Really fun games that feels extremely satisfying when everything's going write and I'm perfectly playing to the beat. The grind towards finishing the first run is very rewarding and feels like conquering some beast (the beast in question is getting attuned to the rhythm mechanic). However, after completing the first run the game loses its grip on me. Any run after feels to similar to the last.
A fantastic core gunplay mechanic weighed down by so many counterintuitive roguelike elements. Gameplay wise, my main issue was the ever present lack of information found throughout. Weapons are pretty straightforward to figure out but items and abilities have sparse descriptions that provide little to no indication as to what they actually do. This wouldn't be a problem, as you can simply pick up the item and figure out for yourself, but the game limits you to only one item of each type (head, boots, shield, armor) per slot, meaning if you find something new on a good run, you'll be discouraged from taking anything new once you know what you're comfortable with. This theme extends to the modifiers found on higher difficulties, some of which seem wildly out of place in any roguelike, such as entire stages not spawning loot or items due to a random modifier, which of course is barely relayed to the player with no explanation. Even the selectable characters have no indication of their significant differences on the selection screen. On top of all of this, the game is obnoxiously painted, with each stage being essentially monochrome. While this is likely in the interest of player visibility, it succeeds in making the randomized dungeons entirely boring to look at on repeat runs.
I had a blast for my first few hours, and won twice in one sitting, on easy and hard mode respectively. As I attempted further runs, I only got more fed up with the game and found it difficult to appreciate the core mechanic in light of all the smaller annoyances built around it.
I had a blast for my first few hours, and won twice in one sitting, on easy and hard mode respectively. As I attempted further runs, I only got more fed up with the game and found it difficult to appreciate the core mechanic in light of all the smaller annoyances built around it.
BPM é para mim um dos jogos mais criativos e únicos já feitos. O jogo mistura elementos de ritmo, com FPS e Rogue-Like, e apesar de ser um dos jogos mais difíceis e frustrantes que já joguei em toda minha vida, é com certeza uma das melhores experiências que já encontrei em um jogo.
É importante ressaltar que BPM não é um jogo para todo mundo, ele apresenta mecânicas complexas que demoram até serem entendidas perfeitamente, e isso com certeza pode afastar uma grande leva de jogadores. Entretanto, mesmo com essas aspas, esse jogo é simplesmente foda pra caralho.
A gameplay do jogo é rápida e bastante punitiva, mas quando você começar a pegar o jeito das coisas, entender como funciona as armas, estudar os padrões de inimigos e chefes... É quase impossível não se viciar. O sentimento de conquista que você sente ao terminar uma run é um dos melhores que já vi em um jogo desse gênero.
É impossível falar sobre BPM sem citar sua músicas, que além de serem essenciais para o jogo, compõem uma das trilhas sonoras que já ouvi em um jogo. Todas as músicas do jogo são excelentes e combinam perfeitamente com ele, e os destaques de músicas com certeza são: The Rhythm KIng e Depths of Hellheim.
A curva de aprendizagem em BPM é sim muito árdua e demora para ser dominada, mas se você se dedicar para aprender esse jogo eu tenho certeza que te renderá muitas horas de diversão, além de ser uma experiência bastante marcante.
É importante ressaltar que BPM não é um jogo para todo mundo, ele apresenta mecânicas complexas que demoram até serem entendidas perfeitamente, e isso com certeza pode afastar uma grande leva de jogadores. Entretanto, mesmo com essas aspas, esse jogo é simplesmente foda pra caralho.
A gameplay do jogo é rápida e bastante punitiva, mas quando você começar a pegar o jeito das coisas, entender como funciona as armas, estudar os padrões de inimigos e chefes... É quase impossível não se viciar. O sentimento de conquista que você sente ao terminar uma run é um dos melhores que já vi em um jogo desse gênero.
É impossível falar sobre BPM sem citar sua músicas, que além de serem essenciais para o jogo, compõem uma das trilhas sonoras que já ouvi em um jogo. Todas as músicas do jogo são excelentes e combinam perfeitamente com ele, e os destaques de músicas com certeza são: The Rhythm KIng e Depths of Hellheim.
A curva de aprendizagem em BPM é sim muito árdua e demora para ser dominada, mas se você se dedicar para aprender esse jogo eu tenho certeza que te renderá muitas horas de diversão, além de ser uma experiência bastante marcante.
The game is not bad, in every sense of the word. From the soundtrack to the graphics.
However, as in many roguelikes, randomness decides here - it can lead to an imba gun in a store or to an art with endless ammo.
Although skill is also important here - after all, in the end, even if you are a local Armstrong, there is always a chance that you will be killed by a wasp...
However, as in many roguelikes, randomness decides here - it can lead to an imba gun in a store or to an art with endless ammo.
Although skill is also important here - after all, in the end, even if you are a local Armstrong, there is always a chance that you will be killed by a wasp...
This game is so unique and I love it for that.
It is also hard; like anything past the second level will kick your arse, hard.
You can make the rhythm aspect more forgiving if you struggle with it.
I personally made the rhythm timing more strict because I am a drummer and even I found this challenging at times.
This game lives and dies on how fun you find grinding out runs and dying and trying again, over and over again. If that doesn't sound fun to you, you probably won't enjoy this game no matter how neat you find the rhythm aspect.
It is also hard; like anything past the second level will kick your arse, hard.
You can make the rhythm aspect more forgiving if you struggle with it.
I personally made the rhythm timing more strict because I am a drummer and even I found this challenging at times.
This game lives and dies on how fun you find grinding out runs and dying and trying again, over and over again. If that doesn't sound fun to you, you probably won't enjoy this game no matter how neat you find the rhythm aspect.
Fun, but a bit repetitive. The artstyle looks great but gives me a little bit of a headache when playing for too long. Runs are short, and variety isn't that great since the bosses are always the same, but the gameplay loop os fun and the soundtrack is good. If you like this, probably pick up metal hellsinger if you haven't
The good:
- The base rhytmic mechanics can really get you into a good feeling groove of shooting a reloading.
- A good variety of guns and items that can really change up how you play each run.
- The giant bird shopkeepers. I honestly just had a great time every time I found a shop, because I knew that even if I didn't always find good items, I'd at least always find good vibes.
The bad:
- Keeping rhythm while dodging the projectiles of the small enemies that shoot from everywhere (including behind you) felt often frustrating.
- The game felt like it missed polish. For example, the default character on the character selection screen strikes a cool pose that really pumps me up to play the game; but after unlocking a few other ones, I noticed that they were all just standing around idly...
- The color scheme of the game makes it difficult to see what is going on. I found that enemy projectiles are often hard to parse. And on the later levels, I often spent a bit of time on each room just to find the statues that are needed to upgrade your stats, as they really blended into the environment.
- The game also had a balancing issue that I find in a lot of roguelikes. I have a really hard time advancing in most runs, but then I come across some op item that get me to breeze through the whole game, and I don't feel like I mastered anything.
- The base rhytmic mechanics can really get you into a good feeling groove of shooting a reloading.
- A good variety of guns and items that can really change up how you play each run.
- The giant bird shopkeepers. I honestly just had a great time every time I found a shop, because I knew that even if I didn't always find good items, I'd at least always find good vibes.
The bad:
- Keeping rhythm while dodging the projectiles of the small enemies that shoot from everywhere (including behind you) felt often frustrating.
- The game felt like it missed polish. For example, the default character on the character selection screen strikes a cool pose that really pumps me up to play the game; but after unlocking a few other ones, I noticed that they were all just standing around idly...
- The color scheme of the game makes it difficult to see what is going on. I found that enemy projectiles are often hard to parse. And on the later levels, I often spent a bit of time on each room just to find the statues that are needed to upgrade your stats, as they really blended into the environment.
- The game also had a balancing issue that I find in a lot of roguelikes. I have a really hard time advancing in most runs, but then I come across some op item that get me to breeze through the whole game, and I don't feel like I mastered anything.