
Winner of the 2011 Eurogamer Indie Arcade award, Pineapple Smash Crew is a fast-paced, tactical blast-em-up with a unique modern-retro feel!
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About
Developed by lone designer Rich Edwards with music created by legendary chiptune artist Syphus, Pineapple Smash Crew is a fast paced tactical blast-em-up! PSC features tight squad formation shooting, aliens, robots, zombies and grenades- loads and loads of grenades! Level up and choose wisely from an assortment of devastating grenade-launched weaponry... PSC's unique modern-retro flavour will take you back to the classics of old then smash you back into the present with a 'ka-boom!'
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Languages: English**languages with full audio support
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Reviews
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I love Pineapple Crew, I couldn't stop playing it back when it came out. This needs a sequel with more content!
Pineapple Smash Crew is a squad-based top-down shooter, with a strong retro style (models, fonts and music). The pace is frantic, the controls are witty and the game fluid. So much for the positive points. Unfortunately, the randomized levels cannot beat that feeling of repetitiveness and fatigue. If you like to play the same thing over and over again to reach a transe-like state of flow, Pineapple Smash Crew might be a good candidate. Since I prefer a certain amount of novelty and surprise, this one is not for me in spite of its qualities (a great piece of code and a genuine love for retro).
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Hours played at review time, across 44 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The game is fantasticly fun, though I suggest waiting for a sale as its a relatively lite on content for $10. $5 is a reasonable price. Pros: -Quality cartoon sci-fi art -Absolutely fantastic music -Solid core shooting mechanics -Good weapon variety and enemy variety Cons: -A little overpriced -There are only 3 mission types -It took me only 2 hours to get 67% of the way through a game. I plan on replaying it a few times, but still seems fairly short. -Gets a tad repetitive, this is an afternoon shooter. (some tips for new players: Use your grenades all of the time everytime, use health items when safe from enemies, and when you select party upgrades don't pick anything fancy, stick to the most straightforward destructive forces as you wont have the state of mind to use the more tricksy weaponry effectively in the heat of the moment.)
Fun, but i have no idea why the time limit per level is necessary. It breaks any enjoyment by forcing your to fly through everything. Update: Will change to a Yes, but it is still greatly dissappointing the higher difficulties are behind a stupid time limit. Later levels give a great feel of being 'busy', frantically moving to avoid shots, switching aim non-stop, and keeping your brain busy with the peripheral of the incoming fire. A little bit of Cannon Fodder with a lot of top down shooter thrown in the game is fun. I would have liked to seen the leveling system expanded on. Right now all I see is increased armor for each level. It also needed control over the grenades. Should be able to choose/prioritize which type you want, what character picks up what kind (eg, always have someone pick up a heal). Even 4 hotkeys for characters equipped nades would be nice. Having to switch character to then throw is unnecessary. So far I have ignored upgrading to new nades just to keep the game predictable without having to pay so much attention to whatever I happen to have equipped at that moment. In fast situation you can hurt yourself a lot by tossing a nade into a pile and expecting one effect but getting another when guys pick up random nade types. I would love to see the dev return to this game for a sequel and expand on its depth. There is still very little of this type of game available.
Is's not clear at first how good this is.. The engine sure as hell feels nice to handle, easy and a pleasure to use and I would wager that they have play tested this pretty decently, It seems a simple game, but apart from when it becomes harder in the later levels (and perhaps hard difficulty) the effort to kill things and to frag your way through level feels what I would describe as 'Pleasantly taxing' and the action is quite enjoyable. The grenade system is infact one of the best aprts of this game, as the guns are not upgradeable (whcih this game could benfit from having) and can be a bit boring to use ALL the time; the grenades on the other hand add a very nice amount of variety and fun. You can create combos, set up multikills and manipulate your enemy fatally, which is seldom seen in many games, and I think that was the best part of Doom, where enemies could be manipulated to kill each other and die at your environment's hands, not yours(at least directly)... The decor at time does change, but subtly, although the random generated levels are different and many levels dont look EXACTLY alike with all the differnet layouts and wall design(which normally consist of different colour schemes)(reminds me alot of Phantasy Star II actually:) )).. The props themselves consist of a set of doors and a number of crates, although many of them can be used to blow up and evaporate your enemy which is anotehr good thing. Generally everything here is quite simple, though not TOO simple. The sound is retro style, although the guns and explosions are satisfying enough, but the music side of things really good... I remember watching a You tube vdeo of Total biscuit talking about another game... and mentioning Syphus; and I totally agree that the drum and bass influenced electronica (or chiptune as I read in other places) really is nice and a pleasure to listen to, making the most frantic levels throughly enjoyable! I like electronica and DnB so I really enjoyed his wall to wall sound and elaborately colourful melodies :3 All in all I was not inpressed at first but got a bit hooked.. I may return to play this again, perhaps for 10-20 mins a time inbetween other things, as that is possible with this game... Don't overlook this game if at first it seems boring, as there is much more of worth in there; which is pretty good for what is essentially a simple game.
Gets really repetitive very quickly. Can't recommend it.
Fun little game. Kind of reminds me of Cannon Fodder but it's in space! Cute, catchy, retro graphics but not out of lazyness. Definitely recommended!
Good game.
Tags: Topdown - Isaaclike Additional Tags: Delete Local Content & Remove from Library TLDR: Twinstick dungeoncrawl without Xbox360pad support. Simplistic mechanics. Limited assets. Unsatisfying gunplay. Repetitive. This is basically a pure twinstick shooter. The dungeon aspect is just an excuse to recycle the same assets a lot and procedurally generate a bunch of small rooms connected with corridors and doors. So the idea is to pick one of the levels, that has a name and difficulty. The seed gets generated. You look at your crude minimap and determine where to go. You navigate to that screen while minimizing encounters then clear whatever is hostile on that screen, clear crates, then repeat until you rout of of areas on the minimap marked as objectives. That should yield the victory screen. Instead of having a single protagonist you control a squad of four. That means larger hitbox. The corridors just snake around, the rooms are often small and the game has a focus on AoE management which is unfortunate. A core mechanic of pineapple smash crew is the slow speed of your bullets, their limited range, and the bullet sponge nature of everything. So you are expected and reliant on, finding grenade consumable powerups and using right click to toss them. Each grenade behaves differently, some are best detonated manually, others not, while some of them will require more input, such as rockets that will land then activate their fuel thrusters and fly forward until they detonate. Each squad member carries only one grenade, but the game autoswaps them for you whenever one is used allowing you to spam right click if needed. There are also a lot of explosive red barrels around. So there are a lot of explosions around and given the 4 squadmate, cramped areas situation you can easily end up taking a lot of damage from the AoE's due to the reliance on grenades. Every single crate contains a small amount of coin so there is an implied incentive to attack everything. But on top of the slow speed of attack, the bullets have limited range, and operate on an energy gauge that needs to be refilled by autoregen. Think of it as a weapon cooldown. That means breaking crates gets tedious. Would had been good maybe as a minigame that is part of a bigger game. Like if this was some space pirate game and this was the ship boarding section. But as a standalone title it just does not offer enough. It is more like a demo or a showcase than a game. Conclusion: While the game is responsive and has a basic charm to it, the little banter between the four voxel soldier and the constant repetitive recycled nature of the experience leaves me unsatisfied. Lack of Xbox360 pad, no real RPG or progression elements, no story and no freelancer aspect either. Play a proper twinstick or a proper dungeoncrawler is my advice.
Totally awesome small gem!
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