Bomb Rush Cyberfunk

Bomb Rush Cyberfunk

View Stats:
Mauroghen Aug 23, 2023 @ 6:11am
Repeating criticism I heard so far that I agree with
Game's easily a 9/10 for me, love everything from it so far.
BUT!
Low population density making it feel a little more barren than expected is one that I've heard, personally im on the fence on this, I feel like more npcs would get in the way of gameplay for better presentation?

Difficulty or lack there-of.
I get this point a lot, the only challenge seems to be the achievements for really high scores.
I don't mind this at all, I just hope for a NG+ type of thing in the future where crew battles and missions are actually tough. (just higher score requirements)

not sure how this would affect the balance of the game but in similar games, usually when a timer and combo mechanic is present, they let the timer go into overtime until the combo ends. I wouldn't mind this but I also understand that there is very few ways to actually drop and fail to cash out a combo, so that could make the timer challenges too easy.

thats all my two cents. very good game.

just gotta do the prehistoric thing of physically downloading the Soundtrack and shoving it into my phone with the clunky Itunes App since I do not have spotify premium and the community made playlists are all incomplete.
(Unless someone out there knows how to upload a public playlist on apple music)
Doesn't need to be an official album, just playlists with all the individual songs put together.
< >
Showing 1-15 of 22 comments
VelcroSnake Aug 23, 2023 @ 7:31am 
I haven't been bothered by the low population density. I would probably be more bothered if I was constantly needing to push people out of the way.
Woozypictures Aug 23, 2023 @ 7:38am 
Personally I would have loved to have seen a slider in the graphics options for population density (as well as a few other things) but I wonder whether this is something Team Reptile will consider for a future update (as well as NG+), gives players more freedom to customize world variables to their liking? Either way, fantastic game, cant put the controller down for this one!!!
YinYin  [developer] Aug 23, 2023 @ 8:12am 
Not considering crowd density since these are all hand placed.
Scrimbles Aug 23, 2023 @ 8:13am 
I think part of the difficulty is how smooth the controls are, and how you can't really... mess up?

Turning is super tight, if you are half way through a trick and hit the floor you land just fine, if you ram head first into a wall you just ignore it, there aren't any obstacles when grinding that get in your way.

It's odd to complain about controls being too good and too uninterruptible, but it also means that the skill ceiling is really low, because it's hard to make mistakes. Once you understand how to just grind corners and manual then you're good to go, it's hard to lose challenges, even post game ones.
wolfqack Aug 23, 2023 @ 8:39am 
Originally posted by Scrimbles:
I think part of the difficulty is how smooth the controls are, and how you can't really... mess up?

Turning is super tight, if you are half way through a trick and hit the floor you land just fine, if you ram head first into a wall you just ignore it, there aren't any obstacles when grinding that get in your way.

It's odd to complain about controls being too good and too uninterruptible, but it also means that the skill ceiling is really low, because it's hard to make mistakes. Once you understand how to just grind corners and manual then you're good to go, it's hard to lose challenges, even post game ones.

Nah you're right. The challenge in Tony Hawk games, for example, was that the longer you grind and manual the harder it is to keep balance. It didn't make huge scores impossible but you had to work more for them.

Don't really understand why pop density can't have more hand placed NPCs but w/e. How few dudes there are just messing about doing their own thing doesn't feed into the style and setting but that was obv a conscious choice.
Last edited by wolfqack; Aug 23, 2023 @ 8:39am
Uncle Sly Aug 23, 2023 @ 9:37am 
I've been playing for 14 hours (accidentally restarted from the beginning)

I haven't died yet.

The controls are a simplified/engagement version of Jet Set to the point it's kinda hard to "mess up" certain things
Last edited by Uncle Sly; Aug 24, 2023 @ 7:00am
Foxassassin Aug 23, 2023 @ 9:41am 
Originally posted by Uncle Sly:
I've been playing for 14 hours (accidently restarted sheets from the beginning(

I haven't died yet.

The controls are a simplified/engagement version of Jet Set to the point it's kinda hard to "need up" certain things

The only time I died was twice, intentionally. During end game score battle I lost a high combo and had no way of finishing it and it was faster to jump into water over and over rather than wait for the timer to go down.

A 'retry' button would be nice.
Ciccone-dream Aug 23, 2023 @ 9:46am 
Originally posted by Uncle Sly:
I've been playing for 14 hours (accidently restarted sheets from the beginning(

I haven't died yet.

The controls are a simplified/engagement version of Jet Set to the point it's kinda hard to "need up" certain things
Wouldn’t call the controls simplified, they’re basically the same besides being easier to extend tricks and keep combos going. Im sure people would’ve died more if health didn’t auto regenerate but it’s not a big deal for me.
dq333 Aug 23, 2023 @ 10:06am 
I agree about the difficulty. I remember watching the interviewer with the developer stating the second gang challenge will be tough for many, it was honestly cake. Manuals should be harder to pull off, maybe have a balancing aspect added, which could also be introduced when grinding rails - You see when you have to press the direction of a rail to get a hard turn. how about make it necessary to do a hard turn just to stay on when the rail makes a sharp turn direction. Another would be to introduce different tricks with different height requirements, which would cause a wipeout if unsuccessful.

As this follows JSR with the graffiti mini game, they should make it harder to pull off, and the time limit to complete should be 1/10 of the current. It's practically impossible to fumble - you can do it blindfolded just by wiggling the sticks around. Also the cops could intervene if you don't do it in time and you take a hit. I understand it provides choices to enable different tags but it makes it too easy, get rid of the ability to swing the cursor perhaps.

I really dig everything else about the game - it definitely deserves some respect and has a ton of potential. :cupup::happymeat:
Last edited by dq333; Aug 23, 2023 @ 10:09am
Foxassassin Aug 23, 2023 @ 10:09am 
Personally, I'm not a fan of the small sized graffiti requiring a cutscene. Larger ones, sure. But the small ones feel like they break the flow when they're in a chain, or you're trying to work them into score battles.
dq333 Aug 23, 2023 @ 10:10am 
Originally posted by Foxassassin:
Personally, I'm not a fan of the small sized graffiti requiring a cutscene. Larger ones, sure. But the small ones feel like they break the flow when they're in a chain, or you're trying to work them into score battles.
Yep, the small tagging cutscene kills the flow a bit.
Oss Aug 23, 2023 @ 10:11am 
difficulty is hands down something that shouldnt change, there are only a few challenges left to do after beating the game so why dumb them down? theyre totally doable and makes them super fun. Same with police spawn rate, i didnt have a single issue during my whole playthrough about how fast they spawned while tagging, theres supposed to be a challenge while tagging, not a walk in the park. The games content goes in hand with the difficulty and i think its perfect, people just want to beat the whole game in a single trick.
dq333 Aug 23, 2023 @ 10:33am 
Originally posted by Os:
difficulty is hands down something that shouldnt change, there are only a few challenges left to do after beating the game so why dumb them down? theyre totally doable and makes them super fun. Same with police spawn rate, i didnt have a single issue during my whole playthrough about how fast they spawned while tagging, theres supposed to be a challenge while tagging, not a walk in the park. The games content goes in hand with the difficulty and i think its perfect, people just want to beat the whole game in a single trick.
I don't think people are complaining that it's hard, it's the opposite
Oss Aug 23, 2023 @ 10:46am 
Originally posted by dq333:
Originally posted by Os:
difficulty is hands down something that shouldnt change, there are only a few challenges left to do after beating the game so why dumb them down? theyre totally doable and makes them super fun. Same with police spawn rate, i didnt have a single issue during my whole playthrough about how fast they spawned while tagging, theres supposed to be a challenge while tagging, not a walk in the park. The games content goes in hand with the difficulty and i think its perfect, people just want to beat the whole game in a single trick.
I don't think people are complaining that it's hard, it's the opposite
theres both tbh, ive seen threads of people saying its impossible to complete certain challenges or some bosses are too hard.
Scrimbles Aug 23, 2023 @ 11:29am 
Originally posted by Os:
Originally posted by dq333:
I don't think people are complaining that it's hard, it's the opposite
theres both tbh, ive seen threads of people saying its impossible to complete certain challenges or some bosses are too hard.

Some people managed to ignore tutorials and are having a hard time, anyone who knows what they are doing has a way too easy time.
< >
Showing 1-15 of 22 comments
Per page: 1530 50

Date Posted: Aug 23, 2023 @ 6:11am
Posts: 22