Can confirm. You should find some in Death Valley, given that's the hottest part of California. It also has the lowest elevation, ergo its closest to hell in both senses.
It’s inspired by UK not a ripoff.
Only played the demo, which was pretty confusing and the movement a mechanics is not even near UK, tho still pretty fun.
Too much visual noise, enemy and character designs feel kind of overdone rather than base on simple and believable strong visual concepts like in Ultrakill, plus the backgrounds and enemies all use the same colour palette and visual language so they blend together. On top of that the weapons are so loaded with options they feel unintuitive and it’s hard to see how each of them can be useful
I like that in Ultrakill every character has a "character" (lol), I mean, some algorithm. I hope they add something like that to Reaver, because now I see Reaver's enemies as just dots you need to shoot.
I agree about the weapons. Ultrakill is one of those games where every weapon has its use and while you can still just use one weapon, the style meter ensures you use all of them. It seems like in Reaver you can use one weapon all the time and do better than if you were switching.
I dont like it, the movement felt wacky and random sections where I went like 1300mph for no reason, also I found a whole ass room without any hitboxes, and I was dissapointed after seeing that most weapons are typical fps weapons, it seems like only revolver was made unique, and it also has issue because whenever you cause an explosion with revolver it wont even kill enemies most of the time so its like "woo super strong visual" while in reality its really weak. But I only played demo so maybe it changed
I guess it's kinda fun, but it still need some improvements. Issues: the enemies blend in to the background; their models don't look good (at least to me); I don't know why but it just feels like they were copying a bit too much from Ultrakill (It's probably only me); you can infinitely wall jump; the arsenal in the game feels "weak" and the alt firing (RMB) for every gun feels like it does even less damage or is just useless; there's not much of a point to switch weapons or anything, just stick to the revolver and you'll win better than any other. I might need to progress more into the demo, but I just feel like they should focus on a different style or improve the things in that way so less people would see this game as an Ultrakill rip off
(Please don't beat me up)
it's good but just slightly worse in most aspects, it's obviously early access so it's understandable but it seems like some key visual design choices are already here to stay and are way to cluttered.
It feels somewhat incompetently put together from my time playing it. There were a lot of moments where I just couldn’t really understand why the developers made the choices they did, and a lot of the stuff that did feel well considered wasn’t implemented very well, especially the healing, since it feels like a lot of enemies are just not something you can stay close enough to heal without dying quickly, especially the current last boss, fuck that thing. I probably will never touch the game again if they don’t make that fight more doable. I’ve got a fair amount of hope the game will get better overtime but as it is, it needs a lot more time in the oven before it’s ready for me to reevaluate it.
Havent played the Early Access yet (played the version before) but from what I did play, it wasnt my cup of tea. Tbf most Boomer Shooters aren't, I think Ultrakill just stood out to me and grabbed me due to its mechanics and boss fights being fun as fuck. (also hot mind flare pussy).
I tried to demo and didn’t understand what the game was trying to do. It just felt like a bunch of weird gameplay ideas tied together with a very grating visual theme. The movement especially just felt off
i like it but theres a lot of things that just dont work together, like the slide ground punch thing is cool but i literally never did it, and i could barely spot or difference the enemies because their designs are so busy
I beat it on the second hardest difficulty. Had a blast the entire time. I really enjoyed it. Personally I don’t think it’s quite on the level of ultrakill, but the art style is really good, and I enjoyed how unique some of the guns abilities are. I got the golden shotgun and it’s one of my favorite video game guns. Phenomenal games, a worthy entry to the genre. Looking forward to seeing more. And I plan on going for a max difficulty run
I have played it and my only real critique is that the setting. Despite being in a city it doesn't have a sense of room that ultrakill has. Rooms don't really have a setting in which they take place in unlike any layer beyond prelude. Reaver feels like just an extended Ultrakill prelude.
Reaver isn’t bad but still not great (probably due to how they’re trying new things from ultrakill). There were some enemies that didn’t seem to have a wind up attack (like those juicy drop colored zombies or whatever they were called), like the millisecond they enter your hit box or see you, you just take the damage without any windup. Also a lot of the color choices are kind of cursed IMO cause it’s kind of hard to tell the difference between a really colorful wall or an enemy and they sometimes blend in (especially so if you’re being gangbanged by multiple enemies at once).
Also the whole 0-1300 mph in 1 second slide thing from a tiny ass jump seemed extra weird, but it’s probably an acquired taste
Its good, its literally ultrakill but more doom-ish. I bought and i see the game has a lot of potential to be face to face with ultrakill but for me its just not my cup of tea.
The graphics are well made but i find it a bit more confusing and a bit hard on the eyes, but its a wonderful game regardless
8/10
Back when I tried it, it was stylish but without too much direction or substance. It's cool but not as intuitive. I'm certain it changed since those two years ago, but I can't comment on that.
After watching a walkthrough of the full thing (4 months old so maybe there's a new walkthrough? I can't play it though, my laptop is running on limited time) I can safely say that's it looks a lot like ultrakill but easy.
Now the first thing I noticed is how a lot of UI elements were inspired heavily by ultrakill, and while they did look good I feel like it lacked polish (still it isn't a finished game but it's just weird) like how the lack of any punctuation most of the time makes it seem a lil unprofessional. The dialogue itself is somewhat corny; tries a little too hard to be serious by cussing a lot, doesn't help that it doesn't have many hard going quotes like ultrakill too. Though, I do like how they're introducing friendly characters that aren't out to just murder you like in ultrakill (to be completely fair though, v1 kills just about anything it sees like some monkey forced to work in the entertainment industry, so it's understandable I wouldn't want to be v1's friend either).
The gameplay is what I feel is most deserving of the title ultrakill but easy. I went from 20 minutes, to 40, to the bossfight (skipping to see if the difficulty progressed) but instead I just saw the same enemies with predictable patterns, and it almost seemed as if the rooms got easier since it gave you more space! I think to fix this is to either give less space for the player to just jump into the stratosphere, or make more enemies/make pre existing enemies harder. Right now, it feels like ultrakill except you just put filth in every level, some with guns. The boss too was somewhat sluggish (no voice lines either so that's a minus), and I get it's the first boss, but it literally finishes it's attack and starts a new one in for what seems like 5 seconds roughly. The boss animation also isn't the best as the trail around the boss didn't really fit into the boss's color, it being red, the boss blue. His bullet attack was also strange since it seems to just... Come out with zero tell. I dunno if the boss has a gun but it should have a gun. Also the b hopping requires zero skill, this is just a pet peeve, but I hate b hopping mechanics where all you do is just hold the jump. It just takes away all skill and fun a normal b hop would give, y'know?
The music is also pretty amateur, but that's ok since it's a demo from what I can assume, so no issues there.
Lastly, I like the graphics, it's pulling a lot of inspiration from ultrakill in that department and that's good. Though the font seems inconsistent iirc, correct me if I'm wrong. I like the design of the levels, and most parts of the game look pretty passable.
Final verdict: ultrakill but easy
It's pretty good, tho if I'd change anything it would be removing the limit on speed when pressing wasd, and the instant slam (I'd make it so it wouldn't trigger if you were too close to the ground, and make it so you have to hold down the slide button for like 0.4s before it would trigger a slam) bc it can too easily kill the speed build up you were doing
I played it for a while when the demo game out and then went back to ultrakill and it actually felt like I was playing in slow motion it was crazy
game goes hard and the musical thing is cool
Something being on the same genre does not make it a rip-off. It looks like a good movement shooter from what Ive seen, been planning to give it a run but havent gotten around to it yet.
It was very confusing for me, I couldn't see anything because of the style of the game's graphics and the mechanics are kind of cool, but the weapons don't work very well together
I don’t really like it that much the gameplay can get really repetitive with how the enemies work and it just feels kinda floaty. Good game just I prefer ultrakill by a lot
(also ima vent but I fucking hate it when all these reaver mfs go out saying “yeah your game is cool and all but does it have a pistol that bounces off of enemies and walls?” Like for the 50th time yes the fucking red revolver from ultrakill does that stop fucking pretending that you invented a weapon that shoots bouncing shots that’s something not only ultrakill did but a ton of other games did too. It’s a good weapon and I’m not saying it’s a copy of the red revolver from ultrakill but I just hate it when people talk about how it’s the best weapon they’ve seen in a fps like I saw one guy say it was the coolest fps weapon in comparison to all the other fps and showed fucking ultrakill gameplay to say “yeah but this weapon is cooler then any weapon from those games” when the exact same thing is in fucking ultrakill too! There are cooler weapons in reaver anyways stfu about the stupid bouncing revolver)
Anyways yeah reaver is a good game just don’t like it lol
Re bouncing revolver:
1. Reaver had it before the Sharpshooter existed
2. Reaver also has a mechanic where (iirc) if you headshot someone with the ricochet, it makes the shot start bouncing between everyone’s heads until it can’t find any more (not something that exists in uk)
Don't shorten Ultrakill to UK worst mistake of my life
I knew they were up to something
Both are in hell. Not that far off.
Ultrakill - Bloody Hell UK - Bloody Hell
Ultrakill - Bloody Hell UK - Bloody 'ell
*Bloo’ee ‘ell
*Bl'o'ee' 'ell
*Bl' œy 'el
*Bl' oe 'l
*b le ‘e
\*e 'e
I'm pretty sure Hell is United States
California to be precise
California is just the Hellevator
Damn I gotta go through California just to get some Hellstone
Can confirm. You should find some in Death Valley, given that's the hottest part of California. It also has the lowest elevation, ergo its closest to hell in both senses.
don't forget the hellforge and the obsidian, hellstone by itself is not very useful to the progression
Alabama’s worse
California its the most vile and horrible place on earth TEXAS #1 BABY LETS GOOOOO 🗣‼‼🔥🔥🔥🇺🇸🇺🇸🇺🇸🇺🇸🇺🇸🦅🦅🦅🦅
F L O R I D A
What did Hell do to you?
Anywhere is hell if your government’s fucked up enough.
No it is in poland
Bydgoszcz, to be precise
There’s even a place called end of the world :)
I completely agree
it's good but not as good as UK - the aesthetic choice its nice but i find it limiting -it not very sightreadable on occations
sightreadable? https://preview.redd.it/6gkufv2etguc1.jpeg?width=1080&format=pjpg&auto=webp&s=1a9574de79bb425773b379fc13633520707b9a2e
| |____________| | | →→ ``` ↓| | |_| ←←|| | )) ↑ | | ))__↑___∆∆∆| | | |°°°°° |_|
GD colon would be pissed rn
geometry dash brainrot
Come on now, wheres the fire?
🔥🐦 the fire is on the bird
*sigh…* in the hole..
fire in my hole
Gone
FIRE IN THE HOLE 🔥 🕳️
#IN THE HOLE
🟧🟧🟧🟧🟧🟧🟧▫️▫️🟧🟧🟧🟧🟧 ⬛▫️🟦▫️▫️▫️🟧▫️▫️🟧🟧🟧🟧🟧 ⬛▫️▫️▫️▫️🟦🟧▫️▫️▫️▫️⛓️ ⬛▫️▫️▫️▫️▫️🟧▫️▫️▫️▫️⛓️ ⬛🕷️▫️🔺🔺🔺🟧▫️▫️▫️▫️⛓️ 🟧🟧🟧⬛⬛⬛🟧▫️▫️▫️▫️⛓️ 🟧🟧🟧▫️▫️▫️▫️▫️▫️▫️🟥🕳️🟥 🟧🟧🟧▫️▫️▫️▫️▫️▫️▫️🟥🟥🟥 🟧🟧🟧 🟧🟧🟧🔺🔺🟧🟧🟧🟧🟧
it's not hard to be on the same level as the UK, Britain sucks
It is hard. Being better is so easy.
It’s inspired by UK not a ripoff. Only played the demo, which was pretty confusing and the movement a mechanics is not even near UK, tho still pretty fun.
Thats why I put quotations on "rip-off"
Just write “inspired”or “like” then
It's just what people have said
Every other game is just a rip off compared to Ultrakill
I can see it has a lot of potential but the aesthetic and gameplay design make it kind of inaccessible to me
Why?
Too much visual noise, enemy and character designs feel kind of overdone rather than base on simple and believable strong visual concepts like in Ultrakill, plus the backgrounds and enemies all use the same colour palette and visual language so they blend together. On top of that the weapons are so loaded with options they feel unintuitive and it’s hard to see how each of them can be useful
I like that in Ultrakill every character has a "character" (lol), I mean, some algorithm. I hope they add something like that to Reaver, because now I see Reaver's enemies as just dots you need to shoot.
I agree about the weapons. Ultrakill is one of those games where every weapon has its use and while you can still just use one weapon, the style meter ensures you use all of them. It seems like in Reaver you can use one weapon all the time and do better than if you were switching.
Mayo would love Reaver
The demo is really fun to play, but i don't like how levels look
I actually think the artstyle is amazing
I dont like it, the movement felt wacky and random sections where I went like 1300mph for no reason, also I found a whole ass room without any hitboxes, and I was dissapointed after seeing that most weapons are typical fps weapons, it seems like only revolver was made unique, and it also has issue because whenever you cause an explosion with revolver it wont even kill enemies most of the time so its like "woo super strong visual" while in reality its really weak. But I only played demo so maybe it changed
I guess it's kinda fun, but it still need some improvements. Issues: the enemies blend in to the background; their models don't look good (at least to me); I don't know why but it just feels like they were copying a bit too much from Ultrakill (It's probably only me); you can infinitely wall jump; the arsenal in the game feels "weak" and the alt firing (RMB) for every gun feels like it does even less damage or is just useless; there's not much of a point to switch weapons or anything, just stick to the revolver and you'll win better than any other. I might need to progress more into the demo, but I just feel like they should focus on a different style or improve the things in that way so less people would see this game as an Ultrakill rip off (Please don't beat me up)
idk what this game is but the title looks like beaver and that's pretty funny
it's good but just slightly worse in most aspects, it's obviously early access so it's understandable but it seems like some key visual design choices are already here to stay and are way to cluttered.
thought that said "beaver"
It feels somewhat incompetently put together from my time playing it. There were a lot of moments where I just couldn’t really understand why the developers made the choices they did, and a lot of the stuff that did feel well considered wasn’t implemented very well, especially the healing, since it feels like a lot of enemies are just not something you can stay close enough to heal without dying quickly, especially the current last boss, fuck that thing. I probably will never touch the game again if they don’t make that fight more doable. I’ve got a fair amount of hope the game will get better overtime but as it is, it needs a lot more time in the oven before it’s ready for me to reevaluate it.
This game looks sick as hell, how did i miss it?
the only thing i know about it is like 1 steam review saying that its like ultrakill but instead of gay sex its straight sex idk its prob good
"Play this after an ultrakill session to become straight again"
the gay leaving my body after https://i.redd.it/lwjfpra5dhuc1.gif
Havent played the Early Access yet (played the version before) but from what I did play, it wasnt my cup of tea. Tbf most Boomer Shooters aren't, I think Ultrakill just stood out to me and grabbed me due to its mechanics and boss fights being fun as fuck. (also hot mind flare pussy).
laggy
I tried to demo and didn’t understand what the game was trying to do. It just felt like a bunch of weird gameplay ideas tied together with a very grating visual theme. The movement especially just felt off
Being on the same level as Br*tain isn't exactly a very big achievement
i like it but theres a lot of things that just dont work together, like the slide ground punch thing is cool but i literally never did it, and i could barely spot or difference the enemies because their designs are so busy
I beat it on the second hardest difficulty. Had a blast the entire time. I really enjoyed it. Personally I don’t think it’s quite on the level of ultrakill, but the art style is really good, and I enjoyed how unique some of the guns abilities are. I got the golden shotgun and it’s one of my favorite video game guns. Phenomenal games, a worthy entry to the genre. Looking forward to seeing more. And I plan on going for a max difficulty run
I have played it and my only real critique is that the setting. Despite being in a city it doesn't have a sense of room that ultrakill has. Rooms don't really have a setting in which they take place in unlike any layer beyond prelude. Reaver feels like just an extended Ultrakill prelude.
Reaver isn’t bad but still not great (probably due to how they’re trying new things from ultrakill). There were some enemies that didn’t seem to have a wind up attack (like those juicy drop colored zombies or whatever they were called), like the millisecond they enter your hit box or see you, you just take the damage without any windup. Also a lot of the color choices are kind of cursed IMO cause it’s kind of hard to tell the difference between a really colorful wall or an enemy and they sometimes blend in (especially so if you’re being gangbanged by multiple enemies at once). Also the whole 0-1300 mph in 1 second slide thing from a tiny ass jump seemed extra weird, but it’s probably an acquired taste
Nowhere near as good as ultrakill but it's a solid game and I can't stress how below ultrakill it is
Its good, its literally ultrakill but more doom-ish. I bought and i see the game has a lot of potential to be face to face with ultrakill but for me its just not my cup of tea. The graphics are well made but i find it a bit more confusing and a bit hard on the eyes, but its a wonderful game regardless 8/10
Back when I tried it, it was stylish but without too much direction or substance. It's cool but not as intuitive. I'm certain it changed since those two years ago, but I can't comment on that.
I think it's good but not as good as Ultrakill
After watching a walkthrough of the full thing (4 months old so maybe there's a new walkthrough? I can't play it though, my laptop is running on limited time) I can safely say that's it looks a lot like ultrakill but easy. Now the first thing I noticed is how a lot of UI elements were inspired heavily by ultrakill, and while they did look good I feel like it lacked polish (still it isn't a finished game but it's just weird) like how the lack of any punctuation most of the time makes it seem a lil unprofessional. The dialogue itself is somewhat corny; tries a little too hard to be serious by cussing a lot, doesn't help that it doesn't have many hard going quotes like ultrakill too. Though, I do like how they're introducing friendly characters that aren't out to just murder you like in ultrakill (to be completely fair though, v1 kills just about anything it sees like some monkey forced to work in the entertainment industry, so it's understandable I wouldn't want to be v1's friend either). The gameplay is what I feel is most deserving of the title ultrakill but easy. I went from 20 minutes, to 40, to the bossfight (skipping to see if the difficulty progressed) but instead I just saw the same enemies with predictable patterns, and it almost seemed as if the rooms got easier since it gave you more space! I think to fix this is to either give less space for the player to just jump into the stratosphere, or make more enemies/make pre existing enemies harder. Right now, it feels like ultrakill except you just put filth in every level, some with guns. The boss too was somewhat sluggish (no voice lines either so that's a minus), and I get it's the first boss, but it literally finishes it's attack and starts a new one in for what seems like 5 seconds roughly. The boss animation also isn't the best as the trail around the boss didn't really fit into the boss's color, it being red, the boss blue. His bullet attack was also strange since it seems to just... Come out with zero tell. I dunno if the boss has a gun but it should have a gun. Also the b hopping requires zero skill, this is just a pet peeve, but I hate b hopping mechanics where all you do is just hold the jump. It just takes away all skill and fun a normal b hop would give, y'know? The music is also pretty amateur, but that's ok since it's a demo from what I can assume, so no issues there. Lastly, I like the graphics, it's pulling a lot of inspiration from ultrakill in that department and that's good. Though the font seems inconsistent iirc, correct me if I'm wrong. I like the design of the levels, and most parts of the game look pretty passable. Final verdict: ultrakill but easy
Definitely not. It is really difficult once you play it.
It's pretty good, tho if I'd change anything it would be removing the limit on speed when pressing wasd, and the instant slam (I'd make it so it wouldn't trigger if you were too close to the ground, and make it so you have to hold down the slide button for like 0.4s before it would trigger a slam) bc it can too easily kill the speed build up you were doing
I liked the game but wouldn't say its a ripoff
That's what I'm saying
Played the demo, it’s pretty fun. Unfortunately my shitbox of a pc is garbage :(
The font makes it look like BEAVER as opposed to REAVER
Reaver feels like a halfway point between Ultrakill and Doom eternal
More like dusk and ultrakill
To complicated dor my brain, but cool game overall
-mom i want ultrakill -but child, we have ultrakill at home -ultrakill at home:
It definitely takes a lot from ultrakill but I like the movement speed mechanics
Looks fire. I but I haven't played it yet. It's on my wishlist
More games good , easy as that
Its Like 12AM where i am Right now and i am really tired, Misread the Text as BEAVER at First lol
The movement is weird but it's very fast and it feels amazing IMO. Looks really cluttered though. Gameplay wise, I love it.
i couldnt figure out shit and it was really boring
don’t call it a ripoff, i think that this game looks extremely fun and would definitely function as a substitute for the drug that I call ultrakill
BEAVER
Never heard of it.
I played it for a while when the demo game out and then went back to ultrakill and it actually felt like I was playing in slow motion it was crazy game goes hard and the musical thing is cool
The demo was great! Needs more bosses I'd say
Something being on the same genre does not make it a rip-off. It looks like a good movement shooter from what Ive seen, been planning to give it a run but havent gotten around to it yet.
That's what I'm saying, that's why I put "ripoff" in quotes
I liked the big booty room
My god was the bossfight terrible no healing was the absolute worst in a game where you heal after killing a enemy
It was very confusing for me, I couldn't see anything because of the style of the game's graphics and the mechanics are kind of cool, but the weapons don't work very well together
I just tried it and this shite is absolute FIRE!
oops least obvious engagement farm ever
I don’t really like it that much the gameplay can get really repetitive with how the enemies work and it just feels kinda floaty. Good game just I prefer ultrakill by a lot (also ima vent but I fucking hate it when all these reaver mfs go out saying “yeah your game is cool and all but does it have a pistol that bounces off of enemies and walls?” Like for the 50th time yes the fucking red revolver from ultrakill does that stop fucking pretending that you invented a weapon that shoots bouncing shots that’s something not only ultrakill did but a ton of other games did too. It’s a good weapon and I’m not saying it’s a copy of the red revolver from ultrakill but I just hate it when people talk about how it’s the best weapon they’ve seen in a fps like I saw one guy say it was the coolest fps weapon in comparison to all the other fps and showed fucking ultrakill gameplay to say “yeah but this weapon is cooler then any weapon from those games” when the exact same thing is in fucking ultrakill too! There are cooler weapons in reaver anyways stfu about the stupid bouncing revolver) Anyways yeah reaver is a good game just don’t like it lol
Re bouncing revolver: 1. Reaver had it before the Sharpshooter existed 2. Reaver also has a mechanic where (iirc) if you headshot someone with the ricochet, it makes the shot start bouncing between everyone’s heads until it can’t find any more (not something that exists in uk)
Played the demo to try and replace my ULTRAKILL addiction, failed, went back to ULTRAKILL (Overall Reaver is a good game)
It's like ULTRAKILL, but if V1 smoked meth