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OVERWHELM

OVERWHELM

84 Positivo / 138 avaliações | Versão: 1.0.0

Ruari O'Sullivan

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Baixe OVERWHELM no PC com o emulador GameLoop


OVERWHELM, é um popular jogo de vapor desenvolvido por Ruari O'Sullivan. Você pode baixar OVERWHELM e os principais jogos do Steam com GameLoop para jogar no PC. Clique no botão 'Obter' para obter as melhores ofertas mais recentes na GameDeal.

Obtenha o jogo a vapor OVERWHELM

OVERWHELM, é um popular jogo de vapor desenvolvido por Ruari O'Sullivan. Você pode baixar OVERWHELM e os principais jogos do Steam com GameLoop para jogar no PC. Clique no botão 'Obter' para obter as melhores ofertas mais recentes na GameDeal.

Recursos do OVERWHELM

    OVERWHELM is an action horror-world platformer where enemies power-up and you don’t.
  • Horror-world Exploration: Explore the oppressive caverns of the hive, guided only by a sparse map. Enemies can appear from anywhere at any time.

  • Bosses Give Enemies Power-Ups: As you defeat each of the five unique bosses, their abilities get distributed to the enemies of the world with escalating difficulty.

  • Tactile, Tense Combat: Combat is crunchy and fast. One hit and you die. Three deaths and the run is over. Defeat bosses in different orders to optimize your playthrough.

  • Intense Soundtrack & Soundscape: The sparse but powerful soundscape keeps you focused and scared. The soundtrack provides occasional ominous synths to compliment intense boss fights and big moments.

Mostre mais

Baixe OVERWHELM no PC com o emulador GameLoop

Obtenha o jogo a vapor OVERWHELM

OVERWHELM, é um popular jogo de vapor desenvolvido por Ruari O'Sullivan. Você pode baixar OVERWHELM e os principais jogos do Steam com GameLoop para jogar no PC. Clique no botão 'Obter' para obter as melhores ofertas mais recentes na GameDeal.

Recursos do OVERWHELM

    OVERWHELM is an action horror-world platformer where enemies power-up and you don’t.
  • Horror-world Exploration: Explore the oppressive caverns of the hive, guided only by a sparse map. Enemies can appear from anywhere at any time.

  • Bosses Give Enemies Power-Ups: As you defeat each of the five unique bosses, their abilities get distributed to the enemies of the world with escalating difficulty.

  • Tactile, Tense Combat: Combat is crunchy and fast. One hit and you die. Three deaths and the run is over. Defeat bosses in different orders to optimize your playthrough.

  • Intense Soundtrack & Soundscape: The sparse but powerful soundscape keeps you focused and scared. The soundtrack provides occasional ominous synths to compliment intense boss fights and big moments.

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Em formação

  • Desenvolvedor

    Ruari O'Sullivan

  • Última versão

    1.0.0

  • Ultima atualização

    2018-06-11

  • Categoria

    Steam-game

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Avaliações

  • gamedeal user

    Jun 12, 2018

    Just beat this game. Overall, I rate it very positively, but it's not without its missteps for sure. Overwhelm excels in polish. The sound effects and visuals all play a part in the vibe that the game has, and it has a VERY strong sense of design which lends itself well to this vibe. On one hand, it's very arcadey and nostalgic, and on the other, it's dark, edgy, and scary. There were a few times during my playthrough where I genuinely jumped-- not as if there are any scripted jump scares, but the game's sounds, music, and aesthetic all make you tense to the point where when an enemy you didn't at first see jumps at you, it's hard not to be scared. It's not easy to establish that kind of fear in a 2D setting, but this game does it well. As a whole, it feels like all the components of this game, down to the music and level design, all contribute to that feeling, which gives it a great sense of unity. Also contributing to how the game feels, the player is given strong control of the character, which helps to make it hard to blame the game for the player's shortcomings. The character moves fluidly and there are pleasantly few controls which are easily learned. The game does a good job of putting the character straight into the world without much need for explanation or tutorials, and that snappiness continues on into the rest of the game. Everything happens as fast as the player wants it to, which makes jumping right back into the game after losing so hard to resist. Speaking of losing: This is not a game you can just breeze through, but it's not super difficult either. Some will definitely be left wanting more of a challenge, but I think for the size of the game and the amount of content available to the player, it takes just long enough to get good enough to beat the game. You become familiar with the world and its enemies without being annoyed by running through the same content again and again, losing again and again. It finds a good balance of difficulty. I only have two complaints. First, the ending sequence (Don't worry, no spoilers) of the game is pretty weak. It's exciting, but the stakes feel very low after a certain point and the end of this short game which could have tied the experience with a perfect bow instead left me wishing it had ended a little more satisfyingly. My second complaint is the lack of replayability. I just beat the game, and I enjoyed it enough to where I want more, but after getting all the achievements (which is done simply by beating the game) the only thing left to do is speedrun, which isn't for everyone. Tl;dr: Short but sweet. Wish it ended better, though.
  • gamedeal user

    Jun 12, 2018

    Just picked this up during the PC Gamer E3 show. Immediately it has the look and feel of Downwell, but the dark, distressing feeling of any number of horror games. The music goes from sparse to chaotic in a second, and though I've only fought two bosses, I'm digging what I've played so far.
  • gamedeal user

    Dec 7, 2018

    A nice little concept wrapped around a boatload of bs deaths due to poor game design and balancing. If NG is forgiving and somewhat enjoyable, NG+ points out everything that's wrong about this game. The two main issues are its RNG and its camera: most of the deaths you'll encounter in NG+ come from the ennemies jumping at you offscreen because of how the camera works. Stopping the camera so that it forces you to enter a new "room" blind with a high probability of an enemy jumping at you right of the bat is a silly and utterly flawed game design. It simply forces you to fire blindly into that new "room" entrance just to lower the chances of getting killed (spoiler alert: it doesn't always work). The fact that enemies take a random number of hits to be killed (1-3) adds to this randomness and can be infuriating sometimes. The built-in assist mode is a poor attempt to mask these major flaws. Assist mode should be here to help less skilled people, not to fix some bad design decisions. Unless the dev balances the camera and artificial difficulty of the game, I do not recommand it. There are far more polished indie gems of the same genre out there.
  • gamedeal user

    Jun 12, 2018

    I've only spent an hour with OVERWHELM so far but it's been a heck of an hour. Getting out of the way early: This game is not long. I only have one hour logged and I've managed to kill 4 of the (presumably) 5 bosses. The map isn't particularly big and I imagine most people will be able to beat it before hitting the two hour mark. Let's talk about what this game does well, though: Atmosphere and tension. The map isn't big, but enemies are randomly positioned on every playthrough. You die in one hit, and you only have 3 lives, so you can't just comfortably zerg your way to a boss chamber and clear it. Part of the appeal of the game is that with every boss you defeat, the enemies in the rest of the game will get empowered in some way. You won't ever really feel comfortable, is what I'm saying. The game knows how to ratchet tension up. The game will pretty liberally checkpoint you in the event you do die, but each respawn brings a bit of additional issue. Your UI will begin to fog around the edges, blocking your view of how much ammunition you have. Ammo is only refilled in boss chambers and back at the central hub, so every shot counts. On top of that, your gun will begin to tick alarms when your ammo total is depleting. It's unnerving to say the least. $8 might be a bit much for a game this brief, but there's certainly something to be said about what it offers. If you're looking for a retro-styled shooter that will raise your blood pressure between every round, you can certainly do worse. THE EDIT: I finally finished the game, with 2.5 hours logged according to Steam. A couple of asterisks there, though. - The game's random nonsense gets a lot worse at the end of the game. - The game's "Assist Mode" is pretty excellent: You are not penalized for using it beyond the knowledge that you had to use it. - There is a segment near the end that can require you to die multiple times, which makes it nearly impossible without assist mode I threw in the towel after getting cheesed to death when I was 4/5 crystals and making my way to the final boss; An enemy with a specfic attack appeared as a specific location and it was practically impossible for me to protect myself. Vague, I know, but I don't want to reveal a lot. Let me be clear: There is nothing wrong with turning on Infinite Lives when you finally break down. You can still complete the game and as far as I'm aware, there's no difference in the final sequences. Considering you can turn on or turn off Assist Mode at any point in your game without resetting or restarting, I'm halfly confident in figuring there's no change in the end. Overall, I enjoyed this game. I haven't stepped back in since finished but I feel again fairly confident that there isn't much to return to: The map is cleared, the enemies are dead. If there's anything post-game I'll update this review again to mention it. Summary: Satisfying experience tempered by last-moment bullcrap. Maybe worth your money if you like the experience, but I imagine most will play, enjoy, then uninstall.
  • gamedeal user

    Jun 14, 2018

    Overwhelm looked really cool from the trailer, and I was thrilled by the game releasing at the same time as it was announced. However, after sinking an hour into it, the game does not hold up. The number one offense of Overwhelm, which all other offenses are tied into, is that everything kills you in one hit. You have three checkpoint respawns, that can be refreshed (after [i]much[/i] difficulty), but once they're gone, it's game over. Now, some games can pull off single-hit deaths. It's super easy to die in games like Celeste and Super Meat Boy, but each level resets immediately with no consequence. Insta-death and limited lives, especially in a game where everything kills you very, very easily, [i]do not go together[/i]. It doesn't feel challenging; it feels [i]annoying[/i], and [i]frustrating[/i]. In Overwhelm, you traverse a relatively small Metroidvania-esque world. There are five general directions to pick from the start, and each one leads to a different area with a different gimmick (wind, water, stealth, darkness, and another that didn't seem to have a gimmick now that I think about it). At the end of each area is a boss. When you kill the boss, you get a crystal, which you then need to bring back to the room you start in. Additionally, every time you beat a boss, the already-annoying enemies (because they insta-kill you, and it rarely feels like player error) get a major upgrade and get a lot tougher. Getting to a boss, killing it, and running back is already not necessarily an easy thing to do, but making the enemies able to kill you quicker and more easily is not fun progression. It's just annoying. In my play time, I was able to kill each boss (some taking multiple tries, meaning getting game overs and restarting the entire game from scratch) and return their crystals once each. I was never able to kill more than one boss in a single run, but I imagine that over time the enemies become more and more impossible to navigate or fight. Additionally, there are no upgrades to obtain. Your enemies become more and more annoying, but you still have the same basic gun (with [i]limited ammo[/i]) and melee punches (which are [i]totally[/i] a perfect fit for a game where enemies otherwise kill you in a single hit on collision). The game's progression is the world getting more frustrating around you, and nothing more. The only way to refresh your lives is to kill a boss and collect its crystal, or to return the crystal to the first room. Even then, dying is super easy, and if you lose that final life it's game over and you lose [i]all of your progress[/i]. Although, it should be of note that you can choose to restart just before a boss you've encountered. However, that's just shifting your starting position. You still need to do everything from scratch. Overwhelm is not challenging; it's the antithesis of fun. [b]And don't even get me started on the constant noise that plays when you're on your final life.[/b] Overwhelm should be re-titled as Frustrate. [b]3/10[/b] Played it long enough to give it the benefit of the doubt, but in the end it wasn't worth it. I'm thinking of refunding it, and that's something I rarely ever do. P.S. In full disclosure, there is a hidden Assist Mode, and I did not try it. I find the notion of requiring Assist Mode to make a game base-level fun infuriating.
  • gamedeal user

    Jun 17, 2018

    I loved the look of this game after seeing it at E3, but it feels like it just tries to pass off unfairness as challenging/difficult design. Here's a few things I picked out that aren't to do with the main mechanic: - The player's high movement speed mixed with very tight viewport scale and random/obscured enemy placement means unless you inch through the game too carefully, you're going to take a lot of cheap deaths. Why allow the player to move quickly if it can only end poorly? A few deaths were caused from moving from one room to the next and being dead before the camera had switched to where I was. - If the game feels like you're cheesing the bosses, rather than giving them extra movement options to get even with the player, it will just teleport them somewhere else out of view, forcing you to reposition (if the whole theme of the game is the base enemies getting the bosses traits when you beat them, where does teleporting fit in other than to hide design holes?) - If the map is the same each time, and on new lives you can spawn in at bosses you've already beaten, what was the reasoning for removing all the player's map progress each life? Don't get me wrong, the movement is fun and the shooting/punch mechanic is very tight, but I refunded it as I was simply not having fun after several resets I felt weren't my fault, and could see more of them happening before I completed it.
  • gamedeal user

    Dec 23, 2019

    Well, after having fought the five starting bosses, I think I can say a little something on this game. Your camera is your number one foe. Most of the times you die, it's because your camera decided to wait until you're on top of an enemy before swinging around to actually show them. The camera is clearly working for the hive. In addition to that, I found that using a gamepad renders the game unplayable. The jump would double-trigger all the damn time and the punch seemed to decide when it felt like actually working. Gamepad works fine for other games, so I'm reserving judgement against it. Good gamepad. The mouse sensitivity feels a bit on the low side, and I'd love to increase it, but I couldn't find an option. So the odds are stacked against me, it seems. The bosses like to teleport when the game feels like you've got too much of an advantage. Doesn't exactly make them more difficult, as their AI doesn't seem to be able to grasp the stages they're actually in. Usually you'll die to them because they move faster, so checkmate. The game mostly boils down to trial-and-error and luck. Not a fan, but it's not bad. Might be for you, though I can't see it having much in the way of replay value.
  • gamedeal user

    Jan 14, 2019

    Was having decent fun at first, but personally, the dizzying camera just ruined it for me. Ended up rushing through the new game+ with the assist mode amped up to the max, to get the final achievement and be done with it. I appreciate what the game tries to do, but honestly I doubt I'll ever play the game again.
  • gamedeal user

    Dec 20, 2021

    Where [i]OVERWHELM[/i] succeeds in creating an atmosphere, it fails in delivering on the premise of its gameplay. The novel concept of "a game where the enemies get power-ups instead of you!" is boiled down to cranking up the bosses' health and cramming more and more enemies into the increasingly tight corridors. Exactly [i]one[/i] power-up changes [i]one[/i] of the enemies' behavior, and the bosses' [i]never[/i] change, instead opting to up the ante by letting them spawn enemies. It's all a very cheap form of increasing difficulty, which makes the whole gameplay experience fall rather flat. Tack on additional gameplay problems, like enemies being able to freely move between rooms while your camera won't let you look between rooms, enemies' health being wildly inconsistent, and random teleporting bosses that, while adding to the tension, can frequently result in a cheap shot (I can't tell you how many times the lizards appeared right next to me and I was left with no recourse), and [i]OVERWHELM[/i] becomes a very hard recommend. Ironically, I find it rather underwhelming.
  • gamedeal user

    Jun 12, 2018

    [h1]-Early Impressions-[/h1] [list] [*]Some well designed enemies, some uninteresting [*]Really good feel to the movement, very fluid. [*]Shooting is well done and easy to handle. [*]The level design is okay, pretty unoriginal? [*]The actual concept is really interesting and fun to see the evolutions. [*]When on your last life that intense 'soundtrack' I felt was uneccessary, could have had something that didn't make me take my headphones off. [*]A nice art style and good atmosphere [/list] 7/10, good for a quick cheap game
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