Gacha Fever
Charts
109 😀     2 😒
86,55%

Rating

$4.99

Gacha Fever Reviews

Gacha Fever is a bullet heaven suvivor in a cute and colorful universe. You will fight waves of monsters with various weapons, from the machine gun to the magical girl wand and the Buble Tea Canon ! Just be careful of the area !
App ID2673310
App TypeGAME
Developers
Publishers Milkshake Games
Categories Single-player, Steam Achievements, Partial Controller Support
Genres Casual, Indie, Action, RPG, Early Access
Release Date15 Mar, 2024
Platforms Windows
Supported Languages English, French

Gacha Fever
111 Total Reviews
109 Positive Reviews
2 Negative Reviews
Very Positive Score

Gacha Fever has garnered a total of 111 reviews, with 109 positive reviews and 2 negative reviews, resulting in a ‘Very Positive’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Gacha Fever 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: 671 minutes
I'd like to make it clear that I vacillated between a positive and negative review, especially given that the game offers a lot of content for its low price. Unfortunately, after 7-8 hours of play, frustration set in for reasons I'll mention below, and although I tried to persevere, the game did nothing to correct the situation. The game is a "survivor-like", where you have to equip yourself with weapons and items. These items can (and must) be accumulated to form sets that consume these items (the effects disappear) to produce a new, more powerful item. A run can be summed up as defeating a few waves in a farming zone and accessing the set crafting at the end of that zone, then moving on to another zone, and so on. Crafting is limited to 3 different sets per zone, and there is a choice of 4 zones. At the end of a game, you earn xp to lvl up your account (and unlock new items, weapons and characters) as well as currency for a skill tree. At the start of the game, the choices are limited because the pool of items (and weapons) is small. That said, after several hours, especially when you reach level 30, more and more items are added and it becomes increasingly difficult to craft the sets that are useful to you, especially as the new items form new sets, but the choice of sets per zone is the same and random. I should also mention the fact that many items are very badly balanced (some with ridiculously low values, malus, or others that are too powerful and favour a particular path). So after 8-10 hours, all you'll be doing is trying to find the item you want in a huge pile of garbage. Even if you have the items, if the RNG doesn't give you the opportunity to craft the set, it's pointless. That's how the game becomes increasingly difficult, frustrating and less fun as the hours go by. Maybe I'm being too narrow-minded and tunnel-visioned about one way of playing and itemising among others? ->No, the character you choose is bound to be highly specialised in a particular path (bonus in one type, huge malus in another), and the game leaves you no choice. If you choose character A but the game only gives you items/sets B, you're out. The game does offer the choice of banning items and weapons, and banning an item that is use in a set prevents it from appearing again, but the number of ban are still too limited compared to the number of items/sets. What's more, the ban can only be applied in a run, so the game has already imposed RNG sets for the first zone before giving you the opportunity to ban them. But what about the skill tree? In a word: useless. The upgrades are too expensive and far too weak to be really useful, after 30 or 50 hours perhaps. What's more, the actual values are lower than those displayed. There's no sense of progression or power gain inherent in this type of game. Quite the opposite, in fact, and this is the first time I've seen a game that increases in difficulty and frustration by unlocking new items. Even if your run goes superbly well and you want to continue playing in infinite mode, after a certain stage (30 or 35, I don't remember), the enemies that inflicts very little dmg up to that point will suddenly cause you to lose 1/4 HP in one hit, making the slightest mistake fatal. It's really a big wall put up there for no reason, and contrary to the progressive increase in difficulty you'd expect from an infinite mode... To that, you could add a whole host of other problems (which wouldn't be a problem if the game wasn't so frustrating): -as already mentioned, the wrong values are shown in the skill tree. -numerous small bugs when playing with the mouse, clickable boxes that don't respond or with a delay. -controls not designed with the mouse in mind, especially the activatable items on which you have to click on the 1 key every 3 seconds with the same hand that is busy controlling the character. We could have used the right mouse click, which is useless. -weapons or characters that just seem too restrictive to be fun, with no powerful advantages to compensate. Notably the boxing gloves that make the character jump on enemies every few seconds with no control whatsoever, or the character that reroll your items when you pick up new ones. If there's one thing that could easily invalidate my criticism, it's the addition of an option in the codex (which lists unlocked items) to directly ban the appearance of certain items in the game. Yes, it wouldn't be balanced, but it would be a lot more fun. Maybe I'm being too hard on a small game at this price, but it's precisely because it has so much potential that I'm all the more frustrated.
👍 : 0 | 😃 : 0
Negative
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