
Devader is an intense 90's-style twin-stick shooter, complete with crazy old-school bosses, powerful strategic abilities and multiple endings. Upgrade your robot with nukes, shields, turrets and more to exterminate the relentless invaders.
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Devader is a weird and rich little twin-stick gem, and it definitely brings it. Just going through the settings, you can tell that this developer attends to the details, cares about delivering a good experience, and is at least a little strange. Lots of nice, surprising little touches in there. The whole game is chock full or weird enemies, weird bullet/attack patterns, and unique boss scenarios. Your task is to destroy everything bad coming at your big central base (which gets smaller as it gets worn down), then the usual move to the next stage and defend another against new, probably worse problems. Basic play is aim with stick and hold trigger for firing, but you also have some turrets you can place/move, a heavy cooldown attack (either a positioned but delayed blast, or an immediate blast centered on you), a heavy shot charged by briefly not shooting, and one special ability you select from a pool. Special options are: dodge, mobile drone, drop trap, bomb, place obstructions, special heavy turret, call-in pickup, and a whole-screen attack that nearly kills you. You also have a variety of basic upgrades (health, shield, etc) to take between levels, and later levels all throw in some weird new thing to play with. Special mention to the unique concept of bullet grazing, which requires both praise and explanation, since it doesn't follow the typical shmup meaning of "grazing". Here, if you stay within a modest distance to a bullet [i]for a couple seconds[/i], you will absorb and erase it. This fuels higher shot power, provides a little health, and boosts some of the special abilities and extras. It's a brilliant concept that turns bullets into resources and changes the whole texture of play as you constantly decide what bullets to chase as well as to avoid. Top-tier stuff. The game gives you lots to pay attention to, and everything contributes well to a high level of engagement. If you like intense twin-stick shooters, this needs to be not just bought and played, but reviewed and shared.
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Languages: English*, German, French, Russian, Spanish - Spain, Portuguese - Brazil, Simplified Chinese, Japanese*languages with full audio support
Hours played at review time, across 41 reviews with recorded playtime.
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One of if not the best twin-stick shooter on steam (I use mouse/kb). An adrenaline rush from start to finish. Insane bosses with even more insane firepower to kill those bosses. Don't sleep on this one. Any and all fans of the genre owe it to yourself to check it out.
I grabbed this game during the Lunar New Year sale. Grabbed it along with a bunch of other shmups, and this is the game I have the most fun with. For me, it's the year of Devader - and I'm sure as hell looking forward the next eleven months. I won't do much more than summarize the game since the description does a fine job, but Devader is a twin stick shooter with a few more bells and whistles that make you feel VERY powerful. Every tool you have serves a purpose, and the tutorials do a decent job of letting you figure out how to make your new guns work. If you really want an awkward mashup description; think if someone took the stage variety of Darius, the upgrade spread of Gradius (and then some), and then couldn't decide whether to form it to resemble Defender or Robotron more - that's Devader. PROS: + It's controlled chaos; pure, frenetic, fun. It feels somewhat reminiscent to Risk of Rain: there's the line of brutal tension between you and the oncoming horde, and on either side is a bitter fight for survival or a satisfying sense of total control. It all comes down to how you use what you equip yourself with, and it feels amazing to turn around and crush what once had you on the ropes under your heel. + You're not stuck guessing what you're going to get. Do you want the larger AoE burst, or a slightly smaller ranged nuke with a delay? Do you want turrets following you, or a defensive wall? If you want Upgrade A, you can have Upgrade A. As deterministic as things are, there's enough variety to leave a fair amount of exploration. + None of the upgrades (that I've tried - note my small playtime) have felt worthless. The upgrades the game suggests for beginners are serviceable, and I've found myself sticking with some of them over the more flexible upgrades. NEUTRAL: = There aren't many things that feel unfair, but those that do feel VERY unfair. I might not be great at bullet hells, but dodging is reasonably within my vocabulary - and some things I simply can't see how to dodge consistently. If I can barely chase after a boss without eating a death, but at the same time I need to keep chasing the boss to avoid eating a death; what exactly am I supposed to do? I don't want to take a specific perk just because one early/midgame boss exists. You've given me a dozen other options - why should I be punished for taking those? = I have yet to experiment with everything, but some things feel VASTLY more powerful than alternatives. Ammo builds make you a monster, but what good is a tanky armor build if you can hardly kill the basic mooks? CONS: [strike]The game does a brilliant job of explaining most things within it (that's a good thing, to be clear). The few it doesn't, however, it makes no attempt to and they're all simply sudden exceptions of the norm. Okay, 4-way beam emitting enemies. They appear to be firing bullets. You can hear the grazing sound when you stay near their shots. You also can follow them across pretty much the entire map and never actually graze the bullet. What? Why is this one case different? If I can't graze something, I don't want to hear the grazing sound.[/strike] Big thanks to the dev for fixing this. I haven't stumbled across any other inconsistencies since! SUGGESTIONS: > Looping the game, or an NG+ type thing where you start with a full suite of upgrades sounds super fun. I've never had the matrix come much lower than 40% - my game overs are from discovering that the bullet in my face hits me for 75% health. Forcing things to get gritty not because I can't handle everything but because I can't handle everything [i]flawlessly[/i] I think would make my endgames less "oh, that just kills you... neat" to weighing my safety against that of the matrix and needing to make a potentially game-ending call on the fly. > Codex. It's probably more work than it's really worth, but I would like to know [[i]why[/i] I nuke something on sight for more of a reason than it's a bigger mark on the minimap. Learn the game on normal, and play on normal for fun. The terrain leaving scorch marks where lasers once burned and splatters where smaller enemies were nuked is super satisfying. You don't just remember the carnage that just took place - the game keeps it on display until you cover it up with more carnage. Harder difficulties raise the stakes and feel tense all over again - with an even more rewarding feeling once you relearn how to grind the Krin to dust. I'd give this game a 9/10. It doesn't have anything groundbreakingly unique about it, but damn is it fun. Worth full price if you're into twinsticks, wait for a sale if you have nobody to play local co-op with or shmups aren't one of your primary genres.
Nice arena shooter with some unique designs
I highly recommend this game. Awesome experience and a lot to see. Bullet hell games normally arent my cup of tea. It's different with devader. There is such a vast world of possibilies of skills, bosses and most important: play styles. E.g. going with fully skilled turrets feels extremly different then going for the good ol' nukes. Skilling differently also influences the levels that you will play and bosses you will fight. This gives a lot of replay value. .. also the different difficulties, main skills and much more. I already played around 50 hours, but only have like 30%-50% seen of the game.
A fun run-and-gun that I just happened across during the Summer sale. Very fun upgrades to choose from, with simple controls for keyboard & mouse or gamepad users. Very interesting boss creature graphic designs!
難易度ノーマルをコンティニューを駆使して何とかクリアしました。難易度ノーマルでもかなり難しかったです。 弾幕のシューティングゲームが好きで、どうやってクリアするか考えてプレイするのが好きな人にお勧めかもしれません。 日本語への翻訳は一部のみです。説明文が英語のままの部分がかなり残っていました。人によっては操作方法が分かりずらいかもしれません。
[h1]《Devader》是由Falkenbrew制作并且发行的一款俯视角动作射击游戏[/h1] 经历了痛苦的游玩过程后,简单评测一下游戏 [h1]游戏画面:[/h1] 游戏采用了俯视角3D画面,虽然画面不华丽,但时候透露着简单等朴素,敌人数量非常多,而且游戏等boss造型非常巨大,魄力和压迫感以及难度都相当高。各种武器的爆炸效果也可圈可点。 [h1]游戏音乐:[/h1] 游戏的音乐属于有非常强烈节奏感的类型,有点早期街机游戏火爆的那种效果,当然半夜玩的话音量需要调节轻一点,不然吵到邻居就不好了。 [h1]游戏系统:[/h1] 游戏系统采用了俯视角弹幕射击类型,通过控制主角来保护蜂巢状的自家基地,敌人会从四面八方涌来,击退一波波的敌人就会过关。过关后会给个性化的升级机制。是挑选攻击力优先升级,还是防御力,或者是辅助炮塔,都依照玩家喜好决定。游戏中会出现体积巨大的boss敌人,大蜈蚣,水母等等,这些boss体力非常惊人,弹幕也非常密集。是考验你耐心的持久战,并不能研究出什么有效的秒杀速杀方法。 另外一提的是游戏有4种难度选择,不过即便是普通难度,也是非常难的,并不是无脑割草那种,我玩到40波以后已经玩的有点郁闷了,也许这就是美式游戏特有的硬核难度。 武器种类其实也大同小异,机体的特技是比较实用的能力,而且威力颇大,普通自机弹幕威力还是偏小的。防御塔打打杂兵倒还凑合,对boss战基本无用。总之游戏操作简单,系统也简单,上手容易精通难吧。 如果是为了看剧情的玩家还是推荐直接简单难度开始玩,只有高手玩家才推荐玩困难,至于最高难度我时候不敢碰。 [h1]最后总结一下游戏[/h1] 总结评分 《Devader》作为一款俯视角动作射击游戏,本作有着复古的画风,火爆的音乐,舒服流畅的操作,简单易懂的系统,喜欢复古街机硬核游戏的玩家推荐尝试。 [quote]欢迎关注我们的鉴赏家:[url=https://store.steampowered.com/curator/35402982/]走心评测[/url] ←遵从内心,写出真实感受 欢迎加入我们Steam组:[url=https://steamcommunity.com/groups/ZXPC]走心评测[/url]←点击加入,一起探索游戏的乐趣 喜欢这篇评论,也麻烦点个赞,让更多人能够看到![/quote]
Devader brings back the old classic top down shooters. The graphics are detailed and sharp. I find myself turning to this game at the end of the day before I head off to bed. While there is a lot going on, on the screen. The game is not complicated. The hardest thing I found, was deciding which upgrades I wanted to pick. I didn't have any bugs or crashes and found no cons with the game. Its a top down shoot that does everything right.
Played the game for about 2 hours offline and 2 hours on stream. Here's my take on it. The game is smooth, and it delivers on the arcade shooting bullet hell action it promises. The difficulty is appropriate (I mostly played on normal with one round of deity) and scales well. The choices of sub-weapons, turrets and the like are different enough to make each playthrough a little bit different. I sense a rouge-like element as well as some of the enemies seemed to change game-to-game (I didn't get the same waves or bosses at particular points). A couple of improvements/suggestion for the developer: Sensitivity adjustments - the controller when zoomed in is very very sensitive and makes aiming a bit hard. it'd be nice if we could adjust it in-game. this made doing the nuke and turret placing a bit weird. Fullscreen/Windowed adjustments - fullscreen caused issues with OBS not recording it right. When in windowed mode, the game has a weird habit of jumping out of maximized window into a different size when you go back to the title screen after getting killed. The "Skills" - there isn't much telling you that the first mod you pick gives you a skill. I completely missed it on my first few playthroughs. Perhaps something the first time you get access to the mods to say "hey the first one you pick will give you a handy bonus skill". The "Helper Stuff" - the balls and the drones are nice, but they seem really random and only available on a given level. I haven't got super far, but are they one-time things or can they be obtainable later on? It would be nice if the screen that asks you to pick them said something about "for this particular set of waves, this is a bonus." The same is true for the nuke and the body laser, it'd be nice if it said it carries over between levels to differentiate them from the temporary perks. I will be playing this again and overall had a very positive experience with the game. The mechanics are sound and once you get used to the sensitivity you can aim reasonably well. I give it a recommenadation and believe that anyone will enjoy the straightforward schmuping this game has to offer. Also, it's a really cool thing there's a free demo to give it a try.
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