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Cosmocrafter

Cosmocrafter

Arcade

Overview

Cosmocrafter presents itself as a fast-paced space shooter but quickly reveals itself as a shallow, repetitive experience that fails to engage. The core gameplay loop of darting across the screen while holding down the fire button becomes monotonous within minutes, with enemy encounters offering no strategic depth or variation. What could have been an exciting arcade-style shooter instead feels like an underdeveloped prototype, lacking both the visual feedback and mechanical complexity needed to sustain player interest.

Shallow Shooting Mechanics

The fundamental space combat suffers from extreme oversimplification. Players control an exceptionally fast ship facing equally speedy enemies in basic shootouts, but the tactical options are virtually nonexistent. Holding down the fire button while scrolling horizontally along the screen's bottom edge eliminates most threats with minimal effort, requiring no positioning skill or situational awareness. Enemy AI behaves predictably, rarely presenting meaningful challenges even when projectiles eventually appear in later stages. The complete absence of visual satisfaction compounds the problem - destroyed ships vanish in tiny puffs without debris or explosion effects, making successful hits feel weightless and unrewarding.

You hold down 'shoot' and scroll back and forth along the bottom of the screen, wiping out more than 80% of the enemies. The rest will simply need to be dodged.

Gohst

Poorly Executed Innovations

The game's sole attempt at mechanical innovation backfires spectacularly during boss encounters. Without any tutorialization or in-game cues, players must press a previously unused button to defeat bosses - information only discoverable through the F1 help menu. This design choice epitomizes Cosmocrafter's fundamental flaws: it introduces elements without context, fails to communicate essential mechanics, and punishes players for not consulting external resources. The tacked-on narrative receives similar treatment - a lifeless story completely disconnected from gameplay that adds nothing to the experience. These half-implemented ideas highlight the development's lack of cohesive vision.

Monotonous Progression

Cosmocrafter's greatest weakness lies in its relentless repetition. Enemy waves recycle the same ship designs and attack patterns throughout the entire experience, with only minor variations like diagonal shots appearing later. The complete absence of strategic elements - no power-ups, ship customization, or environmental hazards - means every encounter plays identically. This unvarying structure turns what should be an adrenaline-fueled space battle into a tedious chore, where players go through motions without engagement or satisfaction. The game fails to evolve or introduce new challenges, making extended play sessions feel like endurance tests rather than entertainment.

Verdict

Shallow repetitive space shooter lacking depth and satisfaction

STRENGTHS

5%
Fast Movement30%
Simple Controls20%

WEAKNESSES

95%
Repetitive Gameplay100%
Lack of Enemy Variety95%
Poor Boss Design90%
Weak Visual Feedback85%
Tacked-On Story80%

Community Reviews

1 reviews
Gohst
Gohst
Trusted

In this game, you are a pilot who zooms across space in a very fast ship. The enemies are also very fast and they want to shoot you. You also want to shoot them and can do so with incredible ferocity. It helps that they are very stupid and leave no mess. You see, if you hold down "shoot" and scroll back and forth along the bottom of the screen, you'll wipe out more than 80% of the enemies in front of you. The rest will simply need to be dodged. And although there are enemies which later shoot back, some diagonal, the formula remains the same. Sadly, this is an uninspired game and the biggest twist - if you can stand the boring onslaught of hundreds of the same ships exploding into a small puff with no shrapnel - is that the boss isn't dispatched with regular means. That is, you have to press a previously unused button to destroy it - with no indication that you have to (press F1 in-game to find out which button). There is a story, but its tacked on and lifeless. It has little to do with the game, and you've seen better games of this type anyway. It could have been more, but the unaltering and extremely monotonous gameplay coupled with the rarely changing enemies and no strategic input results in this not being a disappointment if you don't play it.

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