AppRecs review analysis
AppRecs rating 4.7. Trustworthiness 68 out of 100. Review manipulation risk 27 out of 100. Based on a review sample analyzed.
★★★★☆
4.7
AppRecs Rating
Ratings breakdown
5 star
71%
4 star
29%
3 star
0%
2 star
0%
1 star
0%
What to know
✓
Low review manipulation risk
27% review manipulation risk
✓
High user satisfaction
71% of sampled ratings are 5 stars
About upg: bullet heaven
upg (pronounced up-gee) is a fast-paced bullet heaven auto-shooting action platformer where you focus on movement while your weapons do the shooting. dash through procedurally generated levels, collecting upgrades and taking down waves of enemies.
features:
- automatic weapon systems - focus on dodging and positioning
- fluid movement system with wall-sliding, dashing, and precise jumps
- multiple weapons:
- rapid-fire projectiles
- homing missiles
- orbital defenders
- chain lightning
- returning boomerangs
- roguelite progression:
- (upg)rade existing weapons
- unlock new weapons
- improve speed, health, and jump height
- procedurally generated levels
- pixel art with dynamic lighting
- retro-inspired sound effects
controls:
- left joystick to move
- right buttons to jump and dash
- that's it - weapons fire automatically
stack upgrades, combine weapons, survive as long as you can!
Tap to Rate:
Reviews for upg: bullet heaven
Griffonclaw
Optimization Issues
The game play and style are both very appealing and done well. Hope there is an interest in adding currency to upgrade items outside of just repeating the lvl over and over. Procedural generation can give the game a good hook but its also its downfall in some ways. My 2nd map I played on, generated a pocket just big enough for me to sit in and never worry about moving. Maybe some tweaks to the generation algorithm can help prevent this. Since I could stay in this pocket of safety it gave me a chance to see the frame rate tank and it didn’t take very long. Even if a player is good this is going to create a hard cap in the game play. I am not sure if this is correct but if every enemy is procedurally generated then maybe that can be change? Maybe once an enemy type is generated its then “stored” in memory and they keeps spawning that specific generated enemy with a specific frequency? Maybe I’m just saying nonsense but maybe it helps give you an idea on a solution.
Unforgiventomato
Fun but awkward movement
It’s fun and a great concept but with not many features, The movement is bad imo It’s hard to navigate the platforms with dashes because it’s hard to dash in the right direction while not overmoving with the joystick. Most of the time for me, I was only moving right and left because my skill issue and the open space prevented me from being able to go onto the floating platforms which kills me due to the sheer amount of enemies, Would be a much more enjoyable experience with more capability for movement up and down to dodge the enemies. This could be done by making the ball stick things easier to get onto, making the jump more long lasting and adding more platforms with or without constant collision to fill the empty faces. My inability with vertical movement and with the dashes also prevented me from retrieving exp of enemies killed from far away. Would also be cool if there were more things on the map or roguelite features(not like permanent stat gains) but more like an ability select menu and more abilities to combo them. Conclusion: Make vertical movement with dashes and in general easier(so I don’t just move left and right) Make jump better Put more stuff in the empty map so the guy can move more(so I don’t just move left and right) Add the dynamite from terraria or Minecraft Make more potential for ability combo with roguelite type stuff if possible. Enemy and ability dictionary Also it’s too laggy