
Become a future AI and delve into 3D bullet hell action in an advanced lab. Combine various modules, repeat combat training, enhance stats with research points, and earn achievements to develop your unique combat style. Enjoy overcoming waves of enemies and defeating bosses within time limits.
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훈련받는 로봇 (매일 업데이트되지는 않으며, 작성자가 원할 때마다 업데이트됩니다.) [1일차] 로봇이 되어서 훈련을 수행합니다. 기본적인 이동과 부스트를 활용한 빠른 기동과 공중에서의 활공이 가능하죠. 무기는 양팔에 달려있어서 마우스 좌우 클릭으로 발동가능하며, QE를 눌러서 어깨의 특수 무기를 사용할 수 있습니다. 기본 무기의 경우에는 모두 사용한 뒤 재장전이 가능하지만, 특수 무기는 특정 강화 이전까지는 재장전이 불가하죠. 외에도 휠을 이용해서 가까운 적을 락온하여 조준을 강제할 수 있습니다. 적들은 웨이브 방식으로 등장하며, 10웨이브마다 보스가 등장합니다. 데굴데굴 굴러와서 폭발하는 자폭 로봇과 탄을 쏘는 지상 로봇, 유도 에너지탄을 쏘는 공중로봇으로 구분되죠. 보스는 거대한 비행성으로 다수의 투사체를 발사하기에 재빠른 회피 기동이 필요합니다. 총 30웨이브를 진행하며 도중에 체력이 0이 되면 게임오버가 됩니다. 전투 수행을 통해서 포인트를 획득할 수 있고 강화에서 이를 소모하여 성능을 개선할 수 있죠. 공격력과 탄창의 크기를 늘리거나 공격 또는 이동 소도 증가, 특수 무기 재장전이나 방어 증가 등 다양하게 존재합니다. 하나의 메인 강화를 완료하면 연결된 새로운 메인 강화들과 보조 강화들이 개방되죠. 외에도 플레이에 따라서 업적을 수행하여 보상을 받을 수 있습니다. 대부분 포인트를 보상으로 획득하며 새로운 파츠를 획득해서 로봇의 구성을 변화시킬 수 있죠. 상세/ 하체/ 무기(좌,우)/ 특수 (좌,우). [아쉬운 점] -강화에서 강화 가능/불가 안내되면 좋을듯 (그리고 서브 강화 너무 작음) -조준점 이상함 -공중적에게 유도를 왜 부여한거여 -강화에서 줌인/아웃 느림 -락온 기능이 없으면 명중이 불가해서 강제됨 -락온을 왜 탭이나 쉬프트를 놔두고 휠 클릭으로 한거지 -락온한 적을 자동 사격하는 기능이 있어야 함 (좌우 클릭에 QE까지 눌러야하니 공격이 너무 불편함) -조작법 변경 불가 -보조 무기는 있지만 뭔가 강력한 한방이 없음 (필살기같은 것. 보호막 생성이라거나 강력한 레이저라거나 폭발이라거나)
응원해요
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Null Reference Exception, hızlı tempolu 3D bullet hell sevenler için bayağı tatmin edici bir deneyim sunuyor, sürekli akan düşman dalgaları arasında modülleri değiştirip kendi build’ini kurmak oyunun en keyifli kısmı. Eğitim mantığı sayesinde her turda biraz daha güçleniyorsun, achievement açtıkça yeni parçalar gelmesi de “bir run daha atayım” hissi veriyor, kontroller akıcı, boss savaşları da zaman baskısıyla heyecan katıyor. Hikâye arka planda kalıyor ama oynanış o kadar akıcı ki zaten esas olayı aksiyon ve deneme yanılma, kısacası reflexlerine güveniyorsan ve kaotik ekranlardan hoşlanıyorsan rahatça saracak bir indie shooter.
Игра "Null Reference Exception" – это настоящий глоток свежего воздуха для любителей головоломок. Да, название может отпугнуть тех, кто далек от программирования, но не стоит бояться! Игра не требует специальных знаний, она скорее про логику и внимательность. Механика построена вокруг манипулирования объектами в цифровом пространстве, где каждый уровень – это новая задача по устранению "пустых ссылок". Звучит сложно, но на деле это увлекательное путешествие по лабиринтам кода, где нужно передвигать блоки, активировать переключатели и находить правильные пути решения. Визуальный стиль минималистичен и приятен глазу, а музыкальное сопровождение не отвлекает от процесса, а наоборот, создает медитативное настроение. Уровни постепенно усложняются, заставляя мозг работать на полную мощность. Иногда решение приходит мгновенно, а иногда приходится попотеть, но чувство удовлетворения после прохождения сложного этапа – бесценно. Особенно хочется отметить, что "Null Reference Exception" идеально подходит для коротких игровых сессий. Можно запустить игру на 15-20 минут, чтобы отвлечься и перезагрузиться, а можно провести за ней несколько часов, погрузившись в мир цифровых головоломок. Единственный минус – хотелось бы больше уровней! Надеюсь, разработчики не остановятся на достигнутом и продолжат радовать нас новыми задачами. В целом, отличная игра для тех, кто любит поломать голову!
Null Reference Exception is a focused 3D action shooter that blends third-person combat with the demanding movement patterns of a bullet hell game. Developed and published by 1nstall, it casts the player as an artificial intelligence participating in futuristic combat simulations. The premise provides a simple explanation for its stage-based structure, repeated training sessions, equipment experimentation, and permanent improvements. Instead of building its appeal around a complicated storyline, the game concentrates on mechanical progression and the satisfaction of gradually becoming better equipped to survive increasingly difficult encounters. The combat system is its most distinctive feature. Battles require players to attack enemies while constantly paying attention to incoming projectiles and positioning. Traditional bullet hell principles are translated into a three-dimensional space, meaning threats can feel considerably harder to read than they would on a flat playing field. Successful runs depend on maintaining awareness of enemy locations, finding safe movement paths, and continuing to deal damage while under pressure. A lock-on mechanic helps with target management and allows more attention to be directed toward movement when the screen becomes crowded. Weapon handling adds another layer to the action. Separate left and right weapons can be used alongside shoulder-mounted equipment, giving the player several offensive options during combat. The booster is equally important because mobility frequently determines whether an attack can be avoided in time. Once the controls become familiar, combining boosting, aiming, target locking, and simultaneous weapon usage gives battles a satisfying mechanical rhythm. The initial adjustment can be demanding, especially for players unfamiliar with three-dimensional projectile dodging, but learning to manage these systems is part of the intended challenge. Customization gives the repeated combat sessions a stronger sense of purpose. Player modules can be changed to create different configurations, allowing experimentation with equipment rather than forcing everyone into exactly the same setup. Certain components are initially unavailable and can be unlocked through achievements or achievement-related progression. This makes accomplishments more useful than simple trophies because completing objectives can directly increase the number of tools available for future attempts. Permanent improvement is handled through the Enhancement Center. Training provides enhancement points that can be invested in character statistics, gradually making the artificial intelligence more capable. Many of these improvements function as passive bonuses rather than completely new combat abilities. That approach keeps the emphasis on mastering the core mechanics instead of allowing upgrades to replace player skill. At the same time, it means some improvements can feel more numerical than exciting. A larger selection of active abilities could have made character development more dramatic, but the existing system still provides a meaningful reason to keep accumulating resources. Boss encounters are particularly effective at testing whether a build actually works. Time limits discourage players from relying exclusively on cautious defensive movement, forcing a balance between avoiding damage and maintaining sufficient offensive pressure. This complements the game's overall design because mastering dodging alone is not necessarily enough. Players also need to understand their weapons and upgrades well enough to eliminate major threats efficiently. Progression toward the later stages, eventually reaching stage 30, provides a clear long-term objective. Visually, the futuristic laboratory and simulation setting suit the game's mechanical nature. The environments and overall presentation reinforce the idea that the player is repeatedly participating in controlled combat exercises. The game does not attempt to disguise itself as a narrative-heavy science-fiction adventure, and players expecting extensive dialogue, exploration, or cinematic storytelling may find it relatively sparse. Its priorities are clearly combat, customization, progression, and replaying stages while improving performance. The achievement system also fits naturally into this structure. With 26 Steam achievements tied into the broader progression loop, completing objectives can feel worthwhile because achievements contribute to unlocking additional possibilities. This creates a useful connection between optional challenges and practical rewards. The free-to-play format further lowers the barrier to experimentation, making it easy for curious players to determine whether its unusual combination of shooting and bullet hell mechanics appeals to them. Repetition is likely to be the main dividing point. The basic cycle of entering simulations, fighting enemies, collecting progression resources, adjusting equipment, improving statistics, and returning to battle remains central throughout the experience. Players who enjoy optimizing builds and improving their execution may appreciate this consistency, while those who need constant changes in scenery or extensive narrative progression could lose interest sooner. Greater enemy variety, more active abilities, and additional major gameplay variations would strengthen the experience considerably. Steam Deck users should consider the game playable rather than assume a completely optimized handheld experience. Compatibility information indicates that it can run on Steam Deck, but it should not be treated as equivalent to an official Steam Deck Verified designation. Its relatively straightforward mechanics make handheld play feasible, although occasional adjustments or minor interface inconveniences may be possible. Players specifically buying or installing games for Deck use should therefore expect functional compatibility rather than guaranteed console-like optimization. Overall, Null Reference Exception is an interesting small-scale action game whose strongest quality is its combination of third-person shooting, three-dimensional projectile dodging, multiple weapons, modular customization, and persistent character improvements. Its limited scope and repetitive structure prevent it from reaching the depth of larger action titles, yet the core combat concept has enough personality to stand apart. For players who enjoy mechanical challenges, futuristic combat machines, build experimentation, and progressively mastering difficult encounters, it offers an enjoyable experience with very little barrier to entry. Rating: 7/10
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