Bio
Yes, I'm the dev guy of Magenta Horizon. And I only rate games that I saw the ending or spent enough time to see almost every core content.
Personal Ratings
1★
5★

Badges


GOTY '23

Participated in the 2023 Game of the Year Event

Donor

Liked 50+ reviews / lists

Pinged

Mentioned by another user

Loved

Gained 100+ total review likes

Gone Gold

Received 5+ likes on a review while featured on the front page

Trend Setter

Gained 50+ followers

GOTY '22

Participated in the 2022 Game of the Year Event

Well Written

Gained 10+ likes on a single review

Best Friends

Become mutual friends with at least 3 others

3 Years of Service

Being part of the Backloggd community for 3 years

Liked

Gained 10+ total review likes

Popular

Gained 15+ followers

GOTY '20

Participated in the 2020 Game of the Year Event

Noticed

Gained 3+ followers

N00b

Played 100+ games

Favorite Games

Ninja Gaiden II
Ninja Gaiden II
Ultrakill
Ultrakill
Bloodborne
Bloodborne
Nioh 2
Nioh 2
Pathologic 2
Pathologic 2

203

Total Games Played

000

Played in 2024

003

Games Backloggd


Recently Reviewed See More

[Game Director]
- Mounir Radi

[Senior Game Designer]
- Rèmi Boutin

[Combat Designer]
- Lucas Sachez
- Paul Bordeau
- Red Cochennec

[Level Designer]
- Bertrand Israel
- Yannick Patet
- Gregory Palvadeu
- Erwan Cochon
- Alvin Chambost
- Tom Guiraud
- Alberto Portero Ariza

Praise their names instead of Ubisoft.

With the expressive animation work of the characters, punk-like aesthetic, and over-the-top energy the game has, it’s easy to see that the devs had a clear thematic vision with this game. This game is a labor of love.

However, there are so many things that are unpolished, underdeveloped, and blatantly cheap.

To talk about the technical department, I DO NOT recommend you play this game on Steam Deck for now. The game stutters like crazy when you get to the middle part of the game. Even with the Steam community’s discussion board’s help, I couldn’t bear the inconsistent animation frames and glitching, so I just finished the game on the Desktop instead.

The option menu is also barebone, with no adjustable screen size, full screen/window mode switch, reduction option for the flashing light, or something like that.

The structure as a metroidvania is alright. The mazes are designed tightly with the platforming sections that utilize unlockable moves, collectable that feel mostly meaningful for the player progression, and the frequent mixture of arenas -which is a welcomed addition, as the combat system is the main selling point here-.

However, I think that, if the game is trying to sell the combat more, it should have had better enemies, which is my main gripe with this game. There are a few types of enemies, and here’s how I would describe them.

Normal goons: Mono pattern fodder (sometimes they add a projectile move) and those attacks are arbitrarily hyperarmored (meaning that you can't stagger them consistently when they are in the attack-tell animation. Not a great feeling when you are playing a combo action game.)

Big enemies: Twin pattern meatbag that flips like a card when players move around them. No collider prevents the player from going through the enemy so size rarely matters.

Ranged enemies: Animations are just mere suggestions and the shooting point’s direction is always targeting you -meaning that the aiming animation never matches to the direction of the projectiles-. This aspect gets worse if the ranged enemy is a big enemy type too. (I’m looking at you, D!ckhead gunner.)

Gimmick enemies: I’m talking about the flame shield guy and the bug-like robot that needs to be flipped before attacking. I don’t see any value in them as a combat chess piece.

Bosses: 4-6 attack patterns with a barebone phase change. (Puanini and Final Boss were good though, even with this limitation.)

And yes, I think the current pool of enemies wasn't enough to fill the combat section of this game. 2-3 new enemies per big area hardly give you an interesting discovery moment, and I would say almost all of them get palette-swapped so the surprise elements get diminished as the game goes on to the end part. The arena combat mixes up the enemies mentioned above pretty well (which is my favorite part of the game), but I think the dev should have put more thought into the Big enemy placements, as they sometimes just appear as a SOLE enemy without additional goons (meaning that they don’t even function as a space controller chess piece in the arena).

I know making an enemy is hard for a frame-by-frame animation workflow, but considering that every enemy has their glory kill animation (I think it is pretty redundant to put too much effort into them), some man-power should have been allocated to different attack patterns or just entirely new enemies.

It is obvious that there’s a sequel is planned as the ending credit appears at the urgent situation. I’m absolutely nothing when it comes to the developer’s direction (as I’m just a mere player) but my suggestion is that they should refine the strength they currently have (aesthetic, player toolset) and then put more effort into the enemies. Even though I think this game couldn’t nail down everything with its potential, I expect more good things from this developer.