+ Remarkable art and animations.
+ Shooting and upgrade system feels nice.
- Narrow Vision modifier is just so horrible. Can't imagine who's gonna enjoy not seeing anything in a couple of meters in a bullet-hell game. Cleared rooms also get dimmed vision which is WUUUT?
- Melee weapons are a joke.
+ Shooting and upgrade system feels nice.
- Narrow Vision modifier is just so horrible. Can't imagine who's gonna enjoy not seeing anything in a couple of meters in a bullet-hell game. Cleared rooms also get dimmed vision which is WUUUT?
- Melee weapons are a joke.
Translated by
Microsoft from Spain
Microsoft from Spain
References, killer pineapples and a singular Juicy Real aesthetic is a Rogue-lite procedural 2D isometric, with a cool and fun art direction cardboard (the best style of Western cartoons today), developed by SpaceCan.
Roughly speaking, Juicy Real is a RL more of the heap (Reuniéndo the usual characteristics of the genre): Permanent Death, prioritize the difficulty, generation procedural of scenarios, little narrative, etc. In this sense, JR is not an innovator of the genre. Where They settled the boys of spaceCan their effort (to be something special), is, undoubtedly in the amusing aesthetics and all that contemplates (scenarios, modeling of characters, animations, etc.,). A Rogue-lite more, yes, but very funny and with some winks that make you laugh.
Gameplay We Will Have at our disposal five characters: Each one with unique abilities, mobility/health values and different initial weapons. Most of the characters are not different from each other (except the unique ability and features [Mobility and Health]), as well as how to approach the scenarios and enemies. Likewise, we will have a maximum of two slots to equip weapons (be it melee or distance), with a repertoire of the same quite decent.
As I mentioned, the generation of scenarios is procedural, but the sequence of difficulty and bosses is structured. We'll Witness various biomes, each of them with their traps, creatures and corresponding interactions (personally I thought that, with the scenarios faltered a bit).
The approach of progression is identical to any RL: Clear enemy Dungeons and once fulfilled this task, continue advancing. The game has no reward system, so once dead, there is no chance to actively and passively improve our character or weapons, which greatly detracts the replayability of the game; This pays negatively when the player decides or does not embark again. In other words, there is no unlockable content, which reduces the long-term incentive.
The difficulty has been very criticized by the hardgaming, basically because the combat can be slow, which carries a blow in the curve of difficulty; Normally when we play a RL, we are accustomed to unbridled action, which clearly does not happen here (not to the intensity of other titles). While the difficulty of the game can be graduated (Easy, normal and difficult), in normal difficulty has been quite simple, suffering from a dynamism that can be slow for the most demanding. The dynamism of the game increases as we go forward (the first biome is terribly boring, which can give a very bad impression if you decide to limit your frame of reference to this first stage), but of course the difficulty curve can result Bland if you are demanding (at least during the first levels).
The gameplay has been smooth (beyond all the above), as all roguelite, intuitive and quick to learn. Of These five hours I have played, I have no complaints regarding errors, everything has worked very well for me.
Technical Aspect Graphically Speaking, it is a pass; It has a cardboard tune that is very influenced by the current cartoons, which can lead to being a very attractive game for younger and not so young. In Addition to this, the level of animations, character design and scenarios have not been neglected (although the scenarios in my opinion are a bit simplistic; much more could be exploited). In This respect I have no major complaints.
The sound direction itself falters, both in sound effects and in the OST; It's nothing remarkable. Also, at the time of posting this scan, there is no way to set the sound values.
Pro and Cons: + Graphically very funny.
+ Local multiplayer.
+ As all Roguelite, highly replayable.
-Little or nothing innovative.
-There is No reward system (or unlockable content), which can lead to the user leaving the game for lack of incentives once all available content is exhausted.
-For The moment little content.
Finally, I would like to note that the two people who make up the SpaceCan team have committed themselves to increasing the content (I don't know why they did not launch it in a state of early access; bad play on the part of SpaceCan). It Is important to take this into account when criticizing the little content offered by JR, which is where it suffers most. I look forward to all the content that they plan to integrate.
In short, if you want a mix of Fruit Ninja with Enter the Gungeon, wrapped in a picturesque aesthetic, is your game. Recommended in offer price (4.99-5.99 $), despite its little content that it has today.