Translated by
Microsoft from French
Microsoft from French
Product received for free with its pretty moustache, making all the sense of the title and the only real reason to get out of the game in its press release, the hero of this little twin-stick shooter has very little charisma. It must be said that the game offers a simplistic labyrinthine progression to the possible linking the transport of a key to the right door and some fights in soft arenas of the knee and too easy (when you die, you reappear in the same place without restarting the fight) does not help to make the protagonist interesting.
Mustache in hell is a bad game, no more nor less. From those who haunt steam by their presence, who make believe in originality, who play on the nostalgic fiber (make sure you collect the hidden video game controllers!) to hide their boring progression, their ridiculous bosses that need guess the shots since they are not on our main screen and cheat with the scrolling, not to mention any feeling without real fun procured. To avoid.
Translated by
Microsoft from Russian
Microsoft from Russian
Product received for free Key sent to the group "Reviews online". The Game seemed crooked, but I decided to give her a chance, and for nothing.
Plus the game is the soundtrack. It is not bad, is fixated almost unnoticed, the ear does not cut. On This the pros end, and the game demonstrates its curvature.
Such an elementary thing as a jerk, it is a shut-down. Unlike a similar reception in normal games, It does not provide invulnerability, which is why, when you are pressed with projectiles or laser, you are guaranteed to get damage. Although It is compensated by the number of lives, it would be much better to give the opportunity not to portray the spacespace of the Varhammer 40k, PREVOZMOGAJUSHHEGO ♥ ♥ ♥ ♥ ♥ ♥ ♥ The ♥ Yuly before the superior forces of the enemy, and give the opportunity to escape damage.
Fights closer to the middle of becoming tightened, especially in places where there is a crowd of endlessly dormant ordinary mobs and thick. Until you destroy the latter, the spawn will not end, but the problem is that they are blocking the fat, and without grenades and flamethrower do not overpower them. Plus, each of them will have to pick up ten minutes, like bosses, which differ from them except that laivbar, but no interesting tactics of battle they do not issue. In such games, such as Freacky Awesome or ISAAC, in such situations mobs spawn much less, and bosses have an attack on the area, which deals damage to us and small mobs, clearing the way.
A Similar situation with interactive elements of the type of saws and spikes. They should be influenced not only by the player but also By mobs. Then they pass through them without damage, plus, they spawn weapons, and we will never have time to wait until the thorns hide in the floor.
The Design levels are dull. They're empty and boring.
The Arches Are drawn like Pjatiklassnikom.
I could hope that these problems will fix, but the game has been up almost three years ago, so I think that the author and himself guessed during this time to correct these shortcomings. Instead, he heard that it was possible to gain fame by sending his creations to the curators, shaking off the dust from his kakisha, and sending it to us. And for nothing.