You can quickly take out one creep, but only one and aiming. You can evenly damage all of them with the shotgun, holding the corner of the screen and concentrating on avoiding the projectiles. You can get closer and closer to the victim with a clamped shotgun, so that more and more bullets hit it and so that it would be taken out faster, but at a high risk of catching damage yourself. Or you can aim with a shotgun and aiming at the main attack.
The latter tactic is the most effective, especially in combination with learned spavnom enemies. However, with this tactic, the control behaves as unpredictable as possible. You're aiming with a clamped shotgun, you don't let go of the dorabash button, you click on the rifle, and the shotgun still fires, even though the shotgun button is already released. And I'm the same person who, when changing gears, depresses the clutch and forgets to let go of the gas pedal. So I had this inversion of buttons all the time, which made it very difficult to develop the reflex of activating the necessary type of shot.
Overall, basic fire is imba. Shotgun - imba. Mana accumulation doubling or even tripling the density of fire - imbalance imba. Shield - in theory imba, but in practice I constantly missed the moments when he could save me; and when I did not miss and saved myself, then because of the lost boost to shooting soon I died. Ulta - bullshit; it takes a long time to aim, you don't know if you'll even hit, and it doesn't do much damage; it can't stand a unicorn spawning saws; so what's the point of it?!
On Boyan's stream the question came up, so is Anon VS a hello from the Dendy-era or a modern day bullet-hell? At that time, I used the presence of a movement/defense/attack pattern as the main yardstick for understanding/knowing how to play the game on the first or second try.
On the one hand, my range of passing had a very erratic nature. On my first attempt, I almost made it to the boss, scoring 4100 points. Then I got stuck on 3000 points. Then with two hp, I managed to get through to the boss and only got through in the middle. Then I completely broke down and could not get out of the first thousand, they say the rolling has not yet begun, and I already have not full-hp. Again a series of breakthroughs to the boss and almost every time ogrebala immediately after the dialog with the boss. Again series of restarts because of not ideal start…
On the other hand, towards the end I had a series of gains before the boss with full-hp. I learned spun-patterns and sometimes spawn-kill so much that pony-villains didn't manage to shoot once. I realized that it's useless to shoot at the unicorn, that saws are tied to the number of killed pony-villains and you need to focus on the rest of the pony-villains. Yes, and when you shoot from the maximum pumped shotgun, pressed against the wall and completely ignore everything except the shot from the shells - systematically more effectively demolish the boss.
There are tactics that make life easier.
And yet if we take any modern bullet-hell, we will definitely see the following things:
Separation of smacking from dodging. The boss is so huge that you don't need to aim at it, but just press the attack button and/or the boss pauses in attacks
There is an opportunity to get even. It can be just heals, like in Undertale. It could be hostages you can reach and free as the boss fight progresses, like in BroForce. Or you can endlessly resurrect a fallen friend, the main thing is to catch his departing soul, as in Cuphead
Ulta can pull out a seemingly ruinous rink.
Well, the last item more or less covers the shield, which not only destroys all projectiles near the player, but even causes damage to enemies. However, the activation of that shield is constantly slipping because of the dumbest reading of the keys. Shield is desirable to hold the entire attack of the enemy, so that there was no risk that hour to throw off the hooves of an unseen projectile on the edge of the shield. Shield casts at the expense of the buff of the main attacks and if it is overheld, it can be in an unpleasant situation when around bullet hell, and you shoot single projectiles, which are really hard to hit, and therefore really hard to regenerate mana.
Well, there are no checkpoints, with hit&run segment coexisting on the same level as boss-fight. If you died a pussy before the victory, it doesn't matter, go and replay the whole game from the beginning. Now that's the kind of hardcore gameplay that not every game from the dashing 90s had.
I can't say Anon VS is pure hello from the Dendy-era, but it's more Dendy-era shoot 'em up than modern shoot 'em up.
The proposed assemblies are used here so concisely that you have to look at them with a magnifying glass. But I can't say that Anon VS is 100% perfect in its jam with dancing from the suggested assets, and the evil org has soaked it in the lowest mud. Anon VS makes decent use of the assets only at the realsize level. At the concept level, Anon VS ignores them. Unlike Mare Ware (a collection of assumptions about what kind of games the people who made the assets from the prequel wanted to make), Cheharda (an attempt to cross all the proposed assets, to a certain extent successful because it creates a persistent feeling of Discord chaos), Find Your Mare (finding an analog in different realizations)...
Instead of localization, which is not really necessary for this game, it would be possible to polish the keystroke processing, write down the pause menu with a restart button, make checkpoints or at least just split hit&run and boss into two separate levels. Ideally all of the above.
Verdict Good-
It's fine, but the pleasure is hindered by the dull reading of the keys. Depressing is the total lack of understanding of how many points you need to score to win (the game doesn't say in advance or hint that you need to score 5000), with no checkpoints, no bosses on the level, no way to win back, and no pause (if you get distracted IRL, you'll blow all available progress).
Anon VS is a cool arcade game, incredibly clever gameplay, tightly addictive. Got through probably after the tenth time, but it was a lot of fun. Great game, thank you very much!
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You can quickly take out one creep, but only one and aiming. You can evenly damage all of them with the shotgun, holding the corner of the screen and concentrating on avoiding the projectiles. You can get closer and closer to the victim with a clamped shotgun, so that more and more bullets hit it and so that it would be taken out faster, but at a high risk of catching damage yourself. Or you can aim with a shotgun and aiming at the main attack.
The latter tactic is the most effective, especially in combination with learned spavnom enemies. However, with this tactic, the control behaves as unpredictable as possible. You're aiming with a clamped shotgun, you don't let go of the dorabash button, you click on the rifle, and the shotgun still fires, even though the shotgun button is already released. And I'm the same person who, when changing gears, depresses the clutch and forgets to let go of the gas pedal. So I had this inversion of buttons all the time, which made it very difficult to develop the reflex of activating the necessary type of shot.
Overall, basic fire is imba. Shotgun - imba. Mana accumulation doubling or even tripling the density of fire - imbalance imba. Shield - in theory imba, but in practice I constantly missed the moments when he could save me; and when I did not miss and saved myself, then because of the lost boost to shooting soon I died. Ulta - bullshit; it takes a long time to aim, you don't know if you'll even hit, and it doesn't do much damage; it can't stand a unicorn spawning saws; so what's the point of it?!
On Boyan's stream the question came up, so is Anon VS a hello from the Dendy-era or a modern day bullet-hell? At that time, I used the presence of a movement/defense/attack pattern as the main yardstick for understanding/knowing how to play the game on the first or second try.
On the one hand, my range of passing had a very erratic nature. On my first attempt, I almost made it to the boss, scoring 4100 points. Then I got stuck on 3000 points. Then with two hp, I managed to get through to the boss and only got through in the middle. Then I completely broke down and could not get out of the first thousand, they say the rolling has not yet begun, and I already have not full-hp. Again a series of breakthroughs to the boss and almost every time ogrebala immediately after the dialog with the boss. Again series of restarts because of not ideal start…
On the other hand, towards the end I had a series of gains before the boss with full-hp. I learned spun-patterns and sometimes spawn-kill so much that pony-villains didn't manage to shoot once. I realized that it's useless to shoot at the unicorn, that saws are tied to the number of killed pony-villains and you need to focus on the rest of the pony-villains. Yes, and when you shoot from the maximum pumped shotgun, pressed against the wall and completely ignore everything except the shot from the shells - systematically more effectively demolish the boss.
There are tactics that make life easier.
And yet if we take any modern bullet-hell, we will definitely see the following things:
Well, the last item more or less covers the shield, which not only destroys all projectiles near the player, but even causes damage to enemies. However, the activation of that shield is constantly slipping because of the dumbest reading of the keys. Shield is desirable to hold the entire attack of the enemy, so that there was no risk that hour to throw off the hooves of an unseen projectile on the edge of the shield. Shield casts at the expense of the buff of the main attacks and if it is overheld, it can be in an unpleasant situation when around bullet hell, and you shoot single projectiles, which are really hard to hit, and therefore really hard to regenerate mana.
Well, there are no checkpoints, with hit&run segment coexisting on the same level as boss-fight. If you died a pussy before the victory, it doesn't matter, go and replay the whole game from the beginning. Now that's the kind of hardcore gameplay that not every game from the dashing 90s had.
I can't say Anon VS is pure hello from the Dendy-era, but it's more Dendy-era shoot 'em up than modern shoot 'em up.
The proposed assemblies are used here so concisely that you have to look at them with a magnifying glass. But I can't say that Anon VS is 100% perfect in its jam with dancing from the suggested assets, and the evil org has soaked it in the lowest mud. Anon VS makes decent use of the assets only at the realsize level. At the concept level, Anon VS ignores them. Unlike Mare Ware (a collection of assumptions about what kind of games the people who made the assets from the prequel wanted to make), Cheharda (an attempt to cross all the proposed assets, to a certain extent successful because it creates a persistent feeling of Discord chaos), Find Your Mare (finding an analog in different realizations)...
Instead of localization, which is not really necessary for this game, it would be possible to polish the keystroke processing, write down the pause menu with a restart button, make checkpoints or at least just split hit&run and boss into two separate levels. Ideally all of the above.
Verdict
Good-
It's fine, but the pleasure is hindered by the dull reading of the keys. Depressing is the total lack of understanding of how many points you need to score to win (the game doesn't say in advance or hint that you need to score 5000), with no checkpoints, no bosses on the level, no way to win back, and no pause (if you get distracted IRL, you'll blow all available progress).
Anon VS is a cool arcade game, incredibly clever gameplay, tightly addictive. Got through probably after the tenth time, but it was a lot of fun. Great game, thank you very much!