This fundamental scoring system keeps players on their toes, while having to figure out what is the best pattern to tackle a stage to get a middle ground between shooting and going for those multipliers to overtake high scores or hit the medal target score that each level has. It manages to balance this well, thanks to how fast enemies come and die, as this keeps quickly recharging the bomb, giving players many times to earn multipliers that it fits into a nice rhythm – dodge, shoot and blow up groups of enemies. The area of effect for the bomb isn’t that large (just check the screenshots), so there is an element of risk when going for a big enemy cluster to convert into all those rewarding multipliers. You could technically shoot all the enemies and finish a stage, but due to the multiplier beginning at zero, you would get no points. The pulse bomb is also critical to the game’s scoring system, as this is what causes multipliers to drop in form of little green blobs that add one to the multiplier. The visuals work here, because the action can get hectic, and with only one life per go, it is vital that you are able to track everything on screen, so that your death was down to you and your ability, not the game causing issues to play well.Ĭontrols are as straightforward as can be, with the left stick moving the craft and right stick shooting in the direction the stick is pointed towards, the only other input is the shoulder button, which activates a pulse bomb that clears enemies within the small circle vicinity highlighted around the craft – this also shows how much pulse energy is available, with recharge coming by killing enemies. There is nothing wrong with this approach, because adding all the niceties can sometimes backfire, pulling too much attention away from what the player is supposed to be focused on. It might not present as much flair and special effects splendour as Geometry Wars, but on the handheld it looks fine and never breaks from its minimalist presentation. Having a glance over at Son of Scoregasm, it is easy to see the Geometry Wars vibe that its visuals have going for it. There is no reason for it to be there, since it’s just a snippet when you first boot up the game and some amusing end goal celebrations, but it’s good to see the developer has a sense of humour about it all, and they have the right to enjoy some dumbness, since what really matters, the mechanics, are what makes playing Son of Scoregasm a joy. That means we need to blast random shapes and get those sweet delicacies back. It won’t be blowing anyone’s socks off as some sort of swansong for the Vita, but it’s still a well made twin-stick shooter with some cool elements.įor comedy value, the developer has seen it fit to make some note about a story to do with aliens stealing biscuits and the King isn’t that happy about it. Even though everyone is playing on their Nintendo Switch for the latest in handheld gaming, the Vita still has been receiving a small collection of games, with Son of Scoregasm, a sequel to the PC game Scoregasm – developed by Charlie’s Games, a one man studio – having made its way to the system. Their design is often made for repeated replays through short stints to try better yourself or someone else’s high score. Score attack based arcade games make great sense to have on a handheld platform.
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