Core Rescue
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$0.99

Core Rescue Reviews

Following in the footsteps of the bullet hell games of the classic consoles and arcade systems comes Core Rescue. A Fast Paced Bullet Hell with beautiful pixel graphics and intuitive movement options, Core Rescue is a competitive experience that'll be pushing you to be #1 on the leaderboards.
App ID930430
App TypeGAME
Developers
Publishers Hot Zombies Games
Categories Single-player, Steam Achievements, Full controller support, Stats
Genres Indie, Action
Release Date24 Dec, 2018
Platforms Windows
Supported Languages English

Core Rescue
4 Total Reviews
4 Positive Reviews
0 Negative Reviews
Negative Score

Core Rescue has garnered a total of 4 reviews, with 4 positive reviews and 0 negative reviews, resulting in a ‘Negative’ overall score.

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: 10 minutes
hey brother this is really fun so far its a classic bullet hell. :) my only complaint is the sound balance, the boss projectiles are really loud compared to the music.
👍 : 4 | 😃 : 0
Positive
Playtime: 35 minutes
Got this game and decided to get it and have no regrets!! For the price how can you say no to that, I mean 99 cents!! It's Basically free! The gameplay was easy and the music was superb, 10/10 would recommend. No uwu so I shall just cease!!
👍 : 0 | 😃 : 0
Positive
Playtime: 46 minutes
good, unpolished, simple bullet game, has an old design feeling.
👍 : 1 | 😃 : 1
Positive
Playtime: 177 minutes
Hello, Davis and co. This is Dmytri. I am glad to see that you guys completed this only within the year. I am enjoying this incarnation of the game, all most as much as I enjoyed testing its early versions, though I will not spare you my feedback now, since you were so eager for it then. Since the music was so essential to the conception and design of the game I would strongly urge you to start the game at a standard volume setting, especially because the controls on keyboard are initially difficult to navigate. I would fix those controls, as well, allowing for the possibility to use directional buttons and the Space and Shift keys as an option. Some of the graphics feel a little campy, but I'm thankful that you kept the Illuminati Pyramids. You do well to heed the Word of the Tree. On that note, I should all so note that the game would benefit from some voice acting during the dialog entries, only because unlike other shoot-em-ups it's easy to lose track of the Core's Message and its many nuances when the screen is all ready scrolling to your doom. I take it that the Core is supposed to be menacing and mysterious, but this fades a little TOO well into the success of the actual level design in capturing that mood. Ironically enough, the Core becomes a little laughable as a result and mitigates the sense of immersion. If that makes sense. I really enjoy the techno music as well and the second boss feels very natural, reminiscent of some of my favourite levels from games like Jak and Daxter (esp. Jak II!), Ratchet and Clank, and even Spyro the Dragon (esp. Ripto's Rage; there's something about sequels and air tanks that you captured here with this sophomore boss). The first boss reminds me now of N. Gin from Crash Bandicoot, though I cannot remember either the demo version nor the guy from Crash being this intimidating. Some of the bullet waves in that first boss feel impossible to dodge except with great precision, and that mitigates the advantage of having a Dodge Button (which, again, I should note was difficult to learn, especially since it is in such close proximity to two other commands, hence feeling less like a defensive escape and more like an attack). Personally, it's surprising that for someone who gave you guys a B for the demo I get an F as a player on all of the levels. Maybe I've been playing too much Touhou and I picked up some inappropriate habits, but maybe this game is a little too hard at the beginning. The buttons that appear at the start of the game as cues for controls are confusing, especially because I am using a different controller than the Xbox one that they refer to. Most multiplatform games nowadays work around this confusion by adapting the visual cues to the controller, but in your case I would simply leave this up to the player to figure out based on the existing prompt prior to the level. Or you could just have the Core yell "DODGE THAT BIG BLUE WALL". Thank you for uploading this, and thank Joe for the free advertising. We have a lot to draw upon as inspiration for our own upcoming debut, whose popular working title now is Wendi: Mass Destruction. This upload on your part alone inspires me to persevere; don't allow my criticism to obscure that fact. If anything, I thank you for alerting me to just how critical I've become of design. It explains my relatively jaded nature as a player now. As an afterthought for you, though one I meant to mention earlier: Joe holds the strong opinion that the strength of the game lies in the Dodge command. I feel that the game flows well as a whole, but I won't deny his position about the value of that peculiarity. He feels that you've advertised this game falsely by inflating its weaknesses at the expense of selling its strengths. I feel that those weaknesses can be redressed with a few simple updates. Yet I still urge you, as does he, to adapt your pitch to focus more on what makes your game magical and unique than what makes it "cool" and trendy. If you can, adjust the gameplay to that too. It's the epicentre of your Core. Sincerely, Dmytri.
👍 : 4 | 😃 : 0
Positive
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