
ReMix is a unique musical rhythm action game that combines the elements of Rogue games. In this world, you are able to choose from a variety of heroes with different fighting styles and use the power of music to battle against evil void monsters.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; Nintendo, Epic publish no volume signal, so the true total is higher by an unknown amount.
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This is an odd one. I like the idea of mixing Crypt of the Necrodancer with a Survivors game. The characters have fun abilities. The gameplay itself is lacking though. As a rhythm game, it's too forgiving. It's really easy to have the game tell you that you got a 100+ perfect combo even if it doesn't sound right or you are slightly off beat. As a survivors game, it's too easy. You can close your eyes and press random directions slightly on beat to pass most levels. Each run consists of 10-12 waves that last 30-45 seconds each, so even when you're getting into the groove of a level, it's over pretty quickly. Most of the meta progression is VN novel/lore stuff that isn't explained. What's an echo? Why am I unlocking them? With some tuning, this could be pretty cool, but it doesn't really succeed at either of the genres it's combining, so I won't recommend it.
我还是第一次玩到把英雄技能构筑(比如火车侠的概率后方喷火)放在海量普通道具里面让我抽的类肉鸽,这种关键性构筑,难道不是应该设置一个稳定的获得渠道吗?打死一个boss来一个三选一。 还有音效,自称音乐节奏游戏,结果连基本的音效都没有?一局游戏下来除了bgm和节拍音啥也没有,我随便打开一个其他的类幸存者把音乐关掉,再打开网易云放歌,跟你这个游戏体验没有任何区别,甚至别的游戏构筑更好玩。英雄攻击音效没有,武器攻击音效也没有,连UI音效都没有。吸血鬼幸存者和土豆兄弟为什么割草割起来爽,音效非常重要。作为以音乐为卖点的游戏,至少音效要做得更好吧? 节奏也是,在这个游戏里面,全程重复的那一个节奏,有什么意义吗?为了节奏而节奏,没有分数机制、没有奖励机制、除了运行一次英雄攻击没有任何其他的反馈,就是乏味地一次又一次按键,它好玩吗?它有趣吗?我给你们推荐两个游戏:bpm枪林弹雨、重金属地狱歌手,去研究一下别人的节奏是怎么运行的。
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Languages: English, Simplified Chinese, French, German, Russian, Japanese, Traditional Chinese, Portuguese - Brazil, Portuguese - Portugal, Korean
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Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
徒有其表,以为会是融合引诱节奏感的类幸存者,结果两者都没做好,唯一不错的只有美术
这款游戏最大的问题是音乐的节奏 一款以音乐节奏为卖点的游戏 在操作英雄的时候,伴奏总会有不合适的鼓点产生 导致断掉combo 非常有挫败感 在游玩六个小时以后依旧没有明白节奏的底层逻辑 实在是令人难以忍受 还有个问题是 操作容易分心 当你刻意地去卡点的时候 往往会忽略掉满屏的弹幕...
This game is really fun to kill time, it even have the option to use custom music :O
好玩,但感觉还差点意思 优点是画风戳我,配合节奏的玩法很新颖,可以自定义曲库,不同的角色之间玩法的差异性足,音乐好听,游玩中根据连击数和辅助角色音乐会产生变化的设计有趣 缺点是耐玩性不足,中后期光污染重 还有不知是不是我没找到窍门的问题,几个可玩角色之间的难度差异好大,其他角色都是一遍过最高难,猫青蛙章鱼这三个角色死活过不了,好坐牢 追评:好了,终于全通了,报玩。我居然玩了20个小时,我就是赤石大王
제가 제일중요하게 생각하는거는 게임의 재미 정도인것같아요 그 재미가 굉장히 타이트해요 재밌어요 게임의 재미를 저는 굉장히 중요하게 여기거든요 일단 상점페이지 이미지부터 49만원씩 들고있는 말도안되는 이미지를 올려두었기때문에 가능하면 우리같은 소비자들도 돈 치트를 이용해서 하는것을 추천할게요 그래야 개발자가 요하는 재미의 그 의도를 느낄수있을것입니다. 아직까지는 게임이 이븐하게 익지 않았어요. 저에게 자유를 줬어요. 플레이어블 캐릭터마다 개성이 다르고 BGM이 좋아서 지루하지 않았어요 번역은 AI번역기만도 못한 품질을 보여주지만 잘 읽어보면 무엇을 뜻하는건지 알수있습니다 용병캐릭터들을 영입할수있는데 기본 캐릭터의 성능이 강한 반면 용병들은 공격속도가 느리고 이펙트가 간결한 덕분에 저등급 캐릭터들은 존재감이 희믜합니다
●游戏静态美术很美,但整体过于看重美术效果,导致光污染太严重,配合关卡中的大量堆怪,让操作角色躲避的行为的价值降低,几乎变成了纯数值对抗。但好在玩法上的创新比较有新鲜感,与市面上的同类游戏相比有明显的差异化。总的来说还是属于优点大于缺点的游戏,推荐购买体验。
리버스: 1989 ? 이 게임같이 아방가르드한 번역이 특징임 그냥 번역 애미 뒤짐
画风精美的小品游戏,看不出来伤害怎么来的,反正觉得厉害就点了,也没有什么差别,假肉鸽来着,一直打拍子操作还有点意思,只能说还行,但不是特别好玩
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Players by region
Where this game's players are, estimated from review languages.
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| Game | Estimated lifetime revenue | Reviews | Review score | Price |
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| $0 | 0 | — | Free | |
| $14.7K | 73 | 70% | $14.99 | |
| $9.5K | 90 | 72% | $4.99 | |
| $142 | 0 | — | $4.99 | |
| — | 0 | — | — | |
| $0 | 40.8K | 99% | Free |
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| $8.2K | 86 | 92% | $4.99 | |
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| $8.2K | 54 | 91% | $9.99 | |
| $8.1K | 235 | 86% | $1.99 | |
| $8.1K | 119 | 97% | $2.99 |