User Score
7.9

Generally favorable reviews- based on 85 Ratings

User score distribution:
  1. Positive: 63 out of 85
  2. Negative: 8 out of 85
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  1. Apr 8, 2017
    1
    High school game designer finds a unity programmer and a very good artist.

    Game design is extremely poor. Too much unnecessary resource management that doesn't really add much, mechanics are not that coherent, and I swear the entire game's AI uses the following one line of code: vec3 findNextMovementPos(vec3 player) { return rotate2D(normalize(this->pos - player) * randrange(10, 20)),
    High school game designer finds a unity programmer and a very good artist.

    Game design is extremely poor. Too much unnecessary resource management that doesn't really add much, mechanics are not that coherent, and I swear the entire game's AI uses the following one line of code:
    vec3 findNextMovementPos(vec3 player) {
    return rotate2D(normalize(this->pos - player) * randrange(10, 20)), randrange(-0.3, 0.3));
    }
    I serious cannot find a non-stationary enemy that doesn't use that movement. Stanford AI course. Behaviour trees. Learn it.

    AI blandness aside, the biggest problem here is very incoherent game mechanics, which is very bad game design. Examples:

    1. Why does blaster have a cooldown? What purpose does it possibly serve other than just slow down gameplay?

    2. Why does player have to actually go pick up energy crystals? Why does energy crystals disappear so fast? If the player has to go pick up energy crystals, then why design literally EVERY enemy in the game to not facilitate that in a interesting way? The only way to reliably go pick up crystals fast is energy shield and probably dash out. That is a one trick move, one and only option players can take, which is bland and boring.

    3. If dash and mobility is a core mechanic, then why do they not work on environment hazards or bullets? If you're going to make dashing not work on bullets, then there needs to be a good way to play around that limitation. Examples of adding mechanics so players can play around that limitation is telegraphing of shots (nope, not in the game), clear visual distinction of shots (nope, not in the game) and/or directly affecting the shots (only possible with energy shield). I would telegraph shooting enemies + make bullets more visible + make laser weapon also kill bullets.

    4. If left / right horizontal shooting is a main mechanic, then why does LITERALLY every single enemy in the game move in a zigzag line towards you? This creates no interesting interactions whatsoever. I would add enemies that do vertical things (shoot lazers but only up/ down), enemies that only do left/right stuff...etc to make interesting use of the left/right horizontal only shooting mechanic.

    5. If the game mechanics revolve around not getting hit even once, then why are missiles so freaking unreliable??? I fire missiles in general direction of stuff and hope 1 (one) (ONE) of the enemies doesn't seep through or I have to mash the energy shield button ASAP and hope things work out. Not very coherent mechanic.

    And many many more examples of completely incoherent mechanics.

    Art and music are amazing. Give whoever worked on that a thumbs up. Could go into detail about how I think art and music are amazing, but going to eave the negative details here instead in the hopes of being constructive. Please imagine I wrote 2000 more words about the good points of this game, ie. presentation art and music. Too bad as a player I'm playing the gameplay, im not playing the sound or visual assets.
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  2. Apr 7, 2017
    4
    While this is a highly addictive game, and a really pretty one after a couple of hours you'll find it repetitive, but that isn't bad if you are a completionist, and specialy it isnt bad whe playin it on the go.

    However being a simple game as it is its price and lack of 2 players (wasting the unique feature of the switches joycons) puts this game on a solo shooting frenzy that most of
    While this is a highly addictive game, and a really pretty one after a couple of hours you'll find it repetitive, but that isn't bad if you are a completionist, and specialy it isnt bad whe playin it on the go.

    However being a simple game as it is its price and lack of 2 players (wasting the unique feature of the switches joycons) puts this game on a solo shooting frenzy that most of the times you will just end up playing when going to the bathroom,

    Perhaps a bit of a lower price and/or adding the capability of 2 players would earn this game twice the score given for an indie game
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  3. Apr 13, 2017
    2
    Here's another awful game preying on the Switch's lack of a good library. You want a boring game where you go around the same screen over and over and over again until your eyes bleed, this is it! The developers use looping stages as though it was some kind of awesome feature, but it's just laziness. The music is non-existent in this game and the enemy variety will make you rip your hairHere's another awful game preying on the Switch's lack of a good library. You want a boring game where you go around the same screen over and over and over again until your eyes bleed, this is it! The developers use looping stages as though it was some kind of awesome feature, but it's just laziness. The music is non-existent in this game and the enemy variety will make you rip your hair out in frustration. You get 4 weapons that are all pooled into the same energy meter, then you get a basic blaster weapon, that also has its own energy bar! Why?! How dumb. Why would your basic shot have an energy meter. You have to spend just as much time out maneuvering the enemies in this game as you do actually firing on them. And these are the cheapest enemies around. Like the enemy that clings to the wall and fires off an arm that goes the entire length of the screen, or the classic enemy that explodes and gets smaller as you keep shooting it. The worst part is that the enemies are only killed by your weapons. There isn't any splash damage from other explosions. So that enemy that gets smaller and smaller as you destroy it, eventually spawns a glowing red explosive variety that zooms after you, blow it up and it creates a vast explosion ring that only hurts you and does no damage to any other enemy. This game also doesn't shy away from giving you way more on screen than you can handle. There are 4 planets in the game and each planet has 9 levels and each level is broken down into 3 phases, except for warp levels, we'll talk about those later. Each phase has a set amount of enemies you have to kill before moving on. Die in a phase and you go back to the beginning of that phase instead of just respawning then and there. Die in the first phase and you may as well just start over, trust me. Then you have the warp levels, the 9th level of each planet. These levels have no phases, just an octagon plastered on the wall of the caves you are in that glows from section to section as you kill enemies. Almost done filling up the light on the octagon and you die? Right back to the beginning of the level with you. This level you should definitely just restart if you die. If you like score attack games, then you'll probably like this. If you like frustrating games with too many enemies and weapons that always have you at a disadvantage vs your enemies, then you'll definitely like this. Just because you're starving for games on the Switch doesn't mean that this is a good buy for $10. Keep your cash and just play more Zelda instead. Expand
Metascore
77

Generally favorable reviews - based on 19 Critic Reviews

Critic score distribution:
  1. Positive: 14 out of 19
  2. Negative: 0 out of 19
  1. Aug 7, 2017
    80
    Graceful Explosion Machine is a must play for arcade shooters with its precision gameplay, accessibility, and presentation.
  2. Jul 30, 2017
    80
    Graceful Explosion Machine is a small but great arcade shooter that proves to be fun and addictive.
  3. Nintendo Force Magazine
    Jun 23, 2017
    85
    For what Graceful Explosion Machine aspires to be – that is, a stylish high score-focused shoot-'em-up – it excels in spades. [Issue #28 – July/August 2017, p. 21]