MOTHERGUNSHIP
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Über das Spiel
Fertige Waffenmonstrositäten, die kein normaler Mensch je heben könnte, kämpfe gegen riesige Endgegner und erlebe zufallsgesteuertes Chaos, während du dich zum Herzen der Flotte kämpfst, um das MOTHERGUNSHIP zu zerstören!
Systemanforderungen
- Setzt 64-Bit-Prozessor und -Betriebssystem voraus
- CPU: Intel Core i5-4430 / AMD FX-6300
- GFX: Nvidia GTX 750 Ti 2GB / AMD Radeon R7 265
- RAM: 4 GB RAM
- Software: Windows 7 64-bit
- HD: 5 GB verfügbarer Speicherplatz
- DX: Version 11
- LANG: Englisch
- Setzt 64-Bit-Prozessor und -Betriebssystem voraus
- CPU: Intel Core i5-6600K / AMD Ryzen 5 1600
- GFX: NVIDIA GeForce GTX 1060 3GB / AMD Radeon RX 580 4GB
- RAM: 8 GB RAM
- Software: Windows 10 64-bit
- HD: 5 GB verfügbarer Speicherplatz
- DX: Version 11
- LANG: Englisch
Steam Nutzer-Reviews
Nicht Empfohlen
430 Std. insgesamt
Verfasst: 27.08.19 18:21
Gezielt tolle Waffen zusammenbauen funktioniert nicht wirklich, da mann auf die Teile verwenden muss, die man in einer Mission findet. So bin ich zumindest die meiste Zeit mit behelfsmäßig zusammengezimmerten Waffen durch die Missionen gelaufen, deren Benutzung nicht wirklich Spaß gemacht hat.
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303 Std. insgesamt
Verfasst: 09.07.19 15:43
Review zu MOTHERGUNSHIP
In MOTHERGUNSHIP geht es hauptsächlich darum Roboter zu zerballern, den Humor zu genießen und sich Monstrositäten von Waffen eigens herzustellen, die wahrlich grotesk werden können! Hier mal eine meiner Kreationen, die wirklich groß wurde:
https://steamcommunity.com/id/vazeyo/screenshot/789736186587446543
Man merkt es schon. In MOTHERGUNSHIP kann man wirklich mit Monsterwaffen umherballern!
Für diejenigen denen es noch nicht aufgefallen ist. MOTHERGUNSHIP ist ein Roguelike. Meiner Meinung nach hätte das Spiel aber deutlich davon profitiert keines zu sein, oder zumindest eine gewisse Umstrukturierung hätte dem Spiel gut getan.
Und hier sind wir schon an den negativeren Aspekten des Spiels angekommen.
Es ist nämlich so, dass man beim Verlust des Lebens in einem Level, auch seine Waffen verliert. Das Problem, das durch diese Designentscheidung nun entstanden ist, ist schnell erklärt. Der Spieler nimmt nicht seine besten Waffen, aus Angst, diese verlieren zu können. Im Spiel gibt es dermaßen viele Waffen, mit unterschiedlichen Attributen und Seltenheiten (grau, blau, lila, gelb). Und natürlich behält man diese Waffen für den Endgegner und nicht für die normalen Level mit regulären Gegnern.
Also nutzt man hauptsächlich schwächere Waffen, die, wer hätte es gedacht, weniger Spaß machen. Und das ist wirklich schade.
Hinzu kommt, dass es ein Tragelimit gibt, also ein Limit, wie viel man auf eine Mission mitnehmen kann. Und dieses Limit ist dermaßen lachhaft gering, dass es nicht mehr lustig ist. Bei den meisten Missionen darf man lediglich 3-4 Gegenstände mitnehmen, dass können dann Waffenaufsätze sein, Verbindungsstellen, oder Upgrades, die ebenfalls dranmontiert werden müssen. Und bei einer solchen Begrenzung kann man sich gleich vorstellen, dass man sich wirklich auf etwas festlegen muss. Man kann zwar innerhalb der Mission neue Waffen und dergleichen kaufen, aber viele Missionen sind dermaßen kurz, dass es selten mal vorkommt, dass größere Waffen überhaupt konstruiert werden können, im Laufe einer Mission. Und das ist wirklich, wirklich schade. Außerdem stört es auch, dass man vor Missionsbeginn seine Waffe jedes Mal neu bauen muss und erst dann zum losballern weiter kann... Was man sich dabei gedacht hat, weiß ich auch nicht.
Zwar gibt es auch den Endlosmodus, der dieses Problem mit der Begrenzung behebt, aber diesen Endlosmodus muss man erst freischalten, was erst nach ca. 3 Stunden Spielzeit der Fall sein wird.
Und dann, als ich am Endgegner mit meinen besten Waffen aufgewartet bin, war dieser erschreckend einfach. Klar, mit den besten Waffen vielleicht kein Wunder, aber man merkt, dass das Spiel so recht wenig ausbalanciert wirkt, wenn normale Storymissionen schwerer waren als das Mothergunship.
Das war jetzt sehr viel Negatives auf einmal. Ich weiß, aber das wollte ich nicht unerwähnt lassen. Für weitere Details siehe weiter unten.
Kommen wir für die Schnellen unter uns einfach mal zur Pro-Contra-Liste:
Pro:
+ Grafik ist nett anzusehen
+ Der Humor war Weltklasse! Selten so gelacht! Auch das Ende des Spiels war sehr amüsant!
+ Musik ist passend zum Spiel gewählt, bleibt aber nicht im Ohr, zumindest bei mir nicht
+ MOTHERGUNSHIP fühlt sich wie ein alter Shooter aus den 90ern an!
+ Waffencrafting hat so seine zwei Seiten. Einerseits macht es Spaß seine eigenen Waffen zu konstruieren, andererseits dauert das anfangs jedenfalls, wirklich lange, weil unnötig kompliziert. Ich musste mich da definitiv dran gewöhnen
+ Im hauseigenen Schiff und in Missionen ist es möglich eine Statistiktabelle einzusehen, die sogar live funktioniert. Heißt, wenn dort Sprünge gezählt werden und ich während ich das lese springe, dann erhöht sich die Zahl dazu auch!
+ Oft ist es wirklich beeindruckend wie viel Platz die Waffenkonstruktion am Ende einer Mission vom Bildschirm vereinnahmt
+ Online-Koop ist vorhanden
+ Viele Gegnerarten und viele Waffen
+ Ich persönlich liebe das ja, wenn man die Waffen der Gegner gegen sie verwenden kann, egal, in welchem Spiel. In MOTHERGUNSHIP gibt es nämlich Schildgeneratoren der Gegner, aus denen die rausschießen können, ich jedoch nicht rein, also muss man da hineingehen und die Gegner ausschalten. Man könnte dann, wenn man sich da drin befindet, den Schildgenerator zwar zerstören, aber wozu? Man selbst kann den nämlich selbst nutzen und zwar gegen die Feinde! Sie können nicht reinschießen, aber ich raus! (Hehe!)
+ Das Spiel wird nach einiger Zeit zwar repititiv, dennoch begrüße ich die Bemühung seitens der Entwickler komplett unterschiedliche Nebenmissionen anzubieten. Einmal war man dann entweder richtig klein, oder die Gegner riesig, oder einmal musste man einen Lüftungsschacht betreten und dort Robotungeziefer vernichten. War ganz nett
Contra:
- Wird nach einiger Zeit repititiv
- Man kann nur eine begrenzte Anzahl von Waffen und Aufsätzen am Anfang der Mission mitnehmen. Diese Begrenzung stört mich
- Ständiger Neubau der eigenen Waffen am Anfang einer Mission
- Dialoge werden weitergeführt, selbst wenn ich pausiere
- Warum müssen Räume innerhalb einer Mission laden, obwohl ich vor Missionsantritt schon einen Ladebildschirm durchlaufen habe? Man hat zwar versucht diese Ladezeit mit Diskussionen innerhalb der Geschichte zu überbrücken, aber diese tauchen auch nicht immer auf und nur in Hauptmissionen
Prontra:
+- Das Spiel ist nicht zur Gänze übersetzt worden. Die Tasten zum ändern im Steuerungsoptionsmenü stehen auf Englisch da
+- Das Intro mit den Firmenlogos ist nicht vorspulbar
+- Viele Türen nach einem Raum, in dem Flur wo man eine kurze Ladezeit hat, öffnen sich erst verzögert
+- Soundqualität ist nicht gerade der Hit
MOTHERGUNSHIP war ganz nett. Eine gelungene Abwechslung und ein Spiel zu dem man immer mal wieder zurückkehren kann. Aber die 24,99€ würde ich nicht dafür zahlen. Wartet doch lieber auf einen Sale!
Ich danke fürs Lesen und wünsche sehr viel Spaß beim Spielen! ;-)
https://store.steampowered.com/app/574090/MOTHERGUNSHIP/
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Nicht Empfohlen
479 Std. insgesamt
Verfasst: 19.03.22 00:22
* Game design has too many flaws. Simple example: A challenge room requires me to kill x enemies within a short time. But there aren't even half as many enemies in the room as required, resulting in a failure by design.
* Gameplay also isn't the best. Too much frentic close combat for my taste.
The humor was actually the only part I somewhat enjoyed. But not enough to finish or recommend this game.
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14596 Std. insgesamt
Verfasst: 20.01.22 03:33
Seriously enjoying this game. Miss the updates from the developers. there are still some very nice random missions.
I will also admit it can be very frustrating at times with a room that is basically the inside of a cannon barrel with a goal of survival for X seconds being nearly impossible. But the game does compensate if you die a bunch to re-learn itself to your skill level.
Campaign was fun, DLC was fun. It would be nice if some enemies or hazards could be disabled for a bit by blasting them instead of a huge indestructible turret hammering you forever. Maybe next game.
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4992 Std. insgesamt
Verfasst: 23.12.21 14:52
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675 Std. insgesamt
Verfasst: 08.12.21 18:52
Also, Voice acting , Campaign and the music were a plus.
Bowie!!!!
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498 Std. insgesamt
Verfasst: 04.12.21 07:10
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450 Std. insgesamt
Verfasst: 14.09.21 19:26
So you can safely skip it, not much to see here.
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795 Std. insgesamt
Verfasst: 24.07.21 21:23
GOOD: While the idea of customizable guns is cool, this freedom usually cannot used that much in a normal run, as coins and time are limited. That is, you either die or finish the level before being able to afford a humongous gun with more than 3 barrels (an exception is endless mode).
That said, having two guns with three barrels each, shooting shot gun, lasers, rail guns, machine guns all at once, is a pretty awesome feeling!
The characters, writing, and voice acting in the campaign is good and funny.
NOT GOOD: There is not much of a story and the campaign is extremely short. The final boss is a bit of a disappointment.
The game lacks some variety, and after 10h or so it is hard to stay motivated.
Level design is sometimes frustrating. For example, there are small obstacles for no reason where you get stuck and die. And once you touch lava your character jumps up and slides on which makes it harder to get out.
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562 Std. insgesamt
Verfasst: 29.06.21 07:01
PROS: Voice acting is great.
Lots of weapons to choose from and essentials for an RPG.
Two player coop.
CONS: RNG for stores suck, way too limited stock to build anything interesting, game gives you a cheap way to buy items later by withdrawing from own stock.
Needs balancing endgame as low damage weapons are trash, usually only sticking to 1-2 favourites.
No way to hide the gun from sight, often building offscreen to not block the view, too much bullets on screen to know whats going on sometimes.
Coins despawn too quickly, currency used for buying parts. 5 or so seconds, usually despawn after the battle.
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415 Std. insgesamt
Verfasst: 18.06.21 01:46
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565 Std. insgesamt
Verfasst: 02.06.21 08:24
The gun crafting system is easily the best part of this, with the ability to produce sprawling abominations of dakka that would bring a tear to any Ork’s eye, but you are always inevitably going to be at the mercy of RNG in having enough currency drop from enemies, and having decent parts spawn in the shops scattered throughout each level.
Consequently, this RNG is the source of all the game’s issues: the difficulty is extremely inconsistent, with some rooms being a death sentence if encountered early in a level, and you’ll frequently find yourself fighting bullet sponge enemies without having enough firepower to take them down due to a lack of currency drops. As a result, what starts as a fun, quirky shooter ends up falling apart as the difficulty ramps up.
Ultimately, a good concept ruined by poor execution.
5/10
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59 Std. insgesamt
Verfasst: 16.05.21 09:18
Probably could recommend this for people who like mindless shooting and explosions, but really not for me.
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1741 Std. insgesamt
Verfasst: 12.05.21 23:07
Positive:
- The amount of customization and experimentation with gun parts is extremely fun. There is often something different and fulfilling to try.
- Bullets and other projectiles have a real weight to them, making shooting all combinations of weapons truly satisfying.
- Action can get positively hectic and incredibly exciting. Most enemies are challenging and require the player to approach situations differently.
- The concept of collecting spare parts and combining them into fantastic weapons is excellent.
- All artwork, aesthetics, visual effects, sound design, and physics are absolutely outstanding. The sights and sounds of heavy-duty machinery exchanging artillery fire with the player are truly an experience to behold and take pleasure in.
Neutral:
- The playable character seems to be set way too low to the ground even though the armored suit looks tall, huge, and bulky.
- NPC dialogue is OK most of the time when it is relaying information to the player, but when it attempts to be comedic, it is sometimes cringeworthy.
- While this can be turned off entirely, the developers chose to use some terribly irritating heavy metal music that sounds cheap and out of place.
- Grinding is part of the overall experience. Side missions must be done in order to obtain parts, experience, and currency.
- There is not enough enemy variety. Most even have the same color scheme alternating between or combining red and yellow.
- It is hard as much as it is fun, even though it never gets frustrating.
- Having many modules for the guns takes up a lot of on-screen space, which obstructs the player's view.
Negative:
- This may (or may not) be due to my hardware limitations but the frame rate is really unstable. There are significant sudden drops and it varies wildly from the 20s to 144 and everything in between from one second to the next in the busiest moments. The more gun parts the player uses to configure the weapons and the more enemies on the screen, the more the game will struggle to perform at a reasonable frame rate.
- One is not allowed to save and quit during a mission. If the player has to quit the game during a mission, the mission's progress will be lost. This is especially a problem in the endless mode, which could go on for hours.
- The main campaign ends quickly, abruptly, and in an anticlimactic fashion, feeling rushed and underdeveloped. There are other very similar game modes, including an even shorter side campaign, but there is simply not enough interesting and variable content. It will all feel too repetitive, eventually.
- All bosses are underwhelming and far too easy considering what they are supposed to represent in terms of enemy tier difficulty and plot points. This means that when minions attack in large numbers, they are much more challenging than any boss in the game.
Overall rating: 4.0/5.0
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2363 Std. insgesamt
Verfasst: 01.04.21 08:10
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5946 Std. insgesamt
Verfasst: 11.03.21 22:57
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576 Std. insgesamt
Verfasst: 24.02.21 08:26
Definitely don't recommend on buying this game if you plan on playing on co-op.
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6798 Std. insgesamt
Verfasst: 20.02.21 18:32
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1406 Std. insgesamt
Verfasst: 19.02.21 14:20
It takes less then 10 hours to beat the campaign.
If you want to play the game then by all means, it isn't a bad game but I just think it is overpriced for what you get.
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4193 Std. insgesamt
Verfasst: 17.02.21 06:31
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297 Std. insgesamt
Verfasst: 31.12.20 23:19
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1768 Std. insgesamt
Verfasst: 06.11.20 14:01
If you really liked Tower of Guns, you'll like this. But once the gun customizing novelty wears off, this game gets real boring real quick.
Oh, an if you want to beat the game without thinking whatsoever, just use multishot grenade launchers. Lets you go through the already short campaign in almost half the time.
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1815 Std. insgesamt
Verfasst: 10.10.20 07:36
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2173 Std. insgesamt
Verfasst: 22.09.20 12:55
Pros:
- Gun constructor with a lot of variety;
- Good graphics;
- Controls smooth and responsive;
- 2 player Co-op;
- Good voice acting;
Cons:
- Short storyline;
- Bad optimisation;
- Later parts of a game can be very repetitive;
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110 Std. insgesamt
Verfasst: 11.09.20 05:12
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199 Std. insgesamt
Verfasst: 19.08.20 11:18
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361 Std. insgesamt
Verfasst: 09.08.20 13:54
The game is selling itself on the promise of guns, guns, guns, but the problem it has is that the system as presented is incredibly shallow. Where a game like borderlands (hard not to draw comparisons between the two) has all kinds of stats and effects for its guns, in this game the guns are all just the same. Maybe one shoots slightly faster, maybe one has a +2 to crit. You honestly wont notice the difference because the gameplay is mostly just unloading your entire reserve of ammo, then jumping around until it recharges. The kind of guns, and the way you arrange them, has no impact on your chances of victory.
The problem is made worse in that the enemies are all the same too. There is no enemy you need to take a particular gun to beat, because all the guns work the same on all enemies. The entire game the only thing I did was load up as many guns as I could, in any random order, and that was enough to see me through. At no point did I try to think of any strategy or what effect the guns could have, because the game doesn't give me a reason too.
Of course the reason for this puddle deep gameplay is the randomness of the levels. You cant plan for what is ahead, so all the guns and enemies have to be the same. If the game wasn't that way then you would get stuck if the game presented an enemy that was resistant to the guns you randomly got.
Its alright as a braindead shooter for a couple of hours, but there are much better shooters that will give you much better value for your time out there. Its just frustrating that I can see how this could be better, but knowing it isn't. I would only recommend this on a big sale tbh.
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201 Std. insgesamt
Verfasst: 09.08.20 10:48
Don't abuse the skip button during dialogue
I've always abused the skip button during dialogue, but the dialogue is actually quite humorous. Sure the story is not great, but it's a video game! Go read your books if you want a story. I want to shoot stuff, and that's exactly what the game is all about.
Well, actually I didn't want to shoot stuff at first, 'cause I've got my amazing fists and my foolishness. Yeah, that was fun, although I had no idea what I was doing for the first hours of the game. But stuff kept dying, so I guess I did alright.
The gun building is also really cool. It's like Tetris but with guns! I heard that you don't want too many guns, but I don't care. What could be better than one gun? Of course more guns! Well, you can also use a bunch of sawblades and put them on an arm that is so long it doesn't even fit on the screen anymore.
Oh, and did I already mention that you shoot stuff? But not like shooting stuff. It's like SHOOTING stuff, you know? Yeah, it's great. The movement feels great, you jump high, and you can build ridiculous guns that have enough pushback to make you go fly.
If you aren't sold yet, you might want to see my hopefully funny video of the game: https://youtu.be/7kjPbvklfWM
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1055 Std. insgesamt
Verfasst: 05.08.20 17:01
The core gameplay loop consists of selecting/buying weapon components to put together, fighting robot/alien enemies in procedural rooms, more buying & crafting between enemy rooms, complete the level to get a mission reward and keep all loot. If you die then you lose all loot you brought, earned, or bought but keep your XP and unspent coins.Progression early to mid game takes me about an hour per level, alternating between main mission, XP missions, and free/pre-equipped missions.
Here is what you need to know:
+ Heavy rock/metal soundtrack fits the game's vibe well
+ The game's campaign doesnt have much of a story per se, but does have ample often amusing dialog between characters & crew in the game, none of which takes itself seriously.
+ Room or room entry modifiers consist of random room tilesets/themes, challenges (success=coins), or reward/gift.
? Challenges are a good variety, but I did get one once that asked me to kill more enemies than how many existed in the small room.
+ Sometimes there are hidden areas & hidden rewards in rooms.
+ There is an endless mode unlocked mid-game, but no rewards beyond XP or coins.
? Sometimes a room is big enough that it has multiple enemy spawn points triggered only when player enters certain areas.
+ If you beat all the spawn(s) you trigger, you have the option to exit or explore more which may trigger more spawns.
? Sometimes there is a nightmare mode mission available which just seems like hard mode enemies that perhaps also triggers all spawns at once in a room. Other twists are that there's a countdown clock before exit doors open, but you can also either defeat all enemies or find a key (in at least half of the rooms) to exit a room early.
? The proc gen is nothing special. If you love the game you won't care about it, and if you dont like the game then you'll complain about levels being samey after playing several levels.- I've only had two real boss encounters out of 8 levels so far. I was expecting more, but maybe the devs might not want to overuse them.
+ Weapon parts are pretty well balanced among their attributes and have a decent variety among part types.
? There can be a lot of strategy around weapon energy and weapon firing in the mid to late game. Two general level strategies are to either craft lower energy weapons where you hold down the fire buttons then releasing before energy depletes, or craft higher energy weapons where you tap fire buttons just enough that energy doesn't deplete. It can be a strategy to let energy deplete completely, but then your weapon is unavailable until energy fully charges again, and that full charge might take longer than normal recharge.
? I think I find myself spending a third to a fourth of the time configuring my weapons compared to actually fighting enemies. The more time you spend with the game, you might spend a bit less, but you get the chance to craft larger weapons in later levels too.
+Performance on my GTX1060 & i5-3570K was decent. 70-100 FPS at Medium to High settings at 1080p. 1440p would have too many dips under 60 FPS in battle. Turn off in game vsync if you have GSync/Freesync enabled!
-Several or maybe all enemy explosions seem choppy like they were animated at 30fps or less. The particle effects aside from the enemy's shell all look great though.
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1190 Std. insgesamt
Verfasst: 05.08.20 08:28
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380 Std. insgesamt
Verfasst: 11.07.20 23:55
That said, those hour-long jaunts in Mothergunship are a blast. 8/10
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409 Std. insgesamt
Verfasst: 26.06.20 18:34
The idea of being able to build complex weapons that you make yourself, as big as you like, sounds fun. However you are only allowed to take 2-6 parts into a mission and get maybe 1-3 at the start at random having to buy the rest through out the mission leaving the building of your weapons to 100% RNG mechancis.
This is fine in and of itself but this often leaves you buying for something but then not getting anything to go with it later on and ending up with useless parts, like buing a big gun not to get the structure to place it, or grabing structures but then not getting guns. Leaving you underpowered for the level.
The actual missions required for progress being of a higher level than you then ether requires lots of grinding to get your base stats up or trying to find really good gear to take into a mission.
HOWEVER you are only alowed to take those few parts in and if you don't get good parts to go with it from the RNG you can still be screwed, and if you die you lose the parts you took in with you with the only way to get them back is pay for them from the lost and found. (wich still cost a LOT).
It leads to the game being WAY to grindy for my taist and the dificulty being way to dependent on the RNG.
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4078 Std. insgesamt
Verfasst: 30.05.20 23:17
Nothing you do in the game matters. The story feels like it is just starting when it ends, and there is zero late game.
The balancing is also just... wow. Either you're obliterating everything in your line of sight, or you're barely scratching it.
Multiplayer is one of the most poor experiences in online multiplayer I have ever had. It chugs and chugs (actually that describes the game as a whole), and there is constant rubber banding for the second player.
The enemy variety is also very poor, with there only being 3 bosses in the whole game, including the one in the tutorial.
There is also a good share of glitches that completely ruin your current run, as in, making it impossible to advance. This game feels like the first stepping stone in what it should or could have been.
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534 Std. insgesamt
Verfasst: 26.05.20 21:44
The game is very short and can be beaten in a couple days.
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599 Std. insgesamt
Verfasst: 15.05.20 15:50
However let's talk about games good sides first more.
- The Story mode is voice acted and quite fun to listen to. It's not the best but it's definitely not plain and simple with a lot of jokes. It's been a great listen and I do want to hear more.
- Gunplay just feels right, you can easily find a barrel you like and stick with it, pull mods to increase useability and power. Make it your lovely baby and try to recreate it on every level.
- Guncrafting is unique, and game does allow for plenty of crazy builds on either endless mode or on the last stages.
- Amazing maps by looks and design. It's a great eye-candy that I love to see and jump around it. Not much too add here, it's just great.
- Bosses are also fantastic. I loved fighting every single boss I've encountered.
- Multiplayer is a blast with friends and probably the best part of the game. It's the main and only reason I would ever recommend this game. It's a fantastic past time and overall great farming method for simple loot.
This sadly is a negative review so that about it for the good parts...
- Rouge-like done wrong. The biggest issue with the reward system. This game does not feel like it should be like this. Whatever you bring with you on a mission is automatically lost the moment you die, game crashes during gameplay or you just simple quit the game before finish. Even if losing purple gear is not that harsh since there are plenty of those to get very easily, loss of any gold part is a kick to the balls from the game. There is no reason whatsoever to make a player grind their asses off for a gold weapon then. Those are crazy expensive to buy in the shop and almost impossible (my experience) to find and getting those is also one crazy challenge (not counting guaranteed gold campaign reward). Any death is not just a lost run. It's a loss of hours spent to get all the parts you took with you as well. If that was your last/only copy then you are f***ed. You have to pick a weaker counterpart or switch build completely which is not fun. Just making weapons permanent would fix this issue, but I don't think this is an option for the devs seeing how old this game is right now. For those who don't care there are cheat commands but those invalidate special challenge maps for golden parts.
- Lack of real enemy diversity. You are almost always swarmed by the same enemies and plenty of them do the same thing but are just bigger. It would not be that much of a problem if every single one of them felt unique and challenging. Sadly some are just a small and meaningless spin on the base enemy archetype. Meaning that no matter what I see I'll probably do the exact same thing every time. Only healing and shielding towers really change the way I have to do things.
- Lack of barrel diversity. Now this is a weird complaint since there are around 30 barrels to choose from and that may be true. However, I personally, would only call up to 10 of them unique. There are guns that shoot the exact same way as others but are just worse. It seems to be a part of the rouge-like element that you would like to hunt the most powerful version of the barrel archetype and then get it's best version as well. I would not count it as a negative if the game was only about the endless mode since it works there nicely with an extra layer of RNG that forces you adapt. However, it's a huge downgrade to every other stage, especially to those where you can bring tons of your own part, meaning I'll never want to even touch all those worse versions of the same barrel archetype.
- As much as guncrafting is fun and unique, it's not recommended to go crazy on it since simple is still better, shame since it's very limiting on what you want to use endgame wise.
- Last complaint is minor since it's not technically about game being bad. You encountered bosses very rarely in this game and since those are the best part of the game it's a little heart-breaking to see them so rarely. It does not make this game fun for short sittings.
This concludes my review. I love the game and the idea behind it but I just can't force myself to play more of it. I don't want to cheat with console commands to delete the frustration of badly game rouge-like elements and the fact that bosses are rare makes the game loop boring. I can't recommend this due to how painful the experience of dying only once in my whole time playing was in the middle of story mode and I can't imagine how awful it must be in the endgame. You can fill your whole inventory with duplicates, but it takes hours of grinding and that's just for hunting specific purple rarity parts, not golden. The git gud attitude is not relaxing when every time I enter a stage I gamble my stuff with my skill and random enemy spawns mixed with weird challenges. If you want to play this game, do it only with a friend in multiplayer. Otherwise you better be an FPS god with luck to back you up.
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230 Std. insgesamt
Verfasst: 11.05.20 14:29
Flying mines - sometimes these can shred your health really fast.
Health - sometimes it's hard to come by, sometimes it's not. Sometimes you can get 2 health for coin or two.
Length - sometimes maps are so dam long.
Weapons - making good weapon is pain in the but.
Deployment - sometimes you deploy into level 2 ship and get shredded by mines and then have to survive through long ass map.
Lack of power (as in weapon strength), flying mines, issues with health and long maps provide stressful environment.
Not to mention you have to rush through it.
4/10
Needs proper polish.
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529 Std. insgesamt
Verfasst: 09.05.20 23:15
It's nice to play something pretty sequential and plot-free every once in a while. It has a very arcade-ish feel to it.
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405 Std. insgesamt
Verfasst: 29.04.20 11:16
but if you dont mind seeing massive screen hogging weapons in your face and not being able to see enemies clearly then its a great game for you
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222 Std. insgesamt
Verfasst: 27.04.20 00:11
Story 3/10
Gameplay 3/10
Value 2/10
Replay Value 3/10
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71 Std. insgesamt
Verfasst: 20.04.20 12:08
but the game design is kinda bad... The point of the game is progressing thought acquiring weapons except you loose them when you die, meaning :
- When the game propose you bonus levels you are more likely to loose progress than make any
- Inside levels you have bonus challenges but the rewards are very poor, and you're likely to loose your health and loose your weapons
So you end playing the game in a way where you keep it safe and miss most of the content which is a shame...
They should have let you keep weapon but make those upgrade more sparse and expensive to give you a true sense of progress and add extra insentives to take the extra miles completing all the challenges rather than avoiding them because you dont want to loose your weapon.
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75 Std. insgesamt
Verfasst: 08.04.20 00:49
And this is a bullet hell game where you fire pretty much all the time.
Also, your screen flashes wvery time you pick up one of hundred little items that litter the arenas. It flashes so often, that I almost never realise that I got hit. (which is also signalised by screen flashes). Once again, effects that are way to flashy actively make it harder to play the game.
Also, enemy projectile hitboxes are all kinds of wonky. Around 50% of hits feels undeserved. That, or the player hitbox is larger than it feels.
How this got through testing is beyond me. Tower of guns was so much better in terms of gameplay. And core gameplay is king. Shame, as there's some solid foundation in there.
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174 Std. insgesamt
Verfasst: 02.03.20 11:13
ps you should not be able to hurt yourself with the lava balls
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623 Std. insgesamt
Verfasst: 01.03.20 19:02
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1717 Std. insgesamt
Verfasst: 25.01.20 15:09
I like that you can customize weapons, it can be pretty satisfying, and overall the levels are challenging. Its a fun idea that offers a good bit of replay-ability.
However the games' visuals are not balanced at all. It can become hard to tell whether you are taking hits, or just shooting. The enemies and weapon animations blend in to the background so again, just really hard to differentiate between different objects, obstacles, and enemies. Eventually you will need to grind a good bit to get new improved weapons, but its all random so it may just give you a bunch of trash guns or connectors over and over until you get something decent however its not like getting one gun will change the game, you need to get several together. I do like the modifications you can add which provide boosts and detrimental effects, but most aren't worthwhile or require the right combinations to make it useful.
Did I mention that this game makes me want to vomit? Yeah, the basic motion of this game feels sped up, and because of the fast, jumpy, flashy (cant tell the difference between my gun animations, enemies, background) it gives me motion sickness every time I play. Oh, and if you want to find the secret rooms, get ready to jump around aimlessly for 5-10 minutes per room and mind the motion sickness. Also there are the gamble rooms where you could get power-ups from enemy drops, but after playing, it feels like 95% of the time it is something negative and will kill you. so really no point to ever use these rooms unless it forces you to.
The story......garbage. It's some useless banter in the background between characters you never actually meet or interact with so really not even needed. It provides literally nothing to the game whatsoever. They reference things in the level which don't even seem to exist; a character will prompt you to go get a datacore, but in fact you never actually see it or interact with it, so its just confusing. The first time this was told in game, I thought something was broken, but no, there is literally nothing the characters talk about that has anything to do with what you are doing in game. Really, really poor. Feels like something was missing, or just unfinished.
Wait till this is like $10 or less, as its not worth the money. Its a fun idea, but the execution isn't good.
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99 Std. insgesamt
Verfasst: 25.01.20 06:57
It's really hard to play like that, because you can't keep track of where you are.
We tried both ways with him hosting, and me hosting.
We are at extremes as far as location (Korea and U.S.A), however, the client shouldn't see this sort of lag when firing projectiles. It almost seems like projectile network packets are blocking the main render thread.
I recommend the game, but I would really like to see this issue fixed. It's probably not perceptible to people who are playing closer to each other.
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419 Std. insgesamt
Verfasst: 05.01.20 08:34
Put a gun on top of a gun, Put a gun on top of a gun, rinse and repeat
Fighting the final boss feel like 10 second only... like what? i already won?
Crafting the gun and use it in battle is the best part about the game and the game is very enjoyable (even thou it's an easy game)
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1482 Std. insgesamt
Verfasst: 01.01.20 04:57
Other then that you tend to fly around with your tons of jumps shooting guns that make you fly around more at enemies who may or may not care you're there but they ARE shooting lol.
For a roguelike it's pretty easy until you beat the story missions, difficulty spikes after that but not in an insane way. The gun building is fun, it's not super complex and it's easy to understand how adding something will effect your weapon.
The story is short but entertaining, they didn't have to add as much as they did but they did and it feels good. it's very borderlands in it's presentation and jokes but not in a way that it doesn't feel at least fairly original.
I'll probably turn this game on for a run or two every once in a while for a long while
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387 Std. insgesamt
Verfasst: 31.12.19 16:30
Behold, a roguelike with... modular guns. I don't mean your average CoD punk shit, like slapping a vertical grip or a red dot onto an AR, I mean... you can mount more guns, onto your gun, or modules to give every gun on that arm a buff, such as granting them multishot at the expense of increasing projectile spread. Sound fun yet? Well, it's even more fun than it sounds.
You've got quite the choice of dakka dispensers as well. I don't mean your normal assault rifle-sniper-shotgun division, we've got machine guns, double-barreled plasma cannons, laser streams with ludicrous amounts of bullet drop, grenade launchers, launchers that fire rockets that can't pass a DUI test, railguns, shotguns, RAILGUN SHOTGUNS, and in case all of those made too much sense for you, we've also got a cannon that fires giant spiked balls that can burst into smaller spiked balls. There's more, even, but just in case none of that works out for you, you're free to beat them to death with your bare (mech) hands.
As an example, I could have a firing array on one arm with a grenade launcher and multiple energy cannons whose shots have ludicrous amounts of bullet drop, and why do I do this? The two weapons have the same firing arc, so I am using an energy cannon as a rangefinder for my GL, something somehow more 40K than Warhammer 40K itself.
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119 Std. insgesamt
Verfasst: 11.12.19 03:06
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91 Std. insgesamt
Verfasst: 03.12.19 04:09
Lets see how long the enjoyment will go, i will keep you guys updated.
Btw the coop feature is nice, but it does not tell you how many people can join you, so i dont know exactly with how many friends you can play, i was about to buy the game for 2 of my friends, but i dont know if it only supports 2 player coop. Would be cool to play as a 4 men team and smash robots ^^.
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573 Std. insgesamt
Verfasst: 29.11.19 17:23
Gun crafting add a highly engaging level of player agency in how they play this rouge like FPS. The narrative features humor that lands more often that not, and doesn't take itself too seriously.
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728 Std. insgesamt
Verfasst: 17.11.19 17:39
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Release:17.07.2018
Genre:
Actionspiel
Entwickler:
Grip Digital
Vertrieb:
Versus Evil
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop