Defect Process
Charts
20 😀     1 😒
77,40%

Rating

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$4.99

Defect Process Reviews

Pure 2d action with a freestyle combat system
App ID1136730
App TypeGAME
Developers
Publishers Incoherent Software LLC
Categories Single-player, Steam Cloud, Full controller support
Genres Indie, Action
Release Date30 Nov, 2022
Platforms Windows, Mac, Linux
Supported Languages English

Defect Process
21 Total Reviews
20 Positive Reviews
1 Negative Reviews
Mostly Positive Score

Defect Process has garnered a total of 21 reviews, with 20 positive reviews and 1 negative reviews, resulting in a ‘Mostly Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Defect Process over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 34 minutes
Really enjoying this so far! Great music, interesting combat that I feel like I'm just scratching the surface of, varied enemies. For 8 Dollars this is good value, I'm excited to see how the devs build this game out and what they do nexT!
👍 : 3 | 😃 : 0
Positive
Playtime: 405 minutes
This reminds me so much of when I was a kid and used to play Double Dragon with my friend! The animations are slick, the arenas are beautiful, the music matches the mood perfectly, and the fights are tense! My only gripe is that ranged weapons are a hassle to use without a mouse, so I've been playing only with sword + skills. Congratulations to the dev! Bravo!
👍 : 1 | 😃 : 0
Positive
Playtime: 136 minutes
very good and extremely promising for a game that was clearly made on the budget of your average packet of Ramen. my main complaints are: 1: the Y button (or whatever the top face button on your controller of choice is) is dedicated to weapon switching. this makes no sense as just giving the player access to both weapons at once would be far better for game flow and combo flexibility. furthermore, taking your finger off of the attack button to swap weapons and then back to the attack button feels unnatural and stiff, which would be alleviated if it were just a separate attack button. it's an unnecessary function poorly placed on the controller. 2: animations are stiff and sound effects lack impact. this is okay since the game is made by a small developer, but improvement on this with patches or in the dev's next game would be greatly appreciated. overall, I think of Defect Process more as an experiment than as a full game. that's not to say it's bad, but it feels like an excellent proof of concept to either the version of this game after all of the post-launch patches have come through or some other game that this dev has planned down the line. i'd like to end this review with a note to the developer. you've created a fun little brawler with some genuine combo potential, but it feels like a shell of a game due to the barebones presentation and nonexistant level design. i hope you take what's good about this game and either polish it further with patches or take the lessons learned by this game and put them toward a more polished complete product. i think you've come across the bones of something special here, and I hope that you can fill them in in future projects. thank you for reading this shitass review.
👍 : 1 | 😃 : 0
Positive
Playtime: 3085 minutes
This is the Review of someone that finished the game. If you like Character Action, buy it. It's a DMC "Ripoff", but a true ripoff tries to ape off the formula and tropes of a game with nothing unique to it or any kind of quality. This is GOOD. [h1] Story: D (N/A) [/h1] There is no story. You seem to be a bird dude that is trying to escape a program or process. He seems to have a personality seeing as how he can taunt. Yes, it's a rougelike, but its basically Entrophy Effect but open ended, as far as combos go, so don't worry about the rougelike stuff; it's basically Bloody Palace, but you have to upgrade from the very start. [h1] Graphics: B [/h1] It is what it is. You aren't here for the graphics, but it looks like you are at some sort of factory with monsters of some kind. They pop out, though. [h1]Music: A[/h1] The music is okay; I mean, there's a forboding atmosphere. I haven't unlocked all the tracks, but I doubt we were getting some Arc System Works-esque bangers, so..... [h1]Gameplay: SS[/h1] The only reason this isn't getting a SS is because of the weird enemy design and gravity, but we will get to that. The game is a bit experimental, and even though there's definitely DMC in there, the weapons are different enough to warrant unique combos, even though the 2D nature of the game means that it's more akin to a fighting game. Unlike some other creators that tried and failed to make a rougelike (alongside bloody palace for some stupid reason), this game works by virtue of everything mostly being meter upgrades and weapons. You do some light platforming with no real threat to get crystals to upgrade your power, then fight more enemies in a sealed battle. You rinse and repeat until you get to the final boss. You also get blue shards to unlock stuff. It's a combat game with nothing but fighting, which is good, because the combat lets you do your own thing and make combos while jumping out of harms way. There's even a spear attack from enemies you can ride on, and but beyond style, there's technical stuff like some of the weapons have inertia and interactions with dash and jump cancelling. It's a good character action game all in all. [h1]Weapons: S[/h1] You only have two melee and ranged slots, al-la DMC3, a mobility ability, and some more esoteric abilities. Now, you have a sword that works like Rebellion, with a delayed finisher to knock enemies backwards, alongside a fireball, and a orb that might be the only bad move in the game. Then there's a staff that actually behaves like Cerberus, and has a setplay tornado, alongside a revolver that launches you pretty high up, allowing you to evade some attacks. Not to mention, there's a attack that launches enemies from below. Then there's a pogo attack that works with divekick to allow you bounce off enemies across the battlefield. There's a Scythe that is one of two setplay weapons that allows you to either cut at a close range or send it out in various ways, including launching enemies towards you, and perform a variety of attacks while it sits there. You have a Beowulf/Ifrit/Gilgamesh-esque weapon that gives you a dive kick, and some charge attacks that work by holding a button after attacking. That gets you a rising knee, a power geyser, and a standalone knockback attack, alongside a dive kick that allows you to go with the foes. The final weapon, I'm not so sure about, as it functions like a mini Doppelganger. You perform attacks with a Buster Sword, hold attack, and the next time you PRESS that button, the unique, alternative attack is performed. I think it would work better if it was an ability that recorded the last move you used for any weapon, then allows your clone to repeat the move, either for the previous location or your current location, maybe one for the ground or air. It's still good, but It comes off like it would be better for a Vergil like character as an unlockable alternate mode. You also have a standard pistol, a shotgun that does knockback or freezes an opponment in place, a grenade launcher that shoots rockets and proximity mines that launches, a summoned sword esque ability, that is probably the worst ranged weapon since it's too slow, rather than a mote of energy that quicky homes in on whoever you locked on. You also have a railcannon that works like DmC's charged E&I. There's some mobility tools like a dash that can cancel attacks and allows you to jump far like Mega Man, a teleport that kinda falls off if you understand frame data or have one of the other tools. There's a grappling hook that puts you above an oppoment or pulls them to you. You also have extra skills like flight, which is kinda useless since you can't do anything with it but reposition, a fast fall (that could've been baked into the moveset, alongside hold jump for flying), a quicksilver esque stasis blast, a tool allowing you to place a flag and teleport there, alongside the ability to put a platform in mid air, allowing you to do ground attacks in the sky. They are all in all well made, and serve a purpose, though the spirit blade will definitly take time to get used to. [h1]Enemy Design: SSS[/h1] There's only only major flaw in the design, which is that they tend to not turn around unless you hit them, or taunt them. I don't know why they are like this, but compared to the slop in DMC5 and other games, I can forgive this. They mostly either send projectiles or long range attacks that are pretty deadly, considering you don't always get health refills in stores. There's even one that creates a damaging wall, and a beast that sends homing gloubles of red energy after you. Besides the whole turning around thing, these enemies are what Character Action foes should be like; opponments that can keep you on your toes and keep you from playing a juggle simulator. The final stages takes advantage of the fact that this might be the first Character Action where the protagonist has good combat physics and platforming physics. (as opposed to trying to shoehorn in platforming or basing the gravity around platforming because of this, the later game becomes pretty difficult because of all the projectiles. [h1] Bosses: D [/h1] Sadly, there is no evil bird man that copies your moves and I am dissapointed by this. The final boss feels like stage one. The bosses from gravity circuit feels better than this, though I suppose it's not terrible, but I would've like the boss to have a unique weapon you unlock for your 6th weapon slot, since it's weird and it feels like I should have unlocked something. [h1]Overall Score: SS[/h1] It's not the greatest game, but as far as a base level goes, it's fantastic, and you should play this game if you like Character Action. I'm hoping that this studio's next game is even crazier.
👍 : 2 | 😃 : 0
Positive
Playtime: 21 minutes
I want to like the game but it gets so repetative, like the rooms are just the same 3 in pretty much the same pattern (battle, crystal room, sometimes a shop) then repeat, so when the fighting is pretty much the only thing youll do youd hope its fun but as of right now sadly not, yeah you have cool weapons but what does that matter if enemies are so not engaging to fight, they only turn toward you if you hit them so if you jump over one theyll just keep walking that same direction until hitting the wall and they feel so slow and sluggish to fight like when you would do a tutorial in a game and they would give you that one training dummy enemy mostly there for you to hit, yeah all enemies feel like that If you want a game that similar to this but just better i would recommend Astral Ascent, they have more room variety and better enemies
👍 : 2 | 😃 : 0
Negative
Playtime: 15 minutes
Some story would have been better than the pure action.. Feels more like an engine demo. I guess the actual plot of the game is that it's possible to make a 2d sprite game in haskell.
👍 : 3 | 😃 : 0
Positive
Playtime: 130 minutes
I really like the graphics of the attacks and characters - very otherworldly and cool. The combat is very satisfying, and it's great that this game gets regular updates. Background music is befitting. Edit: The purchasable flight equipment (wings) is awesome for people like me who fall off platforms easily. Grateful for that addition!
👍 : 4 | 😃 : 0
Positive
Playtime: 735 minutes
A fun, honest, no BS combo action roguelite. It's obvious that thought and care were put into this game's array of weapons and abilities; the developer clearly has a deep appreciation for combo-centric action games. It's a "budget" title and priced accordingly; there's no plot, and as an audiovisual experience it's certainly spare. The graphics are functional and generally sharp but modest, and the music and backdrops act as adequate wallpaper for the single-screen arenas which are themselves mechanically featureless save for the enemies that populate them. Individual enemies are nonthreatening stage hazards which act in concert to pressure the player into a tempo of evasion and offense; success will be measured by how well you can integrate each into the other. At base difficulty (i.e. default enemy health values) the game isn't particularly difficult, but the variety of melee/ranged weapon types (and combinations) and highly permissive attack cancel windows make for a pleasing combat experience which encourages experimentation and allows for some fairly stylish play, even within the constraints of weapon movesets which at first glance might seem restrictively small. Move utility and freeform expression seem to have been the main design priorities, and in that sense this game should be regarded as a resounding success. It kills me to see that a game so lovingly and competently crafted has been neglected thusly, and I'd entreat anyone who considers themselves a combo-action enthusiast to give the demo a half hour of your time. For $5.00 USD full price, you really can't go wrong here. To the developer(s), I see great potential in your work, and I hope to see what comes next.
👍 : 3 | 😃 : 0
Positive
Playtime: 5972 minutes
This game is addictive and fun to play. It is a good fighting game with a fair amount of strategy. The 2D environment is deceptively simple but there are a lot of complex moves and a good amount of weapon choices. Every time you die, you try to figure out a better way to utilize the weapon or use a more effective weapon. It seems like there was a lot of thought that went into designing the weapons and enemies. It was a lot of fun figuring out how to handle each enemy’s specific attack patterns with the different weapons. For example, using the teleport to pass through the laser wall or trying to time the stone form correctly to reflect the regular laser attack. Even though the game is in Early Access stage, it already feels pretty complete and very playable. I have not encountered any problem or bugs. There are plenty of weapons and skills to choose from. Certainly, there are more than enough enemies to keep you occupied.
👍 : 5 | 😃 : 0
Positive
Playtime: 57 minutes
This game is pretty amazing! I like this visual style. It gives the game a special charm. The gameplay is focused on combat, and it's really good. It keeps you involved all the time. After the first few battles, I assumed that this game is rather straightforward and easy. But to my surprise, I died after several stages. I feel that the game creators managed to maintain perfect balance in combats — they are both engaging and challenging. For instance, using the "Teleport" to jump through moving walls requires some practising but it feels so nice when you do it! The game is only in Early Access but I already see the potential. I think the game would benefit from Tutorial, Story mode and Endless playground. Of course, I'm looking forward to having even more weapons, more skills, more players with unique abilities! But even without that, it's already fun to play. At some point, I even felt some Devil May Cry vibes from this game, and it was a nice nostalgic moment. Amazing job, developers! 👏 P.S. This game is implemented using the Haskell programming language, and, AFAIK, that's the only Haskell game that made it to Steam (or at least the first one I see). Being a Haskell developer myself, I really appreciate the effort! It's apparet that a lot of work and love was put into this game. And it's really inspiring!
👍 : 7 | 😃 : 0
Positive
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