I haven't played this in a while, but I still think about it on occasion. It's basically a fidget toy for movement shooter junkies. You can bunny-hop and circle strafe and "rocket jump". Skulls and other horrors pour out of the woodwork and pursue you relentlessly. If they touch you, you die. Keep moving, keep shooting. Your "gun" gets stronger as you go, but the volume and variety of enemies chasing you ramp up to a point of insanity. After a certain stage you stop thinking and everything just becomes a blur of speed and violence and adrenaline until you inevitably make one little mistake and die. Then you do it all over again.
The visual style and enemy design really grab me. It's creepy-cool, and the fact your sole form of attack is shooting daggers from your hand is just neat-o. Your alt-fire is a shotgun blast of blades. That alone is surely worth at least three stars.
Is it a bit of a one-trick pony? Yeah. Is it a candidate for "best ten dollars I've ever spent"? Also yes. It's like a Treasure shooter condensed into a blood-red ruby of FPS goodness. The only reason I would ever ward you off from playing is if you're the kind of person who will spend more hours than they can afford saying "okay maybe just one more try".
The visual style and enemy design really grab me. It's creepy-cool, and the fact your sole form of attack is shooting daggers from your hand is just neat-o. Your alt-fire is a shotgun blast of blades. That alone is surely worth at least three stars.
Is it a bit of a one-trick pony? Yeah. Is it a candidate for "best ten dollars I've ever spent"? Also yes. It's like a Treasure shooter condensed into a blood-red ruby of FPS goodness. The only reason I would ever ward you off from playing is if you're the kind of person who will spend more hours than they can afford saying "okay maybe just one more try".
Devil Daggers is both simple in its premise as well as its presentation. It's the perennial "easy to pick up and play but hard to master" game coupled with a touch of "only one more run before I quit the game" addicting mechanic.
This is a first person shooter with twitch-based gunplay consisting in defeating endless spawning enemies from hell. New enemy types spawn as you progress. The game ends when you die and your kill-count acts as the game's scoring system which is recorded and posted in an online master leaderboard. The kick is that the game/enemies is brutally challenging and hard so it's fairly common to die quickly and the rinse and repeat the process. Overall, I enjoyed the simplicity in the concept of the game as well as the them and presentation.
This is a first person shooter with twitch-based gunplay consisting in defeating endless spawning enemies from hell. New enemy types spawn as you progress. The game ends when you die and your kill-count acts as the game's scoring system which is recorded and posted in an online master leaderboard. The kick is that the game/enemies is brutally challenging and hard so it's fairly common to die quickly and the rinse and repeat the process. Overall, I enjoyed the simplicity in the concept of the game as well as the them and presentation.
An anxiety-inducing little torture chamber of an FPS, where you restart every time you die and attempt to progress just a biiit further. No procedural generation here -- waves are set, so like many an arcade-style shooter it's all about managing spawning enemies quickly so as to not be overwhelmed. Easier said than done.
I will say, I don't love constantly dying to things that are behind me (I know I'm probably bad at the game and need to strafe better or whatever)... but man I sure do love almost everything else about this. You start out in a dark room, a lovecraftian tentacle pillar vomits skulls at you, and you're off to fun town for about 90-or-so-seconds before you get ravaged by some other shadowy monstrosity and have to start all over.
I will say, I don't love constantly dying to things that are behind me (I know I'm probably bad at the game and need to strafe better or whatever)... but man I sure do love almost everything else about this. You start out in a dark room, a lovecraftian tentacle pillar vomits skulls at you, and you're off to fun town for about 90-or-so-seconds before you get ravaged by some other shadowy monstrosity and have to start all over.
it's an interesting collection of ideas, like some horror take on devil may cry fps/cycle based combat rather than quake stuff. Its also about enemy numbers and dying in one hit, watching leaderboard videos to find targets to prioritize just means you are copying the same strategy, it's a lot of slow stupid grind to reach a late wave with enough enemy types, too many survival modes fucking suck and this isnt any better