30 people are trying to shoot you. They instantly fire at you the second you're in vision so you better hope to god that you either "Matrix" all their bullets or nab an invincibility power-up before they hit you.

Fortunately, the game doesn't function quite the same as your typical survival or arena shooter because you actually have infinite lives. It just takes a while to respawn meaning you get the full 6 minutes to rack as many points as you can before the timer hits 0 but the fact that it's almost impossible to do anything in the last few minutes because of the chaos is kind of lame.

Controls:
Move and shoot. What more could you ask for? Well, maybe some post hit invincibility or a high jumper maybe? The game is responsive enough and I didn't find it too sluggish or awkward to play aside from getting stuck on the sides of platforms because Cordante can't jump high enough. The game also tells you full well how to play which at least the developer had the decency to add.

Graphics:
Looking like something straight out of a flash game website, 'Valentide' has a particular charm that I feel many people from older generations can somewhat appreciate. That being said though, it isn't good. Far from it. Everything looks like the kind of thing you'd find on a children's drawing which although I know appeals to some players, doesn't seem very fitting here. Animations are far and few in between and everything just looks like something put together in just a few hours, not a few days.

Audio:
For once not as bad as a lot of other games of similar quality that I've played. Aside from the main menu music being that cliche sound effect used in a lot of movies for suspense played on loop, everything else is tolerable. The gun sound effects are standard from which a handful I immediately recognized being in the very first 'Counter Strike' title. The music is a forgettable track straight out of an arcade cabinet. Overall nothing special but honestly, I've seen a lot of other games do it worse.

Multiplayer:
Surprisingly, there's an actual multiplayer aspect in 'Valentide' albeit local co-op. A second player can actually take control as "Lorenzo Saint Valentine", Cordante's brother and both you and your mate can blast people away and at the same time, die repeatedly near the end. Unfortunately yet unsurprisingly, I was unable to find a buddy to play this along side me. Good news at least is that because the game is only local co-op, only one person needs the game downloaded to be able to play cooperatively.

Conclusion/TL;DR:
'Valentide' is a 2D arena shooter where you play as a heart shaped agent trying to end all of humanity in only 6 minutes. You basically have 6 minutes to kill as many people as you can and as more and more die you gain what essentially are wanted levels and in turn, hostile enemies will begin spawning like police officers and soldiers out to return the favor. The game is mediocre at best and near the end of the timer it becomes almost impossible to do anything because there are too many enemies in the map and when you respawn there's no invincibility of any sort so you end up dying on repeat unless you get lucky enough to avoid the rain of bullets coming your way and even then you won't survive that long. It's not the worst game of the collection but generally not a good one either.
Posted January 9, 2024. Last edited January 9, 2024.
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No one has rated this review as helpful yet
0.0 hrs on record
Overview:
'Heresy: Steel Rain - Deluxe Edition' is a top down action game and is part of the 'Jam Scrapz Collection' which are games developed for an event focused on creating games in the shortest time possible. With that being said, it should be noted that although this game isn't great, it also shouldn't be surprising. The game functions more like something you'd see in an arcade but instead of one where you try to rack as many points as you can, this game actually has an objective: to successfully land a strange looking vessel on a planet. Other than that, there really isn't much else going for this title and if you're thinking the gameplay makes up for the lack of content, you'd also be quite wrong.

Gameplay:
'Heresy: Steel Rain - Deluxe Edition' plays a lot similarly to another game in the collection called 'Abyss Rush' where you're basically in free fall avoiding obstacles while trying to reach the end. The main difference is in this game, rather than trying to reach the center of a planet, you're trying to land on it. The game has 6 levels each with their own somewhat unique planet but the gameplay remains much of the same with very minor differences in terms of the kinds of objects you have to avoid. And by minor I mean very minor. We're talking basically the same kinds of objects littered across the entire game but some are just enlarged and spin at different speeds.

As you guessed, it gets boring pretty quick because you're doing the exact same thing six times over in what is essentially the exact same environment. Despite there being different planets, the environment is almost always the same with the first sequence being outer space and the second being in the planets atmosphere. The first area always consists of meteors and asteroids that the player must dodge which is standard for space games and they vary in size and rotation speed making it actually a bit difficult to avoid on later levels. The second part consists of rockets that are flying in the opposite direction of the player. These obstacles also vary in size and speed but ultimately are the same as the meteors.

Every single level contains these 2 exact hazards and it becomes evident by the third level that there really is no point having multiple planets if you're just going to be facing against the same 2 obstacles over and over again. The developer did add a different type of asteroid that explodes and darkens the screen but aside from that, there's nothing else. A different variety of hazards could have been introduced but I suppose for a game that had to be created on a tight schedule, this probably wouldn't have been possible.

I also ran into quite a few gripes with the game with the first and foremost one being how you control the vessel. All you really do is move around to avoid asteroids but the speed to which you move is insane. Just a tap of a key sends your vessel flying and in many cases, off screen. It's that fast. Only in the second part of the game where you have to land does the speed of the vessel seem to fix itself but it makes adjusting the aircraft almost impossible due to how sensitive the damn thing is.

Then there's the actual gameplay. You're meant to avoid obstacles on your way to the surface but just playing it shows you just how little you need to do to finish the level. Basically once you launch into a level, you wait a concerning amount of time before anything even shows up and when it does, you can usually see in plain sight where you need to stay to be safe. Only in rare cases do you need to kind of think of where to go but majority of the time, you're sitting in one spot just waiting for everything to pass by you. I guess in this regard, the overly sensitive ship controls aren't a detriment to the game since you really aren't moving that much to begin with.

The final problem I ran into was how things are spawned. So what happens is after you're done a particular section, The next wave of obstacles spawn out of nowhere. Rather than have everything spawn at once and potentially lag the game, the developers made it so that they come in waves which you'd think would help. The problem here is that some waves spawn almost directly in front of you and multiple times I found myself running smack dab into an asteroid either because it spawned inside of me or so close that I couldn't even react in time.

There's also a similar issue with the second half of the level where you enter the planet's atmosphere. It's represented by a foggy layer from what I'm assuming is the stratosphere but it's completely opaque and cannot be seen through. While this is happening rockets are zooming towards you so it's impossible to tell where any hazards are passed this layer and you kind of just have to pray you don't run into one entering the planet. It's game design flaws like this that make the game a bit annoying to play cause typically when you do lose, it isn't for a fair reason.

Controls:
Extremely simple with just "WASD" being the keys used in the game. As mentioned before, the vessel handles very sensitively and a light tap will send the craft flying. Other than that there isn't anything else regarding controls.

Graphics:
Not great either with the most telling asset being the space skybox. You can pretty much see the shape of the skybox and are actually flying towards the edge of it. You'll know this the further you play the game and it's only counteracted by the game respawning the player back to the center when the next wave hits. The asteroids are low resolution clumps of rock and the rockets look like those dollar store "Do-it-Yourself" craft kits for kids. The larger variants of both obstacles look even worse and really show just how low quality they are. The planets although seem pretty cool from the level select screen, aren't impressive during play. You only see a square section of said planet's terrain and every single planet looks horrendous, like those cheap hollow plastic moulds you see in extremely cheap toy sets. It really isn't great and sadly there aren't any settings to adjust visual settings.

Audio:
Pretty bad too if I have to be honest. The only real sound you're subjected to is an overly loud thruster noise on top of a dramatic track that I may say is a bit much for the type of gameplay you're experiencing (staying still). I will at least say that the settings do offer volume meters for effects and music.

Conclusion/TL;DR:
'Heresy: Steel Rain - Deluxe Edition' is a top down action game where the main goal is to land a ship on a planet while avoiding obstacles. The gameplay is very lackluster and offers little of it because of how simple the premise is. 90% of the time you'll be sitting in one corner of the entire game because it is usually the safest spot. Alternatively you can fly around to spice things up but other gameplay flaws such as unfair obstacle spawns and overly sensitive ship controls can and probably will turn their ugly heads. Overall, not a great title for the collection.
Posted January 8, 2024.
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0.0 hrs on record
Overview:
'Abyss Rush: Deluxe Edition' is a simple top down action game and is part of the 'Jam Scrapz Collection' where you take control of a rocket plummeting down to earth into a strange isolated island containing a just as strange hole in the middle of it with the main focus being to get as close to the center of the earth as possible whilst avoiding obstacles that get in your way. It's a relatively straightforward game with no story, plot or purpose other than rack up as many points as you can. However, it isn't done well at all and even for a rough piece of work, it does not play well.

Gameplay:
The premise as mentioned involves the player controlling a rocket as it rushes closer and closer to a hole in the earth. It's a very basic concept at first glance but is also a lot harder than you would think but in all the wrong ways. You actually start pretty high up and take a while to even reach the hole let alone travel through it. I'm assuming it's to allow you to orient or prepare yourself for when you enter the hole but I personally don't think there's a reason for it and you want to know why? Because there's an opaque covering on the hole itself making it impossible to even see inside it so you can't even prepare yourself for the incoming obstacles.

You just have to enter the hole and pray to god that an obstacle doesn't immediately spawn in front of you killing you instantly before you even have had the chance to avoid it. And then what happens after? You have to wait through the entire 10 second descent again just to get another shot whilst hoping another rock doesn't cheap out another death out of you. It's just such a simple game design flaw that could've been fixed by just making the inside of the hole visible from the outside but for whatever reason, the creator thought this was fine.

It just becomes monotonous especially when the idea of the game is to replay it over and over again to get a better score. There's no way to skip the initial descent either, you're essentially waiting 10 seconds to get to the hole then another 10 seconds or less depending on how far you get to travel through the hole. Not only that but if you happen to miss the hole completely, your ship just stops, doesn't explode, doesn't trigger a game over screen, it just... hovers.

Alternatively you could use the boost the game provides for you to reach the hole faster but you'll quickly realize just how significant of a role the boost plays in the overall journey because it is imperative that the boost is used once you reach the hole or else you will not be able to propel deep enough for a decent score. When you enter the hole for whatever reason, gravity seems to shift in reverse so as you descend deeper into the hole you're fighting against it with your boost and other power ups you run into to try and inch in that extra meter. Once you've exhausted your boost and all the power ups you could obtain, you end up in reverse freefall and soon fly back out of the hole. I still don't get the physics surrounding this but I digress.

I also feel as if the boost also depletes far too quickly as if you're entire rocket only has a 2 pound nitrous tank. It barely helps at all and you end up being way more reliant on the randomly generated power ups inside the hole than your actual ship. The other thing that's randomly generated and ultimately the main problem with the game are the obstacles. There are these giant meteor and asteroid looking rocks that whizz by you when you enter the hole and have some of the most inconsistent hitboxes I have ever witnessed. They range in size but will sometimes clip you despite being nowhere near you or will spawn immediately in front of you when you enter the hole making getting a score in general a luck of the draw in itself.

Not only that but the power ups can also be far and few in between. There have been countless times where I zoomed into the hole, just to lose momentum from reverse gravity forcing me to use my boost only to not run into a single boost power up (which replenish a laughably small amount).

There needs to be at least a bare minimum when it comes to the spawn distance between power ups because many times you don't even have a chance at getting a good score because the obstacles or lack of power ups unfairly end your run. Everything about the game is reliant on random generation and is not a good structure for majority of games. I don't even think you can actually reach the center anyways but the mechanics are so janky, I don't think it would matter anyways.

Controls:
For a game that has very few controls, it still manages to somehow feel sluggish to play. All you really do is move around and use your boost yet it feels so sloppily put together. Maybe it has something to do with the fact that the overall game design isn't great and that the control scheme doesn't translate well to the actual gameplay. I've already mentioned before that the game plays rather finicky and avoiding obstacles can be very inconsistent which could possibly make controls feel bad to use. But at the end of the day, it doesn't change the fact that the game just doesn't play in a good way. I will at least say that the game tells the player how to play the game rather than leave them in limbo to figure everything out on their own.

Graphics:
It looks like many of the cheaply made dollar games strewn across Steam. Definitely not a good look and a simple glance at the screenshots on the store page gives a pretty clear idea on how exactly the game was made. The island itself is just a bland piece of land littered with cookie cutter trees surrounded by either a dead sea or a dark abyss of nothing. The contents of the hole basically consists of one cave section copied and pasted a million times. There aren't any graphics settings either that could hopefully make the game look even a tad bit better other than what DirectX version it runs on. It definitely screams "novice level game developer" but at the same time as I've mentioned, this is a project made for an event where there is extremely limited time to make a game so again, I should be more lenient.

Audio:
Also very limited and barely even passable. The amount of sound effects alone can probably be counted on both my hands and sadly no, none of them sound particularly superb. On top of that, the music is just a short techno track repeated on an endless loop and becomes grating in less than a minute and is also overly loud compared to the sound effects. And like I said in the "Graphics" section, there aren't any settings besides selecting a DirectX version meaning yes, there isn't a way to adjust the volume settings either. This game doesn't even do the bare minimum it can.

Conclusion/TL;DR:
'Abyss Rush: Deluxe Edition' is a top down action game where the primary (and only) goal is to blast a player controlled rocket into a hole and get as far in it as possible while avoiding obstacles that get in the way. The game plays extremely poorly and numerous gameplay flaws are immediately present including unfair obstacles appearing right in front of you as you enter the hole and a boost power-up that does little to actually help maximize score. Even for a time crunch project, 'Abyss Rush: Deluxe Edition' isn't great.
Posted January 8, 2024. Last edited January 8, 2024.
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1 person found this review helpful
0.0 hrs on record
Overview:
'99 Cracks: The Winter Fix' is a first person adventure game and is part of the 'Jam Scrapz Collection' where you play as "Thomas Washington", an archaeologist set out to find a mysterious treasure called the "Cerulean Shard". Sounds pretty cool for treasure doesn't it? Unfortunately, the trek to even get to the location where this treasure is allegedly located is fairly long and is not for the faint of heart. Thomas will have to endure a treacherous journey through many different terrains and obstacles to get to the Cerulean Shard, but the ultimate question is: Will he make it to the end and obtain the treasure?

Well I'll share my experience with this game in a bit but something I want to add is that sadly '99 Cracks: The Winter Fix' is part of the group of games that unfortunately have broken achievements. There doesn't seem to be a way to obtain the games achievements by any means. Whether you play the game directly through the launch options or through the 'Jam Scrapz Collection' hub, unlocking the achievements appear to be impossible. So for all you hunters out there, this is one more game you can skip.

Gameplay:
Now getting back to my experience with '99 Cracks: The Winter Fix'. No. Thomas does not make it to the end. In fact, I don't think he gets remotely close. The premise of the game is to traverse through different areas each with their own hazards and obstacles. You start off in a relatively normal looking campsite with a few random landmarks littered around the general area including a toilet you can actually sit on and tweak with some settings which I found kind of amusing. However, you can't interact with anything else aside from a key in a tent which I picked up then proceeded to follow the gigantic yellow arrows telling me where to go next. I did find another person sitting on a stump reading a book but couldn't even talk to her. Bummer.

With nothing else to do, I moved forward and after driving off from the camp, I suddenly spawned on a wintry trail despite the campsite containing literally no snow. The map just changed to a snowy environment with no warning and it pretty much stays this way throughout the rest of the game (or at least during my playthrough). The trail itself is essentially the first level of the game and contains extremely light elements of platforming with some uneven rocky terrain and a bridge that constantly cracks as you cross it. I just kept jumping and made it passed without a hitch.

After the bridge, you're thrown into the next level which is by far the most boring. Basically it's a ridiculously huge frozen river which I assumed I was supposed to cross while avoiding being frozen from the water. However I just scaled the side of the map and made it across that way because there was no water on the sides of the map and the developer made no effort in putting effective borders to stop players from exploiting the level from the sidelines. Also this was the level where I realized just how unnecessarily big these maps were. I'm not kidding when I say it took me about 5 minutes of continuous running just to get from one side to the other. There was 0 strategy whatsoever and was by far the most braindead part of the game.

After that monotonous 5 kilometer sprint, I reached the third stage. The one I just could not figure out. Why you ask? Well, because it doesn't appear to be possible to beat. You spawn in a mountainous area with the only way being up. As you move upwards, giant steel balls randomly spawn and start rolling down the hill and all you have to do is dodge them. Their pattern is fixed so they always spawn in the same position making avoiding them pretty easy. After that you reach the top of the ascent and it's followed right after with a descent. This is where the game becomes impossible to beat because as you move down the hill, a giant avalanche spawns behind you moving at a speed far faster than you can run. Not only that, but there doesn't seem to be any way to avoid it so you just end up being caught in it and dying.

You do respawn in the same level giving you a chance to try it again and I have multiple times. I've tried climbing either side of the mountain to let the avalanche pass under me, I've tried jumping over it, I've tried looking for cracks and crevices to maybe hide in, I've even tried to look for an opening in the avalanche itself to see if maybe I just needed to be in the right spot and pass through it. But none of these methods worked and they appear to be the only options you have. As far as I know, this level is impossible to beat and is evidently where my playthrough ended.

I want to believe I'm missing something and I just haven't found the right way. But at the same time, I've exhausted every possible option to avoid the avalanche but nothing works so I'm lead to believe and this game is impossible to finish either due to bad programming or poor level design. I do want to be lenient since the game isn't technically a finished product but when you advertise levels in the game you can't even play, it's hard to want to recommend it for players of any sort.

Update: In response to the developer regarding the third level, I have already stated that the avalanche moves faster than you can run and this was indeed the first thing I tried to do before attempting to look for other means. Holding the shift key does not work and as far as I know, this level is still impossible to beat. Meaning out of the 14 levels in the game, only roughly 20 percent of it is remotely playable.

Controls:
Relatively simple with just moving and jumping. With the little amount of game the developer actually gives you, you shouldn't have much issue playing through the first 2 levels at least. Until you get to the third of course and get stuck in limbo. Pressing the "ESC" key brings up a paper menu with few options, one of them being "Seppuku" meaning suicide via disembowelment (AKA: quit to desktop). And honestly, after playing this game, I wish I discovered it sooner.

Graphics:
Definitely not good. It has a low resolution style making for a very nauseating experience. It looks like the game is incapable of better quality with every pixel being visible straight from the get-go. It's just a blurry mess of white and grey and it preys on the eyes. Even in the campsite, it's absolutely horrendous. Nothing looks good and the entire game just begs for a graphics setting.

Audio:
Not great either. The music is just one track that quickly loops and it doesn't even do it seamlessly. It gets old quickly and only plays in the campsite. The rest of the game is just windy, ambient nothingness which I'll admit fits the atmosphere perfectly because 80% of the game is quite literally that: nothing. Sound effects are also very poor. Walking outside on snow or grass sounds like you're walking on wood in a large empty room. The sounds of cracking from the bridge and avalanche are also ear piercing cause the game has 0 audio balancing whatsoever. The first time I encountered the avalanche I damn near jumped out of my skin.

Conclusion/TL;DR:
'99 Cracks: The Winter Fix' is a first person adventure game from the 'Jam Scrapz Collection' that allegedly focuses on platforming but falls flat simply due to the fact that it doesn't appear to be beatable. The first two levels are extremely easy, lack luster and boring with little to nothing to offer the player aside from unnecessarily large maps that don't have anything in them. The third has the most action but also an avalanche that's impossible to avoid. This is where the game ends but honestly, it isn't a good one to begin with. Hopefully the other titles are better (and well, can actually be completed).
Posted December 9, 2023. Last edited January 6, 2024.
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A developer has responded on Dec 31, 2023 @ 9:51am (view response)
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8.3 hrs on record
Early Access Review
Overview:
'Jam Scrapz Collection' is a collection of games containing projects that were made for something called "Game Jam". Based on some light research, Game Jams appear to be events that challenge game developers to essentially create a game from scratch within a very short time frame along with specifically laid out rules. The game whether finished or not is then shared publicly at the end of the event and is a way for independent or group game developers to network and share their inspirations and ideas. All the projects that you see and play in this batch are (I'm assuming) Game Jam projects and are thus not great but for good reason.

That being said, games are by no means easy to make and having such a short time to build one from scratch (roughly two days for Game Jams) is most definitely hard and should be commended. The premise of Game Jam also seems to be a pretty novel concept and I'm definitely all for it as it brings small-time passionate game developers together. Although I'll be more lenient with these titles as they clearly aren't fully polished given the circumstances, I will still be individually critiquing each available game respectively on their own DLC store pages so if you want more elaborate reviews for each game in the collection, you'll find them there. This review will only cover the 'Jam Scrapz Collection' in a general sense and what you can expect from it.

Something I'd like to add is that the achievements don't work. I completed 2 of the games and found out there were achievements for them I should have gotten but didn't. I figured it was because I played the games through the actual collection rather than launching them individually but I was wrong. The same thing happens if you boot straight into them so unfortunately the achievements here are broken.

Gameplay:
When initially launching the 'Jam Scrapz Collection', a small window opens and you're given an option to run either the 'Jam Scrapz Collection' as a whole or one of the games from the collection alone. So to begin, I downloaded the game and figured I'd launch the collection itself and just play the games from within it as it acts as a hub. But you're thrown straight into a bedroom in first person as if you're already playing but don't be fooled. This is just the hub and all you can do here is walk around and explore a tiny room a bit and interact with the remote on the table where there are big yellow letters that say "Play Game". This brings you to the actual game selection screen where you can select a game to play. Personally I don't see a reason for the room to even exist as it would've made much more sense to just have a menu with all the games for you to pick and play but I will give them brownie points for adding in a little something extra.

Now this is where it gets a bit tricky because odds are you will have missed this step as have I when I first tried playing this collection. So after reaching the game selection screen, I tried to play 'Abyss Rush', the first game in line but after trying to launch it, the game just closed. No warning, no error, nothing. As it turns out, you need to download each individual game in the DLC section on the store page if you want to play them. The 'Jam Scrapz Collection' does not actually include all the games, it's just the hub. After downloading whichever game you wish to play, you'll be able to either launch directly into it, or access it through the hub. You do not need to download all the games if you just wish to play one of them.

Controls:
There really isn't much in terms of controls when it comes to 'Jam Scrapz Collection'. As I've said, it only serves as a portal to the actual games in the collection but, it does technically have controls since you are able to walk around a tiny room. It's your typical "WASD" format with "E" as the globally accepted "interact" key. And as basic as controls go, it actually has the controls plastered on the wall at the immediate start.

Graphics:
I won't talk about the graphics in each one of the games as I'll cover that in each of their respective reviews. I will at least say though that the little room you're trapped in looks a whole lot better than the lot. The graphics are beyond acceptable and the room is even relatively furnished despite not really needing anything to be in it. There is however a slight fuzzy and grainy filter that you'll notice if you look close enough. But overall, definitely not bad.

Audio:
Surprisingly none. There is literally no audio whatsoever in 'Jam Scrapz Collection' aside from the logo animations during the startup sequence.

Conclusion/TL;DR:
'Jam Scrapz Collection' is a collection of games with projects created for something called "Game Jam", an event held either in person or online challenging game developers to create a game from scratch within only a few days. The game qualities typically aren't great but given the restrictions is to be expected. These are not polished nor finished products and should be played without high expectations. 'Jam Scrapz Collection' however is only a hub to the actual games and in order to play each or all of them, you will have to download them from the DLC section. You will not be able to play any of the games if you only install 'Jam Scrapz Collection', otherwise the game will close with no warning.
Posted November 15, 2023. Last edited November 27, 2024.
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No one has rated this review as helpful yet
7.7 hrs on record (7.3 hrs at review time)
Overview:
'Awe' is a polygon style puzzle game where you manage planets by placing objects on the surfaces of said planets in order to progress. You're thrown into a star system straight away with the opportunity to name a group of planets to which you'll have to populate with various types of objects. On the surface, it seems like a relatively casual game with an aim at zen and relaxation but strays far from it. Throughout your playthrough, the game will throw in all sorts of different game mechanics in an attempt to mix things up and make things interesting but ironically turns the game into a broken, confusing mess.

'Awe' isn't a game where you play god, look after a cute little planet and put knick knacks here and there. No, it is far from that. It's an inconsistent, hodgepodge of shifting colors, torturous wait times and horrible game programming. If you're looking for a game where you actually feel like you're a god like the description on the store page says, this is not the game and I'll explain exactly why.

Gameplay:
This is one of the most frustrating games I have ever played and that is saying a lot considering the type of crap I subject myself to. For starters, you're given no information at all on how to play. You're just chucked into the world with zero information on what you're supposed to do. It took me a good 5 minutes before I even had a remote idea of what I was doing and unlike many of the players who got lost and threw in the towel, I pushed further, although I wish I hadn't.

There are 5 solar systems and each one has 5 planets. In each level you're given an empty planet, rows of unmarked colored triangles and something called "Awe". Most people would just poke around for 2 minutes, scratch their head, get bored, quit the game then go play something better. I however decided to debase my brain to the world of 'Awe' and try my hand at what seemed like a cute, colorful planet maker. So we know the goal is to populate the planet but with the information we have, where do we even start?

Basically what happens is you click on the colored tiles on the planet to which the triangles with the same color will then react. The goal is to tap different colored surfaces in sequence to the rows that you see both on the left side of the screen and the top. The rows on the left side will unlock different objects that you can place on the planet. The top row will award you with shards of Awe used to buy objects. This is the only way to replenish it and placing down objects cost more as you progress.

So far it seems pretty easy. Just match the color patterns and that's it right? It is until the game starts throwing curveballs at you by introducing mechanics that make what should be a relaxing game an annoying mishmash of garbage. Once you finish the first solar system, you move on to the second and third which aren't too bad. The only differences are that the planets look different, there are more surfaces, some patterns are reversed and the colors on the triangles fade in and out.

Now the fourth world is where things start to really get irritating. This world is where seasons are introduced. A backwards ass feature where over the course of about 10 seconds, certain tiles will change to a specific color 4 fold representing the 4 seasons. Initially you had a fixed amount of colors you had to worry about, but now you have 4 new ones that rotate every 30 seconds. And if it sounds confusing now, it gets even worse. Instead of looking at the triangles and matching the pattern, you now have to look at the triangles, find out which ones have the color of the season that you're currently on, figure out the pattern, then complete the sequence before the season ends.

And what happens if you don't do it fast enough? The season ends, the color you need is gone and you have to wait 30 gruelling seconds for it to come back. You can't fast forward time. you can't skip seasons. You have to wait. The worst part? If you have enough objects covering the planet, there's a chance that the color you need doesn't even show up. So then what? Wait another 30 seconds for the season to come around. Seriously, I almost went insane at this point and I was only on the fourth solar system, there were two more! And it's not like you can do anything else while you wait either. You can only unlock objects in a specific order. It's horrendous.

Then the fifth solar system is where the game dropped the bomb and surprisingly, becomes impossible to beat. I'm not kidding. In this part, it adopts every mechanic from the previous 4 solar systems but this time, unlocking objects requires colors from two different seasons. But each season only has one color and only one season can be present at a time. So what do you do? Well this is where the game finally tells you something but in the most godawful way via a vague sentence that says (and I quote) "Choose Your Creation to Keep the Color of the Season". What does that even mean? The game does the worst job at being even a tad helpful.

What it actually means is that you can put an object on a tile that's the color of the current season and when it changes, the tile with the object on it will remain that color essentially making it permanent. Why not just say "Place an object on a surface colored by the season to keep it forever"? It blows my mind. But now that we know, the game will be a lot easier right? Seasons won't matter so long as we place objects on each seasonal tile, we'll have a permanent set of each.

Sigh, sadly no. For some reason I don't know if due to a bug or bad programming, this does not fully work. As far as I know, you cannot place objects on any seasonal color except for one. This means you can't retain the rest of them and some patterns require colors that are 2 seasons apart. There isn't enough time to get both of them in the span of a season cause if you start a sequence and don't progress it fast enough, it resets. This is what broke the game because in one of the levels, in order to get the second one, you have to have a permanent one of the first but there's no way of obtaining it.

How the programmers overlooked such a game breaking flaw is beyond me but seeing how the game is literally unbeatable, that's already a negative review in my book. But hey, if I'm doing something wrong, I'd love to know cause right now I can't put myself through anymore of this repetitive torture.

Controls:
Although already stated that the game tells the player little to nothing about how to play, it is as simple as point-and-click I suppose. It's at least responsive but that's not saying much.

Graphics:
What normally is something I would say looks decent becomes a detriment to the gameplay. While the game does look nice and vibrant, the colors just make the whole layout confusing. You're supposed to be finding and matching colors but with the shaders, pink looks like purple, blue looks like turquoise and grey looks like dark blue. It makes solving planets annoying cause you think you're getting one color but you're getting another.

Audio:
Somewhat decent. I can at least say that the music and sounds are soothing. That's only one of few things the game got right. It reminds me of sleeping to the brown noise I occasionally put on but maybe it's because that's what I'd rather be doing.

Conclusion/TL;DR:
'Awe' is a repetitive and boring puzzle game disguised as one of zen. It could've been a nice relaxing game but the developers tried too hard to give it crap it didn't need to be good ultimately breaking it and making it unbeatable. 80% of the product advertised is false. It is not a god game. It is not expressive. It is not soothing nor relaxing. It is not easily solvable and it does not maintain the player's interest. This was bad.
Posted October 5, 2023. Last edited October 5, 2023.
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3 people found this review helpful
1 person found this review funny
0.1 hrs on record
Overview:
'Hentai Shooter 2: World Tour' is a first person shooter that supposedly takes the player through different parts of the world as they fight badly rendered 2D girls. Why I italicized "supposedly" is because it doesn't appear that you'll be able to play the game to full completion due to a very simple yet game breaking issue to which I'll get to in a bit. I've played plenty of games like this and hell have plenty more to experience but this was by far one of the most disappointing ones for many reasons and that says a lot considering the type of game this is.

Gameplay:
The screenshots and video on the store page seem promising at first with different enemies, weapons and settings being showcased suggesting that you have a whole game ahead of you (whether or not it's actually good). However, you'll soon find out that you most likely won't get to experience 99% of the game because the first level is impossible to beat. That's right, the very first level is unbeatable due to a stupidly overlooked flaw where the door to the next level is blocked by cacti. This is where I assume you're expected to destroy the obstacles blocking the door but the developer failed to program a way to actually do this thus forcing the player into limbo not even 2 minutes into the game. Even the video on the store page depicts that you can in fact destroy objects in your way but in actual reality, this isn't possible. What a joke.

Trust me, I had little to no expectations for this game but I can't even comprehend how dense and brain dead one has to be to not have noticed a game breaking problem like this. That's not to say I was excited to play the rest of the game anyways because honestly I'd rather play crappy mobile games that stick ads in your face 90% of the time but to think 'Hentai Shooter 2: World Tour' did an even worse job than games such as those, now that's an achievement in itself.

But I digress, in the one level you can play, it at least gave me something to do despite it only taking about a minute. Basically you're thrown into an Egyptian looking setting and given an ankh weapon which you use to shoot and take out 4 girls and that's about it. The level itself is full of ammunition, scarab beetles which I have no idea what they do and cacti that act as obstacles. These infamous entities are the root cause of why the game is impossible to beat. The end of the level is a door surrounded by 6 cacti negating any entry to the next level indefinitely because there isn't a way to destroy them. I tried shooting the cacti with my ankh but that didn't do anything and even tested quite literally every single key on the keyboard and nothing helped. So I've come to the conclusion that these cacti are impossible to destroy which leads me to believe the game is unbeatable. To overlook a flaw this simple is beyond me and even for a game of this quality, even I'd have expected better from the developer.

Controls:
It's the year 2019 and control schemes in first person shooters are pretty straight forward give or take. But for some reason the developer thought it would be a good idea to incorporate what I like to call "tank" controls, meaning the primary controls consist of moving either forward or back and steering with the left and right keys. There's no feasible way to strafe left and right unless you also take into account the "Q" and "E key which allows the player to strafe. Now I don't need to explain just how uncomfortable and unconventional it is to use "WASD" on top of "Q" and "E" with a single hand just to move. You have an entire mouse which it's literal purpose in most games is to look around but in 'Hentai Shooter 2: World Tour', it's completely disregarded.

You don't even use it to shoot, instead it's the "CTRL" key. I've played a lot of horrible games but I've never seen a game with such diabolical controls. The settings also don't help as there are no control settings at all telling you what keys do what. Maybe the game was so embarrassed at it's control scheme that it couldn't possibly show it to the general public. But all things considered, I'd be embarrassed to quite frankly.

Graphics:
These types of games can honestly look pretty decent if done well. 'Hentai Shooter 2: World Tour' clearly doesn't nor did it take much inspiration from games of the same kind but seeing as the developer couldn't even be bothered to make the game remotely playable, I can't say I'm too surprised. Since I could only really witness the first level (which didn't look great) I'll be as open as possible by judging the game's visuals based off what I see on the store page. Alas, none of the screenshots or clips look half decent and the backgrounds are either poorly drawn buildings or images ripped straight off the web pixelated beyond comprehension.

Not only that but why are both you and the enemies gigantic compared to everything else? The proportions in the game are just as inconsistent as the graphical quality throughout the game and even the death animation for some of the enemies are bugged. There was 0 care that went into every single aspect of this game and it shows.

Audio:
Just as bad as everything else which is surprising as typically the sounds and music require the least amount of effort. Generic royalty music on top of bottom-of-the-barrel sound effects perfectly pair with the below sub-par gameplay and is a match made in heaven (or in this case hell). The audio settings despite having multiple volume meters all look the same and don't tell the player what each represent. I had to experiment with them myself and even with that, it doesn't affect the actual game, just the menu. What's the point of having audio settings if it doesn't even get applied properly?

Conclusion/TL;DR:
'Hentai Shooter 2: World Tour' is a terribly made first person shooter that is unbeatable within the first level due to an overlooked fault on the developer's end. The door to the next level is blocked by obstacles that cannot be destroyed by any means despite the video on the store page suggesting so. Controls are also extremely bad with strafing being assigned to the "Q" and "E" keys instead of the more well known "A" and "D" keys. Key mapping along with any general control settings do not exist and frankly this game also shouldn't. Save your chump change unless you want to use it towards killing 4 girls in the first level of this game then getting stuck in limbo for the rest of your stay.
Posted June 11, 2023. Last edited June 11, 2023.
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