
You are Ronin. Survive against an onslaught of enemies using a unique, mouse-based combat system. Draw your attack, felling your enemies in one swoop!
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Languages: English
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Themes across 45 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
uma das melhores coisas pra mim é que com o passar do tempo, quando a gente vai amadurecendo de pouco em pouco, começamos a perceber virtudes e qualidades em coisas que antes não conseguíamos ver, apesar de sempre estarem ali sim, eu só joguei 40 minutos desse jogo, mas mesmo assim foi a primeira vez que entrei e sai num jogo arcade desse estilo de high score chasing, com um pensamento de: caramba, realmente é muito daora essa porra. tem uma análise do top 2 do leaderboard desse jogo, e o ponto de vista que ele traz nela realmente abriu minha mente, pra quem quiser ver a análise o nick dele é "N3310". a análise especificamente tá na conta secundária dele no caso, sendo o nick da conta "N3310 2". lá ele fala justamente sobre como muita gente confunde o jogo ser curto com de fato o propósito do jogo, que é simplesmente de um high score chaser. mas não é porque ele é simples que ele não tem profundidade... a profundidade vem justamente das estratégias que você usa pra conseguir cada vez mais pontos e subir no ranking, é a natureza do jogo então tipo, o jogo é curto? não. levando em consideração de que não tem como "completar" o jogo, não tem como ele ser curto no sentido que taxam ele de ser, ele é apenas o que ele é, um jogo arcade, especificamente um high score chaser (a não ser que você só ligue em pegar todas as conquistas do jogo e acha que isso é completar ele, aí realmente, você vai concluir bem rápido) e apesar de eu mesmo ser um complecionista, acho eu que o jogo poderia se beneficiar de ter mais conquistas? até acredito, coloquei os motivos na análise do N3310 inclusive, mas se o jogo realmente na sua essência quis ser puramente um high score chaser, ele deveria ser criticado pelo que ele é, e mesmo eu não fazendo parte do nicho e do público alvo do jogo, sim, acredito sim que ele é foda no que ele se propõe a ser. mesmo que você queira que uma coisa seja de uma maneira, se essa coisa quer ser algo que não se encaixa nessa sua maneira, não é de bom gosto você querer que ela mude apenas pra satisfazer os seus desejos pessoais nas minhas reviews, apesar de eu me achar muito ignorante às vezes pra analisar objetivamente algo, no caso até ter uma crença de que na arte na maioria das coisas não existe tal coisa como analisar objetivamente algo, achar a maioria das pessoas que fazem isso direto serem bastante ignorantes; eu sim considero um pouco do quão bem feito eu acho que o jogo é. entretanto... de novo, na maior parte do tempo, como já disse sobre a minha métrica, o que eu falo é mais sobre a minha experiência geral, se eu me diverti, se achei algo interessante, bacana, ruim, se a obra me fez refletir ou sentir sobre algo mesmo que não tenha sido um objetivo do criador... o que eu falo é sobre sentimentos apesar de eu não ter nenhum problema com quem faça realmente desse jeito, as minhas análises no final talvez não sejam análises, nem críticas, mas sim desabafos. desabafos de variados sentimentos, que acabam sendo majoritariamente positivos, mas desabafos que às vezes são cartas de amor, desabafos que às vezes são desabafos de frustração então nesse caso do HAYAI, mesmo eu tendo feito apenas as conquistas, jogado apenas 40 minutos, acreditar que eu gostaria que tivessem mais conquistas pra desbloquear, pra ir melhorando e desbloqueando elas; apenas o fato do jogo ser o que ele é, de que apenas por jogar ele fui proporcionado a ter esses tipos de reflexões, e no final ter me feito escrever uma análise de um tamanho que eu normalmente não escrevo; só isso já me fez ter um carinho por ele. e mesmo que possa ter sido mais uma questão interna do que qualquer outra coisa, eu ainda sou grato pelo jogo ter sido essa ponte acho que no final das contas essa é a verdadeira beleza da arte. e apesar disso se aplicar em todas, apesar das outras serem capazes de se comparar em intensidade com essa que a gente ama tanto... superar é muito difícil. afinal, ela nada mais é do que a convergência de todas elas PS: muita aura esse menu do jogo seloko, arte linda. e eu amo jogos com interfaces bonitas e sensuais
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Hours played at review time, across 45 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
O jogo é bem simples mas é bem completinho. Da pra perder um tempo brincando nas runs dos personagens tranquilamente. Você provavelmente não vai demorar mais do que 5 minutos pra entender como se joga com cada um e fazer as masteries, o unico que me prendeu foi o que não tem o poder de slowmotion mas é bem suave depois de pegar o jeito. Penei pra pegar 80k overall e me senti um bot quando olhei o ranking e vi uma rapazeada com mais de 1 milhão de pontos totais.
充满创意的小游戏,通过鼠标画出剑的轨迹,就可以斩杀敌人。并且可以选择多个角色,有不同的操作和规则可以体验(感觉不如原本的剑圣?),BGM 也很合适。 白金补充:完美的玩法,越后面越刺激。出剑吧,犹豫就会败北。
Wondeful simple little game revolving around a simple, and yet nuanced execution of a mechanic. The beauty of this game comes from how you are encouraged to keep stacking enemies to boost your score. The central mechanic is about slowing time and drawing a slash on the screen to erase enemies under it. The same slash could easily erase 2 or 20 enemies depending on how many you stack, and on top of that, killing enemies at the same time gives exponentially more score. There are just 4 enemy types, and they are all beautifully designed. None of them are superfluous. You have the grunts which perform 3 short slashes, posing an unpredictable threat at small range, the samurai type who lunge a long distance and so keep you on your toes, forcing you to think of the direction they are away from you at all times. Then you have the archers who snipe from long range, shooting a predictable but extremely fast projectile, preventing you from stopping. And finally, the demon head(?) which suppresses the entire battlefield with a torrent of slow-moving projectiles, possibly the highest priority enemy in the game. Projectiles are destructible too btw, so that adds to the whole dance of when you decide to perform your slash and "cash-in" your score. Combined with how enemies spawn from different corners of the map, the game forces you to make constant decisions about whether to perform small slashes to erase the most dangerous enemies/projectiles, or to make large swathes to cash-in for momentary respite. HAYAI is criminally underrated imo. On top of everything I said, there are different classes for ♥♥♥♥♥ sake! Go play it if you are looking for a little arcade game to enjoy.
[h1] A stylish, fresh arcade spin into the horde-like survivors genre that had room to be more! (7.6/10) [/h1] Hayai is pretty enjoyable, from what I've played of it. Time slow-mos are always a cool concept in games, and I think this game manages to dish it out with style. Mouse-drawing to make a path where you slash everything in your way is quite a charming flair for a game like this, that I simply haven't seen before. I might be doing a bit of a disservice to the "bullet heaven" / "survivors" genre here by even calling it one of those, since there's not really any weapon upgrades or whatever here, but you DO fight against a constantly spawning horde of enemies, so in that regard, it's similar. Speaking as an average player though, I don't think anyone can feasibly expect to survive for more than 3 minutes, in general (unlike the 30m you'd expect from survivors). I'd say in most of my runs I die somewhere between 30 seconds and 90 seconds in myself! It's quite a tough, brutal game, and I wish it wasn't so. But in the end, this is an arcade game, where you're here for the fun main mechanics and chasing scores while you're at it, and I think this might be more engaging than some other arcade games I have in my library, so there's that. It's just paced differently. If you are curious about how scoring works here, let me break down my observation: Killing 1 enemy in general gives 50 to your score, and 4 or less enemies in one swoop does nothing different except multiplying it per enemy count. But killing 5 in one go gives an extra "+50 score bonus" on top of 250 you would normally get, which I figured to come from "5 times 10", where 10 is the base bonus. 6 gives an extra 120, which is 6 times 20 as the base bonus. Every single enemy here onwards, seemingly will increase the “base bonus” score by 10, multiplied by the actual enemy count that you killed for total bonus score. This is why killing 18 enemies gives around 2K in bonuses, while 34 gives 11K. (If you don't believe me, you can grab a calculator and do the calculations whenever the screen tells you about your combos next time) So with that scoring system in mind and the exponential growth potential of it, of course, if you are going for high scores, then the whole game becomes an interesting balancing act of "keeping as many enemies alive as possible to kill them all in one delicious slash", while also "surviving and keeping in mind that death is a moment away". It's fun and somewhat stressful at times. Knowing that doubling your killcount can give you quadruple your score is insane, but it's a good idea to just aim for 30-50 killcounts in general imo. There's only four types of enemies here really. Straw hats, Armored Samurai Warlords(?), Tengu Masks, and Archers. I'd say their attacks are quite brutal though, since even the straw hats, the easiest and most common out of the four, can perform three successive dashes and even changing directions midway depending on where you are. This is not an issue if you're just facing one, but there is a gimmick of the game that makes this move terrifyingly deadly, which I'll elaborate under cons. [h3]Information:[/h3] [b](•)Achievements are relatively easy.[/b] I don't think that's bad. Probably 1-2 hours to get everything done. As another review states, the scores and leaderboards are there to entice you to push yourself, for better or worse. I think getting 80k on each character, and getting a combined 500k, is good enough of a personal goal for me, which I have pretty much achieved. [b](•)Game does have 5 distinct 'ronin' (characters).[/b] I would say that the girl (Tomoe) is simply the best and none other comes close, but honestly, the basic starting one (Kazuya) is actually pretty good, along with Hideyoshi. Tomoe struggles a bit in the late game, but my high score on her is 200k, and I got 80K on the other two, so idk what to say. I think the other 2 ronins (Oda and Masashige) have major downsides though, being that Oda's Bonus Score gets nerfed to 25% just due to having two lives, and Masashige's attacks always using the entire bar as a bulky, slow-recovering character with an area-clear at the end of it. But 4 of them outside Oda all do play quite differently, enough to change things up if you get bored, and the first 3 I mentioned are absolutely easy to pick up for good scores. [h3](+) Pros:[/h3] [b](+) Top notch style.[/b] Just the combination of visuals and sfx of the slashes rarely gets old, as seen in the trailer. Practically, the exception of Hideyoshi, whenever you're "drawing" your move and pre-planning, time almost stops, slowing down to a real crawl, and when you're done, the game plays out you slashing a bunch of enemies while they stay frozen. I don't pay attention to it much after being 5 hours in, but it's definitely still satisfying when you reach a [i]really[/i] high, over-30 kill combo. [b](+) Semi-predictable spawn system.[/b] I'm not saying the enemies will spawn the exact same way every time, but I think if you move the [i]exact same way[/i] every time, the enemies practically do too. This is especially most apparent with tengus and archers, since there's way fewer of them. I think the game basically has a rule of "never spawn these two types of enemies in player vision", and since the playfield is literally just one screen where you can only see everything if you stand in the dead center, it makes sense. I think the spawn system in general is timing-based, e.g. An archer will always spawn at around the ~15 second mark, for example. Relatively in the middle, vertically. Which side they spawn in just depends on where you're not looking! [b](+) Challenging.[/b] It might seem you're OP on the surface, but there's a slight delay right after slashing around, that can get you killed. On top of that, if you're not Tomoe or Hideyoshi, you need to refill your bar before being able to attack again, so goodluck surviving til then! [h3](-) Cons:[/h3] [b](-) Tough gimmick: Enemies bounce off each other.[/b] So yeah remember the straw hats I mentioned? When you keep too many of them alive, and three of them are basically going in the same straight line, the frontmost one can suddenly cover double the distance it otherwise would. This is because enemies push each other, in a VERY drastic fashion. I think it was done this way intentionally to add difficulty to the game, but it is annoying, and I wished there was a difficulty toggle or something that can turn this off so that things become a bit more predictable even when baiting a horde around. Also applies to the Samurai Warlords, who do one long lunging dash instead. [b](-) No time-based score leaderboards.[/b] You'd think they have one since everytime you play a "run", at the top you can see both "score" and "current duration of survival", but from what I've seen, there's none for time. Oh well, at least there's a player leaderboard that accounts for all your combined score across 5 characters. I still wish there's one that was character specific, too, but eh. [b](-) Sometimes when you alt tab and your system cursor is showing, clicks seem to stop working properly.[/b] Not a huge issue, but slightly annoying. [b](-) Slightly repetitive music.[/b] Arcade games I guess. [b](-) Brutally simple[/b]. Again, I think it's fine as an arcade game, but I do wonder if there's room for potential for a bigger game here. What if sh*t didn't start tuned up to 11, and have 15 minutes of horde buildup like Vampire Survivors? Give us easy stuff first? What if we HAD a health system and we're not one-hit kill? Currently it feels like the game starts way too intense. Which is good for short dopamine hits, but I just think there's an unexplored potential and scope here. Might make for a good second game, maybe! [h1]Regardless of its faults, it's fun and very cheap, and the unique combat twist is a great hook. Definitely worth the price![/h1]
j'avais oublié ce jeux ! il est trop bien !!
ayayayaya
One of the most innovative and fun arcade style games that has come out in a long while. The five characters add enough variety to keep you coming back. The devs truly understand arcade game design principles which is rare in this day and age. If you enjoy score attack arcade games, this should be right up your alley.
it really is quite neat
最终还是放弃了用触控板或者magic mouse玩这款游戏……
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