REDSHOT
Charts
20 😀     4 😒
70,68%

Rating

Compare REDSHOT with other games
$9.99

REDSHOT Reviews

Multiplayer Update now available! Quick reflexes and clever strategies are required in REDSHOT, a bullet-time metroidvania where everything is deadly, but you are deadlier. Can you save the royal city from total destruction? ...Can you do it with style?
App ID1745520
App TypeGAME
Developers
Publishers Brian Lynch
Categories Single-player, Multi-player, Co-op, Full controller support, Shared/Split Screen Co-op, Shared/Split Screen, Remote Play Together
Genres Indie, Action, Adventure
Release Date1 Aug, 2022
Platforms Windows
Supported Languages English

REDSHOT
24 Total Reviews
20 Positive Reviews
4 Negative Reviews
Mostly Positive Score

REDSHOT has garnered a total of 24 reviews, with 20 positive reviews and 4 negative reviews, resulting in a ‘Mostly Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for REDSHOT 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: 9 minutes
Way too unpolished. I can't recommend this in good conscience. Play blast brigade, ghost song, metroid dread (nintendo switch), or apotheon instead. Having said this, I see Brian having great potential in the future if he takes the lessons learned from making this and has the courage to make another game, especially if he works with others on such a project.
👍 : 1 | 😃 : 0
Negative
Playtime: 26 minutes
I would of honestly loved to give this game more time but the controles where unchangable on keyboard and both switch weapon and use items were on alt, makign it impossible to use any healing. I know it's a very easy fix but for now based on that alone I wouldn't recommand this game
👍 : 2 | 😃 : 0
Negative
Playtime: 112 minutes
A really fun and engaging game. Music is great from start to finish and the environments are awesome to see and experience. Game isnt aggressively difficult but can be a challenge without being to serious. Id definitely recommend checking it out for yourself and before you shit on it just remember it was all done by one person.
👍 : 0 | 😃 : 0
Positive
Playtime: 341 minutes
Fun game with satisfying combat and movement mechanics. The bullet time works great and the game is full of charm. The screenshots don't do it justice. Also, the soundtrack is full of absolute jams.
👍 : 0 | 😃 : 0
Positive
Playtime: 311 minutes
REDSHOT is the best game that I suck at. Even Easy mode is too hard for me. It turns out I was the filthy casual all along. Still, it says something about the game that even a total scrub like me is recommending it. This game is a labor of love from what is, as far as I can tell, a one-man dev team. It is a true indie gem. Do yourself a favor and pick up the soundtrack, too.
👍 : 0 | 😃 : 0
Positive
Playtime: 134 minutes
Not sure why the reviews are 'Mostly Positive'. This is a very well made game. The jump-slo mo-combat mechanic is very nice, weapons and movement feel good. You can ask npcs to join you, upgrades are meaningful. I would go so far as to argue that the movement mechanic is very fluid and other devs should take notes.
👍 : 0 | 😃 : 0
Positive
Playtime: 42 minutes
Beautiful world, incredible music, extremely smooth controls, and with lots of hidden loot, what more could you ask for? This game is challenging, but when you beat an enemy that gave you trouble, it just feels GOOD. Great game, I definitely recommend.
👍 : 7 | 😃 : 0
Positive
Playtime: 398 minutes
Great movement and combat. I think inventory management would've been better with a weapon/item wheel similar to Far Cry 4. Overall though there is so much content here for the price, there's even NG+!
👍 : 2 | 😃 : 0
Positive
Playtime: 11 minutes
It's a bit of a busy mess with it's early barrage of items, clutter everywhere in the environment. Character handling is fast (maybe too fast). The game is pre-mapped out too, so you aren't mapping like in a typical metroidvania. Game also crashed in the first 5 minutes. Just not having any fun with it unfortunately.
👍 : 3 | 😃 : 0
Negative
Playtime: 1566 minutes
I enjoyed playing through this a lot. The movement and gunplay are fantastic, and easily the best part of the game. Honestly that alone was what carried the entire game for me, it's just so good. Combat is a lot of fun(at least in the early game) due to how fast you can move around and how dangerous enemies can be. Gun-boosting around everywhere is sooo much fun. My only gripe with the movement is how finicky the dash-jumps felt, but that might just be me not being used to them. I also really like the pixel art. It's really nice looking, though I wish there was more contrast between important things like explosive crates and the rest of the clutter. I also for some reason didn't see the green grenade/shuriken thrower enemies a lot of the time, but that might just be a me issue. The story... exists, I guess. Its good enough to not take away from the game, just doesn't really add much to it. What DOES take away from the game is: ------------ The level design and map. I don't entirely hate the level design. I mostly just hate how it and the map work together to make finding areas you haven't been yet horrible due to doors that open on one side and the map having no detail to differentiate rooms aside from size and position. For example, finding golden keys was mind-numbingly boring because it was just me aimlessly wandering around and hoping I would stumble into an area I hadn't gone to yet. - This is mostly due to how the map becomes completely filled out instantly upon picking it up, along with it not being detailed enough to remind you of which room is which. A much better system imo would be to either A) Start off with the map not revealing any rooms that you haven't yet seen, and then filling in the rooms as you find them. This should also include any unopened doors, and which side of the door the switch is on(if it is a purple door) so you know if you can get through from that side. This would drastically cut down on the time going into rooms that you have already been in, only to find doors that can't be opened from your side. or B) Show every room in the area upon picking up a map, and then as the player explores the rooms, they become filled with detail. This would be stuff like important npcs, save points, teleporters, water, and doors. Maybe even the layout of the room, enemy spawns, and other details would be nice so that you could tell at a glance which room is which on the map and you don't waste more time wandering back to find out. tl;dr the map needs a lot more detail or some system to track where you have and haven't been(preferably both), as it is both very bland right now and very hard to differentiate between rooms unless maybe you have played through the game multiple times and are very familiar with everything. ------------- Balancing. In the early stages of the game, the balance feels pretty good.Enemies are a threat and so are bosses if you aren't dodging well. Once you get enough money and unlock some of the broken weapons though, that changes. - Food is WAAAAAAAY too powerful, particularly past the early game. I didn't mind it when going through normal rooms, but it kinda sucked that boss fights were completely trivialized by it. For example, I had 45 apple pies going in to the final boss. How do you possibly even die in that situation? I think there should be a max amount of food that you can eat in a boss room. Maybe 3 food items per boss fight? It would still be incredibly easy with that, but it would definitely help. - The rocket launcher is absurdly broken feeling when combined with ammunition upgrades. I had 30 ammo for my rocket launcher going into the final boss, and that along with a poorly timed ammo crate let me take the boss below half health. I literally just walked in, turned on bullet-time mode, and started spamming rockets until I was empty. The rocket launcher should max out at 10-15 shots at most. It would still be very, very strong with this limitation. I didn't mess around much with some of the weapons, like the bow, grenade launcher, and plasma rifle, so I don't know how strong those are comparatively. - Bullet time is kinda way too strong and spammable. You can have it on pretty much always if you really wanted to, which makes boss fights a lot more boring and less fast paced feeling. I don't see any issue with it in normal rooms, but it really harms boss fights in my opinion(not the mechanic itself. That is awesome, just how spammable it is sucks.) An idea that I really like would be to make it start off as it is currently, but if you hold it down for more than 2-3 seconds your brain starts to "overheat" or something and it deals progressively more damage over time while you continue to hold it down. Once you stop using it for some time you cool off and you can use it again for a few seconds more without taking any damage. Maybe something like 2-3 seconds of cooldown for every one second you spend using it?Of course this exactly isn't needed, just something to make the mechanic less spammable during boss fights without completely gutting it. -------------------- BUGS ARE EVERYWHERE, but I would imagine that many of them will probably(hopefully) be patched in the coming months. Some major ones I found: - You can easily open any door without using a key. Switch doors can have the switch shot through the door with some guns, and other doors you can just jump against or wiggle around and they will open eventually. I discovered this completely on accident and easily replicated it to make sure it wasn't a one off thing. - After doing the Sand Worm quest with Miles, he started infinitely spawning hp ups which would lock me in one place and force me to alt f4 the game. Even after leaving the sand worm area, he would still constantly spawn the hp ups which made it so that I could no longer speak to him and do quests for him, and I also had to avoid getting within 10 feet of him out of fear that he would walk up to me and force me to alt f4 again. - When I tried buying the golden key from the shop near the hookshot, my game would crash. I tried multiple times and crashed every time. Fortunately, I could open golden doors without the key due to another bug, so I just used that to open the door I should have been able to. - I found the dog, and I could get it to follow me, but only to the edge of the room it spawned in. Once I left the room to try to bring it to the npc that wanted it back, it would reset and stop following me. ------------------ Despite my paragraphs written about what I think the game does wrong, I still think that the game is very good, and if the dev cares to update it(and agrees with my points, maybe most people don't agree with my problems) the game will get much better as they are mostly simple fixes I think. Even if my problems aren't addressed, the game is almost certainly worth purchasing once the game breaking bugs are patched out.
👍 : 8 | 😃 : 0
Positive
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