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Viser 11-20 af 32 forekomster
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look dude i dont even play quake or doom ♥♥♥♥ i dont even play FPSs at all and i suck ass at aiming but this GAME IS ♥♥♥♥♥♥♥ AWESOME ♥♥♥♥♥♥♥♥♥ like YOU CAN PUNCH YOUR OWN SHOTGUN BULLETS MAKING THEM EXPLODE WHERE THEY HIT LIKE HOW DOES THAT MAKE ANY SENSE AT ALL ALSO YOU CAN PUNCH PRETTY MUCH ANY ATTACK AND IT WILL PARRY IT BE IT PROJECTILES OR SWORDS OR WHATEVER

ok listen, if you like any of the following
- ULTRA VIOLENCE
- ULTRA BLOOD
- ULTRA EXPLOSIONS
- ULTRA SHOOTING BIG ♥♥♥♥

then i highly reccommend this game. if you like ALL OF THEM then just stop reading this stupid review go buy the ♥♥♥♥♥♥♥ game right now what are you even doing

ALSO this game has some really cool secrets and ♥♥♥♥ that have absolutely nothing to do with shooting and explosions, along with some inscrutable lore which seems really interesting and bizarre

you ask, what makes the shooting and explosions and blood and violence in this game different from others? well basically all weapons have their own funny quirks and are not copypaste handgun/shotgun/machinegun or anything boring like that, they each have their own special attack or something that makes them special. in addition you can CLEARLY see this is heavily inspired by devil may cry so you have all that crazy action ♥♥♥♥ right there. this game also requires you to be fast running and jumping the whole time to not die, but also getting up close and personal to enemies and blowing up the ♥♥♥♥ out of them so you can BATHE IN THEIR BLOOD (EVERY enemy in this game bleeds regardless of its material composition) and thus recover HP as to not die. on top of this, enemies and especially bosses have certain attack patterns that you need to learn so you can time your dashes and stuff appropriately just like in DMC or dark souls (except its way faster than those so youre always on the verge of a heart attack).

also theres an arcade/endless mode where you can change the textures of the arena for some FUNNY HIJINKS you can check my screenshots if youd like to see that ;))))))

ok thats enough buy this right now
Skrevet: 17. september 2020.
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fun game about insulting your friends. im not very good at lying though so i suck at being the impostor. hope i get better
Skrevet: 31. august 2020.
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Ingen har vurderet denne anmeldelse som hjælpsom endnu
5.6 timer registreret i alt (4.5 timer, da anmeldelsen blev skrevet)
im a normie now that i played this game
dont think i find the game itself fun, its fun to talk about completely unrelated ♥♥♥♥ with friends though.
it wants to throw you in the loop of wanting to play more so you can win so you can buy constumes and whatever but im not gonna fall for that nuh-uh.
might be a bit expensive for what it is at the moment, not that many minigames relatively speaking.
Skrevet: 22. august 2020.
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2 personer fandt denne anmeldelse brugbar
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making an honest review of this game is dangerous so ill just say that i recommend it if you have a high tolerance to walking simulator rpg maker kinda games and you enjoy exploring the darkest depths of the human soul
Skrevet: 18. august 2020.
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2
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Skrevet: 7. august 2020.
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25 personer fandt denne anmeldelse brugbar
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Do I recommend this game?
No. You can read the reviews and decide for yourself whether you think you'll be able to stomach it, otherwise I see little value in trying to play it for simple reasons such as liking the art, or metroidvanias, or puzzles, or because a lot of people say it's amazing.

Something I've noticed while playing La-Mulana is that an overwhelming majority of modern (and not-so-modern) games have quite some of the so-called "handholding" in some shape or form. This includes games being touted as having nearly no handholding such as Dark Souls (I'm sorry, I need to draw comparisons simply because other people probably draw them but for the wrong reasons, and it's a good difficult game that is similar but also incredibly different).
Generally, by what is considered "good game design" nowadays, you'd enter the game world and have some sort of guidance, some visible path to follow, even it isn't very evident. In Dark Souls 1, the indications you're given initially are kind of broad (ring the 2 bells, one is up and one is down), but once you find the stairs to Undead Burg you're pretty much set for the whole game. You might need to use a guide here and there but it's not that big of a deal and you would've probably figured things out if you kept at it for long enough.
Dark Souls is even kind enough to give you a whole tutorial level, with doors that open gradually so you don't get lost and can progress linearly.
And this is considered having little handholding.

In La-Mulana, you're told you're going to explore the eponymous ruins, and then you just appear in a village, and the only help you can get in-game is an old man that is almost useless.
Where are the ruins, how do I enter them? I don't know, figure it out.
Once you enter the ruins, you go around exploring, maybe end up going through 4 different areas way too deep inside that are too hard for you, and maybe you manage to go back to the first area, then think, what now?
Where is the boss? What is my goal? Where do I go? What is the purpose of this game?
Figure it out.

Of course, that's not how you're really supposed to start off. There's a manual, and a short guide, longer than the manual, which give you some indications on what to do and how to progress through the game, and there's even hints on some puzzles and a convenient list of all items in the game. But even then, you're mostly on your own.
Though the manuals don't leave you as clueless as you would be otherwise, I think it's very interesting to observe how greatly the design philosophy of this game differs from practically everything I've ever played. And beware, because even if you have a smooth start, you will be dropped into that state of cluelessness again and again throughout your playthrough.

It's not quite just a game, it's really some ancient ruins. Most games want you to play and beat them, but this one doesn't care. It doesn't care about you, it doesn't care whether you play it or not. It's up to you to try to go through it, and sometimes the game will go from apathy to outright resistance. It will actively and aggressively go against you to prevent itself from being solved.
As it turns out, this is not the first game to do something like this, as it was mainly inspired by The Maze of Galious, which I've yet to play. And coincidentally, I found this video about the original The Legend of Zelda (which I've never played) a few days ago, just before finishing La-Mulana, which describes the exact same things I had observed in this game, so I was somewhat illuminated because I understand there must've been a whole generation of games like this, and it makes sense why they were so highly regarded and considered as innovative.
However, you can bet La-Mulana (and its sequel) has a massively increased scale compared to any games it might've taken inspiration from.

Now as for the actual content of the game, which other people have talked enough about, but I have to include anyways.
La-Mulana has these stone tablets scattered all around the game, and it all basically comes down to writing/screenshotting them all down, then using their hints to solve puzzles. What is a "puzzle", you ask? Just about anything. Pushing buttons, using specific items in specific places, doing sequences of arbitrary actions, killing certain enemies, etc. What happens when you solve a puzzle? They generally activate or unlock something, sometimes in the same room, sometimes in some other place (figure out where by yourself).
You must take note of almost everything: the names of rooms, the layouts of floors, each place that looks like a puzzle for which you don't have the solution yet, and just about anything that seems of interest.
La-Mulana is also an action platformer, with a ♥♥♥♥♥♥ up NES-style "commitment" jump, where you can't change your direction mid-air if you jumped directionally. Hard to explain through text, but it's another barrier the game puts before you, and you need to master it if you don't want to die or fall off things all the time. You must also learn about the hitboxes of your attacks and such, and bosses tend to have ridiculously small hitboxes as well. Overall, not sure if I would say the action/platforming is enjoyable, but it's at least somewhat satisfying when you finally manage to take control over this unwieldy character, and the upgrade items (mainly health) also feel great as you can increasingly disregard all these uncomfortable aspects of the game as you progress. These upgrades feel less like "oh yes I got cool ability now! look at all these places I've opened up! and look at all this cool stuff I can do!" and more like "HAHA YES I CAN ♥♥♥♥ OVER THE GAME IN SO MANY WAYS NOW (and also opened up some very few places)"

I must also mention that solving puzzles and reading stone tablets serve the function of unveiling the lore little by little.
Dark Souls is lauded for its storytelling method of having everything cryptically hidden in item descriptions and NPC dialogues, but it almost never forces you to understand this lore, because it's a game that wants you to play it, so it allows you to just beat up enemies and bosses if you so wish.
In La-Mulana you HAVE to understand the lore, because it's intrinsically connected to the gameplay and the puzzles. It's a very rare game that requires both intense gaming ability and intense puzzle solving ability, whereas most games tend to focus on either one or the other.

In conclusion, this game is an uphill battle against it, full of frustration and despair.
So why should you play it? Hell I don't know, maybe you really want to know what the ultimate secret of La-Mulana is, maybe the lore you started discovering is just that alluring and you just need to know all of it. Maybe you find the puzzle solving fun, even though some of the puzzles are ridiculously obtuse and require extreme inspection or precise thinking.
I can tell you it's definitely an adventure, though.

PS: Writing concisely here because I ran out of characters.
Get people that have beaten the game to give you hints, or play it in parallel with others to complement each other and not have to rely on walkthroughs.
Use the manual and the guide (MANUAL[la-mulana.com] and GUIDE[nisamerica.com]). The manual is terribly translated but the guide is fine.
You should just read the whole guide before starting to play the game.
The manual is short and badly translated but it has a full item list. The guide doesn't have the item list but it has everything the manual has plus wayyyyyy more info (especially useful is "How to progress" part in page 38).
The "guide" isn't a full walkthrough, it's just a stepping stone for beginners, so don't be afraid to rely on it as much as possible.

TL;DR: 10/10 ♥♥♥♥ this game
Skrevet: 18. maj 2020. Sidst redigeret: 18. maj 2020.
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Something must've gone really wrong during the development of this game.
I have no idea how so many people ended up giving it positive reviews, but there are many things that are just unexplainably off about it.
Long story short, this game lacks "juice", a game design term that refers to things such as SFX, movements of stuff on screen, screenshake, things that make you feel the game, basically.
Now, for a more detailed explanation/enumeration:
  • Player bullets cause (almost?) no sound effects. If they do have SFX then they're incredibly low and underwhelming (no BGM/SFX volume options on the menu by the way). Do I have to explain why this is terrible, particularly for a game where all you're doing is shooting at stuff? The answer is, because you CAN'T TELL when you're hitting said stuff. Go compare this game to just about any other renowned shmup and you'll see the difference it makes.
  • Actually, bullets at all don't make sounds, not even the enemies'.
  • SFX are weak. Now this might be subjective, but the few SFX there are are just not very satisfying, mainly the sounds of enemies exploding.
  • Movement of enemies is choppy. They just come in from outside the screen at a speed too high to be elegant, and sometimes they just... stop there, without any deacceleration. It's weird.
  • In the same vein, the movement of most stuff feels incredibly unrefined/unpolished. Maybe it's the lack of additional effects on top of the movement animations, maybe it's the lack of smoothness/interpolations, maybe it's the speed at which things are animated. I can't tell for sure what it is, but it feels really wrong. Kind of like a cheap mobile game.
  • Menus are slow. Please I just want to play the game.
  • No options. BGM on/off. SFX on/off. Seriously?
  • Bullets are ugly. Mainly the orange kunai-shaped enemy bullets. They have no animation, they look very static, they don't mesh well with the game or the other bullets
Now the absolutely worst thing of all, what for me, takes this game from "bad" to "uncomprehensible", is the art.
Generally, when a game is bad, it is all bad, at least when it's an indie game. But in this game, the art is absolutely gorgeous. But why was it put into this game? Why does it seem like the developer just dropped the PNGs into Unity, made them move around a bit, and called it a day? It just doesn't fit.
That being said, the animation of the big circle rotating in the main menu is nice; that's about it though, one of the few things the art was put to good use for.
I assume either the dev and artist are different people, and the dev comissioned the art for boatloads of money (or the artist was the dev's friend and made it all for free, or they worked as a team, in which case I would say the artist did a hell of a lot more work than the dev), or they are the same person, and while this person was extremely good at art, they just didn't have sufficient experience and/or knowledge about game design and development to properly make the game.

Now for some more personal gripes, which might just be attributed to me being stupid:
  • The music doesn't fit. It has some weird electronic or something which just doesn't fit AT ALL with the traditional mythological Japanese aesthetic of the game. Yes, you can make rad electronic music for a game like this, considering basically every big name shmup has electronic music and they aren't all just about spaceships, but you have to make it fit the theme. Add Japanese instruments, make the melodies fit patterns of traditional Japanese music, stuff like that. It doesn't really seem to fit the tone of the game either, which is like, dark evil youkai bad or something.
  • The tutorial makes no sense. It says something about pressing C, but that happens when I press X in-game, while C doesn't actually do anything. I don't understand.
  • The game seems to support Korean subtitles but that language isn't listed on this Steam page.
  • No explanation about the story. Generally, even if there's no in-game dialogue or story, these games have a manual or an archive menu option or something where you can read more about the story and its characters. Here, you have no idea why the game is the way it is or what the characters are doing or anything at all.

Not going to make any particular comments about the gameplay, because it's just sort of bland, as you'd expect.

Basically, if you like well made shmups with sounds and effects that all mesh together perfectly, and fun gameplay, don't buy this.
If you just like looking at pretty pictures, buy it I guess, though you could also do that from YouTube.
Skrevet: 12. marts 2020. Sidst redigeret: 12. marts 2020.
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2 personer fandt denne anmeldelse brugbar
32.6 timer registreret i alt (16.8 timer, da anmeldelsen blev skrevet)
Intense as ♥♥♥♥ battles where every character can unleash hell upon you with very simple button presses, yet very concise mechanics and very varied and creative characters and moves/skills, all of which gives way to strategic and deep fights and matchups.
If you like dodging danmaku and you like 1v1 fighting games (without the sheer complexity and high entry barrier they have) then definitely get this. Playing online is incredibly fun and rewarding. You just need to get this and play for a few hours and you'll understand why it's so cool and addicting.
Also like other people mentioned, netcode is extremely good and I can play from Argentina against Japanese people all with 350ms ping and it works almost flawlessly.

As for the actual contents of the game, other than the VS/network modes (which is probably what you're gonna be playing 95% of the time), the Story mode is rather on the easy side unless you're playing in Very Hard, then there's the True Magnuses which are basically individual quickly retriable spellcards, one for each character I believe.
The game has a great cohesive aesthetic which I can't quite describe, maybe gothic? And there's Japanese text everywhere which I really like.
The music is pretty good and fits the game and its aesthetic, the girls are really really cute, and so is minodev.
Skrevet: 5. marts 2020.
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3 personer fandt denne anmeldelse brugbar
1,985.0 timer registreret i alt (7.4 timer, da anmeldelsen blev skrevet)
Initially pirated this program to try making some (bad) pixel art for a game and I had to buy it because it's just so ♥♥♥♥♥♥♥ good. This isn't simply a program, it's art. Beyond just the awesome pixel aesthetic for the UI itself, but also the way things are laid out, the settings for the tools, the way tools work, the intuitiveness of everything, it's just incredible.
Skrevet: 25. februar 2020. Sidst redigeret: 25. februar 2020.
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1 person fandt denne anmeldelse sjov
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Previously released only in Japan in physical format as Momoiro Underground, the dev changed to a different publisher, remade the entire OST (the previous OST was made by someone else), and got it translated to English and released as Dezatopia on Steam and, soon, Switch.

Very fun game, with an overwhelming amount of content. A great variety of stages, arranged into sets of 4 or 5 in several different "routes" (plus like 3 stages that come after the route if you clear a given condition for the route), with completely unique bosses for each of these stages.
It also has a menu where you can check a bunch of unlockables, including dialogues between characters which are used to tell the story, music, illustrations, a bestiary, etc.

The 2 defining aspects of this game are certainly the 4 weapons your ship has, and the shop mechanic.
You have one unique weapon for each of the 4 cardinal directions, with accompanying mechanics such as one that defines whether you have to hold the button for each weapon or you just toggle them, "charge attacks" for each weapon that are charged while the weapon is retracted, and particularly how some pickups only come to you if you have no weapons activated, making you switch back and forth between weapons and modes, giving way to dynamic and fun gameplay.
There is also a meter for certain pickups, that once filled up causes the shop to appear, which consists of 4 squares around you, each corresponding to a weapon upgrade or bomb/health upgrades/refills. A pretty cool mechanic and it's nice to be able to heal this way.

At any rate, just wanted to write a review to maybe raise its popularity, since the dev seemed to be lamenting on Twitter not making any advertising efforts before release, which is kind of sad.
Hope you get to explore the massive amount of stuff in this game because I probably won't with my terrible skills.
Skrevet: 25. januar 2020.
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Viser 11-20 af 32 forekomster