49 Reviews:
Zorgo
Final boss ruined the whole experience.
[2] Likes
Rating: 8.5 85
Difficulty: 75 75
Mar 6, 2017
CanusAntonius
A stunning mix of great production value, really good music, beautiful visuals, and terrible design choices. From watching the game it looked extremely cool, like it would be one of my favorite fangames, but then I actually took some time and played it. And yeah, in many ways it was extremely fun, but the majority of it was spent wondering why some decisions were made by Influcca to, in my opinion, lessen the player's experience for no real reason.
One of the core aspects of the game that struck me is that there is a currency system with additional weapons to unlock and upgrade, this is a really awesome system... except it is entirely useless for normal mode. When one of the most interesting points of the game is only available in a post-game playthrough, then in my opinion you are basically trashing the concept and ruining what the normal mode could have been. This should have been fully implemented into the normal mode, and while sure you technically can use the store from the beginning, the coin grind for normal difficulty stages would be so insanely obnoxious that there is no reason anyone would reasonably want to spend time doing that.
Another issue I had came from the absolute visual challenge of the next to last boss. At some point in the design process, a thought occurred which must have been the following: "What if the challenge here is that the player cannot see!". At this point, you've already started the process of making a terrible boss, and it was easily my least favorite in the game. It's a shame because I liked the other 4 bosses before it, they were incredibly fun and neat to learn, but this just felt like a very cheap level of difficulty that is the equivalent of making a purposely broken camera in a souls-like game.
I stopped on the final boss before writing this, though it's not too annoying actually, I do have fun with it, but the mega laser attack seems incredibly obnoxious and even after a hour I've managed to do it only once with no clue how it even works. All the other attacks seem fair though, so I don't think the boss is actually bad. However the health bar on it reminds me of another major issue, the fact that your gun has fake autofire. With the amount of HP bosses have, it should be genuine autofire, especially since the last boss has significantly larger health.
Overall, I do think this is worth playing, but you should be aware that going beyond Normal Mode is absolutely expected by the developer and the game has been designed around such.
[1] Like
One of the core aspects of the game that struck me is that there is a currency system with additional weapons to unlock and upgrade, this is a really awesome system... except it is entirely useless for normal mode. When one of the most interesting points of the game is only available in a post-game playthrough, then in my opinion you are basically trashing the concept and ruining what the normal mode could have been. This should have been fully implemented into the normal mode, and while sure you technically can use the store from the beginning, the coin grind for normal difficulty stages would be so insanely obnoxious that there is no reason anyone would reasonably want to spend time doing that.
Another issue I had came from the absolute visual challenge of the next to last boss. At some point in the design process, a thought occurred which must have been the following: "What if the challenge here is that the player cannot see!". At this point, you've already started the process of making a terrible boss, and it was easily my least favorite in the game. It's a shame because I liked the other 4 bosses before it, they were incredibly fun and neat to learn, but this just felt like a very cheap level of difficulty that is the equivalent of making a purposely broken camera in a souls-like game.
I stopped on the final boss before writing this, though it's not too annoying actually, I do have fun with it, but the mega laser attack seems incredibly obnoxious and even after a hour I've managed to do it only once with no clue how it even works. All the other attacks seem fair though, so I don't think the boss is actually bad. However the health bar on it reminds me of another major issue, the fact that your gun has fake autofire. With the amount of HP bosses have, it should be genuine autofire, especially since the last boss has significantly larger health.
Overall, I do think this is worth playing, but you should be aware that going beyond Normal Mode is absolutely expected by the developer and the game has been designed around such.
Rating: 7.0 70
Difficulty: 65 65
Mar 30, 2022
adin13
Super high quality fangame with solid gameplay and style. The final boss was rough but overall still a great experience despite that pain.
[0] Likes
Rating: 9.0 90
Difficulty: 70 70
Jul 21, 2023
BlueSword
As the size of the character was large, I expected a fast tempo, but it was regrettable that it did not. The fact that some bosses' patterns had to die as they were if they didn't know how was also a part that could get boring. However, I thought that the part that inherited Fangame's feeling could satisfy Fangame users, and it could not be boring thanks to various gimics (UFOs, helicopters, ect.) that go in when they were about to get bored. In addition, the rank system and coin system, which can be multi-rounded, made the game not boring.
[0] Likes
Rating: 7.4 74
Difficulty: 59 59
Jan 18, 2022