
Survive against hordes of zombies using bullets enchanted with spells purchased from a rerolling shop. Spellshot is a fast-paced, rogue-lite fps in which you create unique builds by combining and upgrading spells, activating set bonuses, and collecting rare items.
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Languages: English**languages with full audio support
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Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This little pixel roguelite version of COD Zombies has it's fun for a little bit, but ultimately it lacks a lot of quality of life improvements that would make it fun. The game seems to expect you to understand or be familiar with COD Zombies mechanics: things like repairing windows generates gold, for instance. There's no tutorial, just dumping you into the fray for you to figure things out. There's no indication of what certain keyword effects do once you get them in your gun, no understanding of *how* the singular gun you get combines the bullets together or selects which one to shoot, no clear way to build to a specific thing, and no understanding of when to ditch certain spells for others in your gun. Most notably however, is that the game runs on a timer. Unlike in COD Zombies, where each wave is discrete and you clear a wave to move to the next, this one constantly throws enemies at you and you eventually get overwhelmed regardless. There's no crawler stalling here for you to explore levels, you're on the clock the whole way. One of the other aspects, "Chronowarping", wherein you trade three fragments to upgrade your gun, also *takes the gun away* for a brief window, meaning that you are functionally unable to interact with the game while the zombies crowd you. For such a low benefit of upgrading *some* of your spells, you have to suffer what feels like ten seconds of no gun and then having to go FETCH the gun again, so if you run away to dodge the zombies, you're SOL. I picked this game up on sale, for 2.99. It's not even worth that to me, let alone it's full price.
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is a massive chore to play. It's really weird that the core fun of rogue-likes of trying different combinations and being able to try different weapons against different enemies doesn't exist. I don't understand it. You make the maps tight and sluggish to navigate and have literally very little variety in *countering* enemies that instantly kill you because you couldn't evade the entire map. The formula is right there. You have different varieties of gems, have different counters towards different enemies. Instead of just spawning 3000 exploding that cover the entire floor and immediately kill you. It's so disappointing. I was expecting something a lot more complex and varied, instead of long corridors and just running around shooting weapons that feel exactly the same at enemies that feel the same and act the same. The fantasy setting just kinda exists, but it's not really fleshed upon. Why does melee exists if it just kinda sucks from the get go? Limited range, one gem that deals with it, and barely any purpose. Sometimes I can have a ton of fun with this game, and I feel like it's so close to its potential, but there's just a lack of cohesion and needing that extra bit of complexity to really have everything flowing well. I hope for a sequel! There was a ton of fun ideas with collecting gems and upsizing your gun, but it all felt pretty much the exact same. The melee is unseverely underused, and the Chronoshard mechanics were sorta disapointing? There wasn't a fun sense of progression throughout your ten rounds of playing, and by the time you actually have something interesting in terms of playstyle... It's already over. Meh. Get it on sale. Decent Steam Deck game.
I can see it is a good game for kids. I got tired after 3 hrs. Essentially things you need to know: 1. you can repair the spawn window without facing to it. So essentially the dev expect you to just stand there and shoot. Provided that your so called "build" allows. -why is that important? you get money from repair (with some cheap upgrade). and nothing attack you from the back. 2. The lab can only upgrade one element ONCE at max. So you can forget about keep collecting crap to level up spells. Just stick with one element. - ice : need mana income, because you want more icecream - earth : the eco choice - fire : high ammo consume so extra reload - electric : one shot kill + X5 multi shot - poison : delayed kill + aoe + HP regen 3. money is overrated after 4th shop visit What worked for me for the first map: step 1. get zap magazine so reload does AoE, guarantee over dmg cap for first 3 round step 2. get upgrade and build going before explosive rats coming in step 3. good luck final step. run around at blocked path and spend to open it if things get too dangerous.
Interesting idea, but bad execution. In short: spend time for meta upgrades and get through stages that way, because, at the end of the day, you will not be able to build around something properly, because that's how underwhelming the majority of spells and items are. Sure: you COULD try getting some build going, but you will realize that most spells barely do anything, and hope you roll into one of the good spells to replace the bad ones, which can be ignored if you are far enough in meta progression. Same for "items", you use what you get, nothing so gamebreaking that you NEED to reset runs for. --------- Overall: mid game. If Steam had "mid" option, I would have picked it, but here we are: I can not suggest the game in it's current state, not because it's bad, but because it's another title trying to waste your time, rewarding those which just... play... instead of respecting it by rewarding good players performing good.
[h1]Один из самых ультимативных примеров проходняка на пару вечеров который только можно представить.[/h1] Spellshot - это стрелялка с приятной околодумовской графикой и с ядром геймплея, которым является синергия оружия и заклинаний разных стихий. Это ВСЁ, что можно сказать про эту игру. Но это не делает её какой-то плохой, эта игра и не пытается быть большим и в этом определенно её прекраса. Иногда всё чего хочется это стрелять в однотипных 2д врагов из крутовыглядегощя оружия с какими-то там стихийными заклинаниями. Игра немного затяигивает и определенно обладает приемлемым аудио и видео оформлением. Это хорошая стрелялка в зомбаков на вечер. Я не могу выделить в этой игре ни одного сущетсвенного плюса также как не могу и минуса. Со своей задачи занятия рук она справляется и в процессе возможно даже пытается заигрывать с реальными геймплейными механиками синергии разных заклинаний в пулях. Мочиловка зомби 2004 Сухие цифры: Геймплей - 3/5 Аудиомузыкальное выполнение - 2,5/5 Сюжет/нарратив - его нет Атмосфера и ворлдбилдинг - 2/5 Уникальность - 2,5/5 Графическое выполнение - 3,5/5 Общая - 3/5
Una poronga
Adding booms to your booms is a very optimal strategy and i'm absolutely here for it.
pretty dang good
Super bare bones feeling and not a very good tutorial explaining anything, doesn't seem worth the effort to get past that initial hurdle for a totally forgettable shooter.
Cute art style and that's about it. The maps are waaaay to small, and the gun play is nothing to write home about. Other the the art style and the music there's really nothing impressive here. It would be alot more fun if the game was multiplayer.
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