![]() The game trains your mind, every stage in every level is designed to build up your brain to both fasten your reflexes, or recognize patterns. You start out losing only a couple seconds in, but it doesn't get frustrating since there's little to no delay between games. This is one of those games where you need to practice. And it's still addictive, your mind thinks "Argh! I just lost!" Then 1 second later, you're back to playing, trying to beat your score by at least half a second. Just tap the screen and you're back to playing. No ads, no fuss, trying to press multiple buttons with long loading times in between. The most minuscule detail turns out to be the most redeeming factor: when you lose, you could just tap (quite vigorously, seeing as you just lost) and boom, you're right back to playing. I sincerely believe this game is one of the only games worth getting. The Only Game Worth Buying on the App Store This game is great if the sizing was revamped and made easier to determine where your character even is. I am normally not one to hate despite my derogatory "nickname", but if Apple wants to bring judgment down on me and deny me the right to change my name, so be it. This, however, can't be accomplished because too much time is put into trying to figure out WHERE and WHEN your character is and will be. I can tap when I have to and be where I need to be in the split second I have. Trying to see where my character is distracts me from moving it with the one second I have. I can play this game for 10 SECONDS then die, because the character is too small. The size of the character may seem minuscule and not worth mentioning because if you nerf the size, it will make the game harder by putting more stress on spacial repositioning, but when the character is the size of a PIXEL maybe even SMALLER, it can't be done. It looks like it's up the same alley and can be seen in a fan-made trailer below.Normally this is not true, but in this case, it definitely is. Samurai Gunn doesn't have a release date and is apparently still a ways from completion, but in the meantime feel free to check out Blyth's previous free two - four player zero gravity deathmatch game 0Space. While battles typically last until 10 kills, for particularly close rounds - like the one featured below between Super Hexagon creator Terry Cavanagh and indie developer Evan Balster - a swords-only showdown will be triggered in which the top opponents face off at sunset in true samurai fashion. Evidently other stages contain traps that players can activate by striking with their sword. The maps are made more dynamic by bamboo trees that can be chopped down only to gradually reappear over time. Stages are small, but your characters scamper around very quickly, so it doesn't appear cramped. Bullets can be deflected with a well timed sword swing and if two players parry each other at the same time they'll both be thrown back Keeping track of your foes' ammo supply is crucial as you go down in one hit. You can slash your katana in any direction and you're equipped with a gun that only has three bullets per life. What makes Samurai Gunn so appealing is how quick, brutal and elegant it is. ![]() you fall through the floor and come out the ceiling) and they must do battle until someone reaches 10 kills. The gist is that two - four players are confined to a single-screen arena where the levels wrap around vertically (i.e. Venus Patrol has a detailed report on exactly what makes Beau 'Teknopants' Blyth's 2D deathmatch game so enticing. ![]() ![]() Competitive 2D action game Samurai Gunn may not be out yet, but that hasn't stopped it from becoming a smash hit at this year's Fantastic Arcade in Austin, Texas where it saw its first official tournament.
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