Modern classic dungeon crawler
This might be Orange Pixelโs best game. Itโs turn-based but fast & snappy. It pays real tribute to classic roguelikes, packed with danger and a huge variety of items and enemies, requiring a good amount of strategy to survive. Lately Iโve been having a blast playing it on the iPad Pro with a nimbus controller (thanks for having controller support!), which streamlines the interface and speeds up the experience even more. Highly recommended if youโre into the rogue scene.
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In space no one can hear you grunt ...
This is a masterpiece.. they way the atmos tunes and the graphic style and play come together raises this game to console quality. Overall my fave Pixel game so far.
Hope you find more players to explore this
Awsome game.
This is a game can be played like live action that is actually turn by turn genius..
Lovely immersive pixel art, every game is different.
So great value how an iPhone game should be :)
iPhone X support is Here !! Looks great on the bigger screen. Wow an amazing game that should be played by every iPhone owner :)
Hope you find more players to explore this
Awsome game.
This is a game can be played like live action that is actually turn by turn genius..
Lovely immersive pixel art, every game is different.
So great value how an iPhone game should be :)
iPhone X support is Here !! Looks great on the bigger screen. Wow an amazing game that should be played by every iPhone owner :)
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Controls broken
Played this on 3 different devices and can only assume the virtual d pad is bugged as I can never hit left. Up, down and right all work fine. Doesn't matter if it's normal or resized. Please fix, great game otherwise.
X, iOS 11.x
A brilliant genre mashup that deserves a place on every device, and at just under 56 MB installed, should never require removal for newer, larger gaming endeavors. Hats off to the indie studio behind this gem. Thanks for iPhone X support!
Space Grunts
I've been a huge fan of Orange Pixel since Meganoid hit the AppStore years back, so my review is probably going to be pretty bias (just laying it out there, also of note, I've become a pretty big TBS and Roguelike fan over the last couple years). But, this is definitely up there among the best games that they have put out. I don't know if Heroes of Loot or this, Space Grunts, is my #1 favorite OP game, but they both give up an amazingly spectacular run for it. The controls might take some getting use to, as they're virtual, but resizing is coming in an update and ATM you can place every button wherever you'd like on the screen. Once I played about 3 games, they were perfect. I couldn't imagine playing it any other way. The mix of action and turn-based gameplay is done incredibly well. I really just can not stop gushing about every aspect of the game. The menus are well done, the UI layout/map setup is on point, the graphics are killer (though they may not look it in the AppStore screens, the game looks GREAT in motion - check out some HQ vids!), the roguelike aspect is done perfectly---It's a great game. One that has already (VERY VERY quickly) earned it's spot on my own GOTY list (#2 of 2 ATM [Feb]) - but I wholeheartedly recommend this to roguelike fans itching for the genre to take a turn towards more arcade-based gameplay. =oD
**update**
The new update rocks... thank you for the resizing controls option, the new item and giving each character a level upgrade once they beat the game (having something that sticks with you after making it through that was a great decision...) - and the tweaks. This has very quickly become, not only one of my favorite games of the year, but also one of my favorite roguelikes ever. GET IT!!!!
**update**
The new update rocks... thank you for the resizing controls option, the new item and giving each character a level upgrade once they beat the game (having something that sticks with you after making it through that was a great decision...) - and the tweaks. This has very quickly become, not only one of my favorite games of the year, but also one of my favorite roguelikes ever. GET IT!!!!
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Solid
It's a good little game. Controls are a little funky at times, but otherwise you're given what they show. Certainly worth more than 1.99.
Great time killer
This game is fun, fast paced, and a neat twist on dungeon crawlers! Nice graphics, sound effects, and music!
This update seems to have an update loop however, it keeps wanting to update. EDIT: Deleting and reinstalling seems to have fixed this.
Keep up the good work!
This update seems to have an update loop however, it keeps wanting to update. EDIT: Deleting and reinstalling seems to have fixed this.
Keep up the good work!
"8 bit" no excuse for bad graphics
No real tutorial, subpar graphics (touted as "retro" but still not pretty), overall not satisfying. You have better uses for your iDollars
Seriously one of my favorite iOS games
It's the most action packed turn based game I've played. This game takes all the junk out of roguelikes, leaving the elements that make procedurally generated dungeons great shine. Well worth the cost.
Actually a good game
I consider this to be one, out of the hand-full, of games worth playing on a phone. The app store is a trash fire when it comes to games, but I had quite a bit of fun with this one, for a couple of weeks.
Cool!
Great game!
Highly recommended!
Highly recommended!
Fun Rogue-lite
Good fun but hope they'll re-implement class specific leaderboards.
AWFUL controls and save system
If you don't have a MFi controller, you're stuck using the AWFUL onscreen controls. This is a TURN-BASED GAME, so my iPad's touchscreen should work perfectly for controlling the game, right? Except that the game does NOT have real touchscreen controls where you tap an adjacent tile to move to it. Instead, you have virtual controller buttons slapped on top of the screen, and trying to play the game with them is a nightmare. The worst part by far is the virtual directional pad, which has a giant dead zone in the middle. And when you successfully hit the virtual arrow key to move in the direction you intended to, you have to be VERY careful to only briefly tap the button, or else you will move a second time, which will probably send you careening into a trap or will let the monsters get a free attack on you.
The game even lets you hold down an arrow button to run in a certain direction, but it's incredibly dangerous to use because there's no option to automatically stop when you get near enemies, so you would end up running into certain death.
The game's other dealbreaker is that your progress is only saved at the end of a level. So if you end up not having time to finish a full level, you risk losing all your progress. The dev actually defended this as a way to avoid cheating on the daily challenge missions, but it's just unacceptable in 2016.
The game has other less critical flaws, as well. The game doesn't gave you any information about monsters when you first encounter them (not even their names!) - each monster's info is a rare item. It would be fine if this kind of system had been used for getting a special advantage against a monster (i.e. having found research data on the Blorgnaks, now you have a small chance to make bonus grenades out of their enzyme pouch), but the game is so tight-fisted with info that I wasn't even sure whether teleporting enemies that appear out of nowhere were really just out of my guy's line of sight somehow. I have also come across some enemies that I THINK can shoot at me diagonally, but I'm not sure because the game won't tell me yet.
Many hazards are also needlessly difficult to see. Radiation tiles blend in with the floor (that would provide an extra challenge in a real-time game, but in a turn-based game it just slows things down) and it's hard to tell what direction rotating turrets are aiming at because of the game's perspective - my CHARACTER can clearly see what direction the turret is pointing in, but the overhead camera can't.
There is also no "wait" command that lets you skip your turn while waiting for monsters to move into a more favorable position, or for deathtraps to turn the right way. I guess the dev had some silly idea that that would promote more active, aggressive playing, but in practice it means I end up pacing back and forth in a hallway, waiting for the monsters in the next room to wander into my sights. When navigating around rotating turrets, "pacing" isn't an option, so I end up having to shoot at nothing in order to wait for them to turn to a safe direction. How did playtesters not tell the dev what an AWFUL design choice this was?! Remember how the biggest change in Left 4 Dead 2 was the introduction of the Spitter enemy? You keep the player from camping by making it suicidal to stay in one place, NOT by making his avatar too ADHD too stay still.
The game even lets you hold down an arrow button to run in a certain direction, but it's incredibly dangerous to use because there's no option to automatically stop when you get near enemies, so you would end up running into certain death.
The game's other dealbreaker is that your progress is only saved at the end of a level. So if you end up not having time to finish a full level, you risk losing all your progress. The dev actually defended this as a way to avoid cheating on the daily challenge missions, but it's just unacceptable in 2016.
The game has other less critical flaws, as well. The game doesn't gave you any information about monsters when you first encounter them (not even their names!) - each monster's info is a rare item. It would be fine if this kind of system had been used for getting a special advantage against a monster (i.e. having found research data on the Blorgnaks, now you have a small chance to make bonus grenades out of their enzyme pouch), but the game is so tight-fisted with info that I wasn't even sure whether teleporting enemies that appear out of nowhere were really just out of my guy's line of sight somehow. I have also come across some enemies that I THINK can shoot at me diagonally, but I'm not sure because the game won't tell me yet.
Many hazards are also needlessly difficult to see. Radiation tiles blend in with the floor (that would provide an extra challenge in a real-time game, but in a turn-based game it just slows things down) and it's hard to tell what direction rotating turrets are aiming at because of the game's perspective - my CHARACTER can clearly see what direction the turret is pointing in, but the overhead camera can't.
There is also no "wait" command that lets you skip your turn while waiting for monsters to move into a more favorable position, or for deathtraps to turn the right way. I guess the dev had some silly idea that that would promote more active, aggressive playing, but in practice it means I end up pacing back and forth in a hallway, waiting for the monsters in the next room to wander into my sights. When navigating around rotating turrets, "pacing" isn't an option, so I end up having to shoot at nothing in order to wait for them to turn to a safe direction. How did playtesters not tell the dev what an AWFUL design choice this was?! Remember how the biggest change in Left 4 Dead 2 was the introduction of the Spitter enemy? You keep the player from camping by making it suicidal to stay in one place, NOT by making his avatar too ADHD too stay still.
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Absolutely love this game
Seriously, great game. Tough to beat with controller support and the usual orange pixel quality. The turn-based nature of the combat is quite unique but doesn't slow down the action. You can take this game as fast as you want, be it thinking about every move or just rushing through as quickly as possible
Can't recommend this enough, especially if you like to game with MOGA devices
Can't recommend this enough, especially if you like to game with MOGA devices
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Does not save progress....
Fun game but the fact it doesn't save your progress when exiting the app is very frustrating!
They really need to address this and it would be worth purchasing. Starting over constantly is not fun.
They really need to address this and it would be worth purchasing. Starting over constantly is not fun.
Nice roguelike.
I enjoyed this one. It does a lot of things well. The environment is as dangerous as the enemies, it's always fun to open up a room and find it full of radiation or fire. The enemies are interesting, I like the ones with predictable behavior that you can dance around without getting hurt. The only thing I didn't like was the mandatory getting shot whenever I opened a door. Besides a remote control bomb, there was no way of avoiding that. Might I suggest shoot able doors?
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Ok, but I just don't see the point
It's a generated dungeon crawler, but you never level up or gain new abilities. Too repetitive.
Fun but clunky
Enjoyable roguelike that takes clear cues from the style of Nuclear Throne and the gameplay of Sword of the Stars: the Pit.
Mechanics work nicely in creating depth without great complexity, but the unresponsive on-screen control pad is frustrating to use, and the lack of diagonal shooting means lots of tiresome back-and-forth movement trying to line enemies up.
Definitely worth a couple of bucks, and watch for updates, but some clear room for improvement.
(iPad Air)
Mechanics work nicely in creating depth without great complexity, but the unresponsive on-screen control pad is frustrating to use, and the lack of diagonal shooting means lots of tiresome back-and-forth movement trying to line enemies up.
Definitely worth a couple of bucks, and watch for updates, but some clear room for improvement.
(iPad Air)
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awesome!!
worth the money,everyday i spend much more time on this game!
Why 5 stars?
Once again Orange Pixels knocks it out of the park! From the unique graphics style, to the sounds and gameplay, this game screams fun & polish! This game is also a fully premium game with no shenanigans. The gameplay is really well done. There are lots of weapon types and a decent amount of ammo given with whatever class you choose. There is also a daily challenge mode which is pretty cool. The humor is also great in the game and the randomized levels keep things fresh. The dev is very active with the community at the touch arcade forums and has incorporated requests and changes. The on screen controls are also fully customizable, even resizable, and the buttons can be moved to anywhere you like on the screen. Really well done dev. Thank you for an awesome time!
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