Steam link for anyone interested:
https://store.steampowered.com/app/2441270/Kill_The_Crows/
It's $4.99 and they have a demo.
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Steam link for anyone interested:
https://store.steampowered.com/app/2441270/Kill_The_Crows/
It's $4.99 and they have a demo.
I should have included that. I didn't want anyone to think I was selling them something, I was just moved to talk about this game in the spur of the moment.
I getcha. It can be a tough line to walk.
I appreciate bringing the game to my attention though :)
Can anyone weigh in on how well this works on the deck? I know it's 5 bucks and has a demo, but it would be great to hear from someone who's played a lot of it
It works beautifully on the deck, it's primarily how I play this game. I did rebind some controls though. It had reloading the gun set to one of the face buttons, which means you'd need to let go of the joystick to reload. I remapped the reload button to RB (R1) and it's much better.
Thank you kindly partner
I don't have a steam deck, but I do run Linux on my desktop PC and I always check protondb.com to see how a game will run - might be helpful for deck owners too.
If you enjoyed Kill The Crows, I highly recommend Akane. It's the same basic gameplay loop (one map area, single hit enemies, every 50 enemies is a boss fight) but Akane has a cyberpunk aesthetic. I don't understand how these two games were made by different developers given the similarities.
The one hit kill is an incredibly meaningful choice, and I feel like it drives a lot of other decisions as well. It forces the player to be completely unburdened by the weight of their actions, killing without a thought. The second you fret about your next move, the flow is interrupted, and your survival chances drop.
And since you spend so little time on any single enemy, that drives decisions about how success is measured, etc etc. The similarities fall into place when you hew very closely to the single hit kill mechanic.
I don't fault Ludic at all for the similarities here, it's an innocent case of carcinization. If you're going to make a game whose loop is so tight that you can boot up the game and enter an extremely satisfying flow state in a minute flat, you make something like this. I'm definitely going to check out Akane next.