Разработчик: Vertex Pop
Описание
- Pure arcade action. No cutscenes, storylines, or lengthy tutorials.
- An overpowered laserbeam weapon, and the more ridiculous SUPERBEAM.
- Waves mode: 30 waves that range from chill to hyper-intense.
- Endless mode: An endless barrage of baddies. How many zones can you survive?
- Quick to start, and quick to restart for "just one more" game.
- A vibrant world of neon colors, bold shapes, and glitching geometry.
- A beautiful, chill, and occasionally glitchy soundscape.
Поддерживаемые языки: english, french, italian, german, spanish - spain, portuguese - brazil
Системные требования
Windows
- OS *: Windows XP (SP3), Vista, 7 or 8
- Processor: Intel Core 2 Duo 1.6 GHz or greater
- Memory: 1 GB RAM
- Graphics: OpenGL 2.0 compatible graphics card
- Storage: 60 MB available space
- Additional Notes: A game controller is highly recommended, but not required.
Mac
- OS: Mac OS X 10.7 or greater
- Processor: Intel Core 2 Duo 1.6 GHz or greater
- Memory: 1 GB RAM
- Graphics: OpenGL 2.0 compatible graphics card
- Storage: 60 MB available space
- Additional Notes: A game controller is highly recommended, but not required.
Отзывы пользователей
pretty good stick shooter
Fun little twin stick shooter. Well structured achievements for completionists and no big bugs or flaws. Worth buying on sale.
TOO HARD BUT FUN BUT IT IS INSANELY HARD OH MY GOD OMG OMG OMG!
fun gammmeee I suck lol
👍 definitely not worth 10 bucks but i got it on sale
Like playing Robotron: 2084 and Gridrunner 2: Attack Of The Mutant Camels. This game is really, really good if you love twitch games! Really recommend this for anyone who wants a great dual-stick shooter that will split your brain in half.
Love this game!
Be warned, this game is very simple. Some people might not like the $10 price tag, but if you like arcade twin stick shooters like Geometry Wars, you'll probably like this.
You play as a little white puff (reminds me of the Pokemon Woobat) that shoots a beam out. You control movement right the left stick and you aim the beam with the right stick. Purple cubes and diamonds spawn after killing enemies. These increase a superbeam meter that, once full, can be activated with a shoulder button. This is a large and more powerful beam that also gives you a brief shield upon activating it. That's all there is to this game.
Don't let its simplicity fool you, though. There is a lot to keep track of and it's what I really love about We Are Doomed.
For starters, those cubes/diamonds that spawn are complex in their own right. These pick-ups disappear after a few seconds. Cubes are worth the equivalent of four diamonds, but the catch is they degrade in how much they're worth over time, which means to optimize, you want to pick the cubes up as fast as you can. You'll constantly be paying attention to where these pick-up drops and which pick-ups are where. These pick-ups also increase your score mutliplier and award you points in addition to filling up your superbeam meter. Collecting these is of absolute importance for a high score.
Once you've charged your superbeam, that's not where the complexity ends. While the superbeam can be used as a get out of jail free card when you're in a tight spot, it's also crucial to scoring. When you use superbeam, your multiplier doubles as does the amount of multiplier you get from each cube/diamond drop, which also coincidentally partially recharge your superbeam time. Timing your superbeam properly is key because not only are you doubling your score intake, but you are boosting how fast your multiplier increases. Be warned, though, while you have multiple lives in a run (4 for wave mode, 3 for endless), getting hit drops your multiplier down a bit.
Of course, scoring wouldn't be a challenge without enemies to clutter the screen. The enemies are really the best thing about We Are Doomed. There is SO MUCH to keep track of. It starts off fairly easy with your basic green jellyfish and blue triangle enemies that mostly clutter the field more than anything, but it starts to ramp up to enemies that shoot at you, chase you, split into more enemies, etc. In addition, there are environmental hazards. Blue asteroids will fly in across the field. There's a vertical laser that slides back and forth horizontally across the field that periodically shoots a vertical beam. You must always keep tabs of where that laser is or else you may leave yourself with no escape to the oncoming beam. There are also small yellow enemies that typically rotate around the edge of the play field, making edges and corners unsafe if they are nearby. Sometimes they'll even follow lines placed into the play field itself, adding additional hazard. These can be shot, but respawn frequently and reward no points. Dodging all these hazards, prioritizing enemies, and paying attention to enemy spawns and movement gives you a lot of information overload when paired with trying to collect pick-ups and maximize your scoring potential. It's a real rush.
If there's one negative to say about We Are Doomed is that it's a very visually intense game. While not frequent, sometimes you will run into things just because there is so much going on both visually and spatially. One thing I really dislike is how the blue space background that sits behind the pink/yellow play field can really mask the blue asteroids that come in from off screen. I wish asteroids were a different color. I also hope you like bright colors, because everything in this game is colorful.
There also are not a lot of modes, but I feel satisfied with what's there. There's wave and endless mode. Wave mode has 30 waves total, which checkpoints every 10 levels, but you'll start with no score if you start at a higher wave. To get the best score in wave mode, you'll have to start from wave 1 and survive all the way to wave 30. Just completing waves 21-30 was a challenge for me. Endless mode is probably my preferred mode because it doesn't feel as structured. Waves get harder and harder as you progress, and you try to survive as long as you can while maximizing your score. With online leaderboards for each of these modes, you can score chase to your heart's content.
Overall, when I pick up We Are Doom, I can't put it down. I'll tell myself one more game and I end up playing 5 more. That's the sign of a good arcade game.
If you're a fan of indie games, twin-stick shooters, music-based games and colors, you should buy this! Get it on sale, it's $0.99 right now. There's nothing fancy about this twin-stick shooter, but it's very solid for the genre. The skill in this game is a "super beam", which you collect the little cubes for your power-up to turn your normal beam into a super large beam with RMB or Space Bar. Shooting the enemies generates the music in the game, kind of similar to Everyday Shooter or Rez, but there's only one song as far as I can tell =( Controls are tight and responsive. I don't think it's really worth $9.99, but it's totally worth it for a buck or two.
I tend to keep a few twin-stick shooters installed on my PC, and this will be one of those, along with Waves and Waves2. Now if only Every Extend Extra would come out on PC.....
It gets rather hard to see with all the colors and shapes that explode whenever the game picks up. But, overall, darting around to laser polygons was pretty fun and I’d say it’s worth tossing a few quarters at this game while it’s on sale.
I don't think I've ever known a twin-stick shooter, or indeed any game, to be so relaxing and stressful at the same time...
abstract asteroids on alien acid
WE ARE DOOMED looks like another Geometry Wars clone, or a Robotron clone for you old-school folks out there. Twin-stick score-attack shooting against waves of swarming enemies in a rectangular arena, yawn, seen it. But look, if you still think there's life in the sub-genre (or if you wish there was), you must play WE ARE DOOMED.
It hits you first with the look. The simple, colorful shapes look a bit flat in screenshots, but come alive when they fill your screen in motion. And, importantly for an arcade game, the action is always instantly readable through all the chaos.
The real smarts in WE ARE DOOMED's design take a bit more play to come through. The SUPERBEAM system is a simple bit of genius, almost too simple to notice, so I'll unpack it here. Pickups spawn semi-randomly around the arena, often in inconvenient places. Each pickup charges your SUPERBEAM. When the meter is full, you can unleash it to (1) temporarily replace your ordinary beam with one that reaches across the arena and tears through enemies in an instant, (2) multiply your score gains for the length of the effect, and (3) gain a brief moment of invulnerability. Pickups disappear quickly, though, so you may need to carve your way through a horde of enemies to grab one. If you try to play conservatively and avoid hard pickups, not only do you miss out on score opportunities, you end up without enough firepower to keep the arena clear.
The risk/reward tension of the SUPERBEAM system gives a session of WE ARE DOOMED the close-range enemy-dodging frantic fun of late-game Geometry Wars for almost its entire length. This pacing improvement over similar games, combined with plenty of polish and generally thoughtful design, makes WE ARE DOOMED my favorite coffee-break shooter. I hope to see you on the leaderboards!
Every indie gamer should do themselves a favor and take about a month and really explore the twin-stick shmups out there. Just really get in there and experience all the different mechanics and nuances. On my particular walk-a-bout, at some point I ran into WE ARE DOOMED. Now this is the kind of title that most would probably pass up as being too 'arcadey' or abstract, but as with most quality games - the devil is in the details.
This is the sort of title that is a sight-for-sore-eyes after you've traversed an ocean of ho-hum titles that do little-to-nothing to differentiate themselves from the pack. Will you log hours of quality time? Nope. Is there a story and tons of things to learn and explore? Not really. Is it fun? Yes.
I absolutely LOVE this game. It's not a particularly great game - but I can't put it down. Great gameplay loop, always trying to get further without dying to retain a higher multiplier for the next superbeam. minimalist, highly polished graphics and simplistic enemy designs remind me of Atari 2600 shooters like Beamrider. Love it!
hahs godo tiemas
Relative to the game, this review will be short and sweet, as there really is not much content in this game. There are only 2 game modes available, Waves and Endless, both are pretty much the same. Only difference between them is that the Waves game play is linear and the enemies spawn in the same waves everytime you play. Where as, Endless mode works like GW2: Retro Evolved, where the enemies randomly spawn and you have to survive. Of course in both modes, each wave adds new hazards, different and more enemies to increase the dificulty and does it generously! The linear way that Waves mode was designed may sound like it might be easy because of the redundancy but to put it in perspective I'm currently ranking 23 on the leaderboards and I have yet to pass wave 17... Whats my point? There are only 22 other players that have gotten past the 17th wave and this game is brutally hard!
The graphics are just okay (what you see on the store page is pretty much it) and the twin stick shooter style of game play is nothing new. So why should you get this? Well, the audio. WAD is a musically driven twin stick arena shooter. But not like Beat Hazard where music drives the game, in WAD the game play drives the music, kind of like Everyday Shooter. Essentially, you are the musician and besides being the instrument of destruction your weapon is also a synth arp and choir instrument of sounds and the pitch is effected by the distance between you and the enemies. Then by destorying the enemies generates a beat. This in addition to some great sound effects layered over a droney ambient track really creates an atmosphere.
IMO, the audio really does make up for what the game lacks. The musical drive part of WAD is not as well done as games like Everyday Shooter but this one certainly has better game play. Unfortunately, you only get one track with WAD, which makes any long sessions difficult to attempt. This game is recommended in smaller doses as it's a decent filler game to pick up again play every once in a while.
Who definately should pick this up?
Highly recommended for audiophiles, masochistic gamers who love brutally difficult games, and twin stick enthusiasts.
The bottom line:
The replayability killing lack of content makes the asking MSRP of $10 USD hard to swallow...
If you're going to pick this one up, pick it up on sale!
This is one of my favorite games on Steam. If you like twin-stick shooters, this game is a must buy. The action, visuals, controlling, and music are excellent. I like how the weapon is limited for the most part. The weapon generally has a short width and short range. There are opportunites to upgrade the weapon, but only briefly. This keeps the game challenging. The only thing missing is a way to earn extra lives, as far as I can tell. I just finished the waves mode. Maybe there can be an update to add more waves. Endless mode is there, though, so that's fine. Please buy this game and support this fine developer!
The mission statement of Vertex Pop is to use satisfying procedurally generated imagery in a quick to learn, hard to master play-style. This is absolutely accomplished here.
Controls: since I have this on the PC I tried with both the 360-style controller via USB and the keyboard/mouse, and I enjoy them both for different reasons. Everything is tight and responsive, and at no point are you frustrated by it.
Visuals: Like VertexPop's earlier entry Orbit1, the visuals are simple and stunning at the same time. Since they're procedurally generated, not only are they performant, they flow very seamlessly along with the motion of the gameplay itself in a very aesthetically pleasing and informative way. My only gripe is that sometimes the pulsing backdrop obscures some of the potentially dangerous enemies. This feels intentional, but it was the only time I got frustrated.
Audio: This is by far my favorite part. Though it's not necessarily a fully dynamic music system since it uses a static soundtrack, the sound effects synchronize with the music in a very satisfying way, and you feel very much like everything is coming together in an awesome way that transcends the scoring portion of the game.
Overall: Well worth the price of admission, this game will keep you company when you're bored with AAA titles, and you'll find yourself coming back to it when you're trying to engage your subconscious between work tasks. Almost as effective as a walk in the park!
So...
Robotron:2084 and Asteroids met up at an Electric Wizard concert...dropped some acid...and...some 70 years earlier...their daughter,Candice Swanepoel was born.
Would time travel again.
https://www.youtube.com/watch?v=OlLNRBpRi4U
The pleasant thing about genre is that the skills required by individual works readily transfer from one title to the next. This is the case for all media, not just video games; for example, rock and pop fans unexperienced with a type of music like rap or metal might find it unapproachable because they don't understand how to listen to it. Familiarity is comfortable; we feel good when we exercise abilities that have already passed beyond the struggle of early development. But every so often you encounter a title that discards your assumptions about how its genre is defined—and what skills it requires.
If you become good at one twin-stick shooter, you've become good at them all. This is certainly not to say that all of these games are the same! On the contrary, they are distinguished by features like combo scoring, life systems, slow-motion and bomb mechanics, enemy behavior, power-ups, play modes, and so on; yet at bottom they are all about staying as far away as possible from whatever you are shooting at. After all, if enemies kill by touch while your weapon has unlimited range, then distance is advantage.
That's why WE ARE DOOMED stands out from other twin-sticks; it takes away your advantage. A few very simple design elements work together to create an intimate, risky arcade game whose danger must always be managed from a close range. The weapon here is a short laser beam rather than the typical stream of bullets extending across the entire arena. Obviously, the inability to kill things from a comfortable distance changes the fundamental dynamic of a game like this, but what's really clever about the laser's range is the way in which the game keeps you on the offensive.
See, you might think that you could overcome the range problem by establishing a safe corner for yourself and playing a defensive game, perhaps poking out now and then to gradually expand your territory. Well, nice try, but threats spawn more quickly than you can possibly eliminate them, even if you destroy enemies with perfect efficiency. There is only one recourse: the Superbeam, an ability which extends your laser and cuts through enemies instantaneously. WE ARE DOOMED revolves entirely around management of the Superbeam; without periodically making use of its screen-clearing range and power, the player will doubtless be overwhelmed. The game's rhythm, then, emerges from the claustrophobia of high-density enemy build-up and the climactic relief of a nick-of-time Superbeam activation that effectively resets the board.
But the trouble is that the Superbeam is charged by picking up cubes called trinkets, and these depreciate over time and eventually disappear altogether. Therefore, in order to constantly build meter for the Superbeam and ensure long-term survival, the player must adopt bold, aggressive tactics, swimming straight through thick packs of enemies in order to grab trinkets as quickly as possible, and the short range of the basic beam forces you to carve your path on the fly. As a result of this clever synergy, the core experience of WE ARE DOOMED is one of constant, exhilarating tension. No other twin-stick plays quite like it.
Bright, colorful enemy design and retro, chunky effects help to keep the action readable even at its most chaotic while pairing well with the soundtrack's warm, airy synthpop. The sounds of trinkets spawning in and being collected are pleasingly light and musical over the steady thrum of your laser. Actually, the aural mood is surprisingly mellow and relaxing overall despite the splashy visuals. It's a welcome direction that keeps the player focused rather than frantic.
And that's a valuable mindset when the slightest distraction can be fatal. As in other twin-sticks, the entire point here is to push yourself to get better and better runs with higher and higher scores—that may sound repetitious, but the need to get close to enemies prevents the boredom of unthreatening early waves that sometimes haunts similar games. In its elegant new take on the genre, WE ARE DOOMED isn't just a refreshing alternative to other twin-stick arcade shooters—it's a better one.
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Дополнительная информация
Разработчик | Vertex Pop |
Платформы | Windows, Mac |
Ограничение возраста | Нет |
Дата релиза | 20.01.2025 |
Отзывы пользователей | 100% положительных (20) |