Autumn Night 3D Shooter
Charts
27 😀     23 😒
52,78%

Rating

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$3.59
$8.99

Autumn Night 3D Shooter Reviews

A 3D shooter made in the spirit of the the 90s' FPSes. Atmospheric pixel graphics, fast-paced action, focus on pure gameplay, made using a software renderer written from scratch.
App ID581730
App TypeGAME
Developers
Publishers Sergey Bobrov
Categories Single-player
Genres Indie, Action, Violent, Gore
Release Date9 May, 2017
Platforms Windows
Supported Languages English

Autumn Night 3D Shooter
50 Total Reviews
27 Positive Reviews
23 Negative Reviews
Mixed Score

Autumn Night 3D Shooter has garnered a total of 50 reviews, with 27 positive reviews and 23 negative reviews, resulting in a ‘Mixed’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Autumn Night 3D Shooter 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: 158 minutes
Love the style. It's very hard though, I wish there was some save/load mechanism, but on the other hand it's very intense right now.
👍 : 12 | 😃 : 1
Positive
Playtime: 126 minutes
Upside: Präsentation is good it develops a mood quickly and the engine works solid. Movement is good, i never got stuck. Some of the enemies have interesting behaviour. Downside: Bad balancing makes into bad gameplay. Another single developer is his own best gametester. Levels are crowdet with bullet-spongy enmies but the weapons are underpowered. Still the game intends you to go in the middle of the action with only limit range weapons and temporary kill - damage bonus. That would be neat, if the weapons could deliver a punch. Each ammo pickup refills 100% ??? So you are forced to avoid them or waste alot. It does not help that you are expected to do a 100% cleanup job to leave the level. Theres a lot of potntial so i hope there will go some more balancing into it.
👍 : 6 | 😃 : 0
Positive
Playtime: 19 minutes
I really want to like this game, but it's so poorly made. The grapichs are authenticly retro and so is the music, but it's also too quiet. The level design is awful. All the enemies are clumped together in one big open space, giving you very little vantage points to take out enemies individually, and you'll run out of ammo quickly if you try to take them all on at once from a distance and you'll quickly die if you try to take them on up close.
👍 : 3 | 😃 : 2
Negative
Playtime: 196 minutes
If you like Doom/Doom 2, this game is absolutely worth $5 to you. No jumping, no plot, lots of bad guys. The graphics and music do a good job setting the tone. The enemies are challenging and numerous. The level design is fairly basic but secrets help add variety. Very barebones menu and options - you can't rebind controls, so if you don't like WASD you're out of luck. Give it a try!
👍 : 6 | 😃 : 0
Positive
Playtime: 48 minutes
Autumn Night 3D shooter is a great old-school game. The level design is okay. The weapons are varied, every single one feels different. The secrets are well-hidden and rewarding (you get a new weapon). The plot is almost non-existent, but I would argue that shooter like this doesn't really need one. The graphics is great like always in Sergey Bobrov's games. Overall, I think that, if you like 3d shooters, you should definitely try this one out.
👍 : 9 | 😃 : 0
Positive
Playtime: 47 minutes
The mechanics of an old fps without any of the design. Bland open environments with arbitrary clusters of enemies, which respawn a few times per level as you collect weapons. It's full of baffling design choices like Doom's charging Demon's equivalent being a tiny figure muted against the background, with a passive attack pattern: grunt, charge, stand around. I found myself comically looking around after a grunt trying to find them. Nothing special, certainly no Doom let alone Heretic/Hexen, but fun enough, I suppose.
👍 : 4 | 😃 : 0
Positive
Playtime: 161 minutes
It is only a slight recommend, if it is on sale then get. The graphics are simple and look nice enough, maps are simple with simple combat but unique weapons. However, the difficulty comes from enemies that take too many hits to kill even with the explosive weapon, sometimes I would run out of ammo if I was unlucky with drops.
👍 : 0 | 😃 : 0
Positive
Playtime: 37 minutes
Graphics-Solid and consitent. Not some half ass pixel art used soley because it was easy to do Music- Awesome, though all sounds lack "punch"; they all feel weak. Gameplay-Solid shooter in a set map with tons of baddies UI-The Ui is unintutitive and bland. Could use some touch ups. Polish- Its okay, could use some work. For example, a "you died" screen rather than just sinking to the floor. Notes: Could really use a save function. If maps were slightly varied each time it would make me want to try it again and again, but as it stands, doing the same thing over and over can get boring.
👍 : 6 | 😃 : 0
Positive
Playtime: 59 minutes
It was a pretty lukewarm experience. It is a novelty demo of an experimental engine, but not really a game on its own and not one that I would want to replay much. It has balancing issues and lacks interesting features that leaves a lot to be desired. It is also kind of unforgiving, especially due to balancing issues, so you might get a kick out of it if you're a fan of the genre and love a challenge, but it mostly left me very frustrated. I was lucky to get it while it was on sale for a few bucks, and if you really wanna try it, I recommend the same. Otherwise, maybe skip over it for something more robust. TL;DR at end. Performance-wise, I didn't have issues, but I do have some concerns/warning for potential players. In its use of the experimental engine, it is entirely CPU reliant. You may find that it runs poorly on your PC. I ran it windowed at high with no drops in frame or quality, but I also have a higher end CPU. My only performance complaint is it is UNUSUALLY quiet, that for it to be on par with all my other programs I had to turn Windows' volume all the way to 100. Appearance-wise, I found its overworld ambiance quite nice, but it has its issues. I think more than anything, the color schemes going for it cause everything to kind of blend together, and in turn I missed several areas on my first playthrough. It's not a secret if it's dead in front of you and you can't see it because it looks like the rest of the room. Unfortunately, I couldn't get past the second level (first two levels share the same graphics), so my understanding is limited. Gameplay-wise, it was all around lacking, unbalanced, and frustrating. It has missing information with the listed controls and trial-and-error (that kills you) for fundamental understanding of mechanics - I don't mind games that lack explanations and instead encourage your intuition and curiosity, but this isn't really the case. It's too much to summarize at once: - Spacebar is not listed as an input key despite the fact it is quite literally needed for the main menu selections. (The main menu lists the controls of the game, but makes no mention of this. Not a big deal, but just FYI.) - The energy system for the weapons goes unexplained. The gems on your UI bar are a vertical bar of how much energy (ammo) your weapon has. Each weapon uses these two bars differently, some only using one or the other, or both, or consuming them faster, etc. The gems on the ground (of same appearance) are ammo refills. Walking into them will restore your bar (not to full, but by some). I feel mixed about this, because I've played plenty of games where you have to figure out yourself, but this becomes unforgiving because of the ammo balancing. - If you run out of ammo, you're SOL. There is no self defense abilities. You can find gems to replenish in the overworld, but once those run out, you have to hope they drop from enemies. This sounds okay in theory, but there's no guarantees they'll drop, so you can kill enemies upon enemies and still have no drops. If enemies remain and theres no ammo laying around, you quite literally have no choice but to die. - Additionally, there's no way to save extra ammo - you have to leave it behind or come all the way back when you need it. No way to store extras, and overflow from when you refill is just lost. - The level design is lackluster and sometimes unusual. The appearance makes some (normal, not-so-secret) areas really missable - there's a difference between "it's a secret" and "it's dead in front of you and you still can't see it." This is worse still for the actual secret areas, which are so much more missable. It took my second playthrough to actually find other weapons, let alone to find access to the locked-out areas, and it really... wasn't that hidden. I felt frustrated more than satisfied when I found them. - To clear areas, you kill a quota of enemies. When you find another weapon, it raises that quota. It forces you to wander around hoping for more enemies to spawn when the number gets high enough. That seems to be all there is to it for progression. - There is no saving function. When you die, you have the option to start the entire level over. If you go to the main menu or close the game, you have to start the entire *game* over. There is, thankfully, a pause menu. **This is an edited review. At the time of reviewing, I literally could not find the other weapons on the first level, and could not get past the second level. It's entirely possible to miss these things. I gave it a second chance and played it again, and was able to find some extra areas and two extra weapons, only for it to still not be enough to get past the second boss. (Also edited for clarity, readability) TL;DR - Everything it has going for itself falls short because of bad balancing of weapon mechanics with lackluster and missable design choices, and creates a completely frustrating and sometimes unforgiving experience. The most the game has going for itself is that it is the demo of an experimental engine, which is not something you can see outside of a performance hit on your computer and potential lag. Fans of the genre might like the challenge or novelty, I guess.
👍 : 4 | 😃 : 1
Negative
Playtime: 12 minutes
A respectible "Experiment" but a full fleged game with a price tag this is not The game still drops frames and lacks many basic features a game should have I think this was a missed opportunity to make a game with a real classic style Maybe release it as Early Access and build upon the software renderer and content Instead it seems to be a proof of concept with placeholder sound effects
👍 : 37 | 😃 : 3
Negative

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