Compara los precios de Cashtronauts en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Simon Prefontaine. Publicado por Simon Prefontaine. Lanzado el 31/8/2016. Disponible en PC. Géneros: Action, Indie.

A twin-stick space shooter where the objective is greed - solo or couch co-op, four controllers, one shared bottom line, and dinosaur cops trying to wreck your day.

I came in expecting a gimmick dressed up in space clothes. What I got was a genuinely scrappy twin-stick arcade game with a money-making loop that's more interesting than it has any right to be on a sub-five-dollar budget. The core goal is simple: reach one billion dollars before everyone else does, or before the galaxy kills you trying. You pick a ship, you shoot stuff, you trade stuff, and you make increasingly questionable moral decisions along the way. The fact that those decisions actually carry some weight - do you help the Tricera-cops fend off a Raptarr ambush, or let the dust settle and scavenge the wreckage - keeps the loop from feeling totally brainless. Ship variety is the mechanical hook that holds this together. The nimble Vermin fighter plays completely differently from the lumbering Stego mining barge. If you want to run combat and piracy, you want something fast and aggressive. If you want to grind asteroids for Reddium and play the market, the slower hauler class makes more sense. The Risks system layers on top of this: unlockable modifiers that escalate the stakes of each run. Supply and Demand is one of the more interesting ones - buy enough ammo, sell enough resources, and you actually move the in-game market prices, which creates a feedback loop that rewards players who pay attention. Community feedback suggests the Risk unlock pace gets sluggish once you clear the first few, and that the total combination space is shallower than it initially appears. That is a fair criticism. The game runs out of surprises faster than it should. The local multiplayer is the real reason to look at this seriously. Up to four players, split-screen, sharing a company balance sheet - that cooperative-versus tension, where everyone technically works for the same bottom line but one pilot is clearly hogging kills and not mining anything, is a legitimately funny and occasionally heated dynamic. Gamepad is required for the local multi side, and that is the right call. The twin-stick controls feel clean on a controller; the weapon recoil and movement have a snap to them that suggests someone actually tuned this, not just shipped defaults. Keyboard and mouse works fine for solo play. Compared to modern twin-stick shooters it is not technically demanding - no polling rate anxiety, no sub-1ms response time required - but it reads inputs cleanly enough that it does not feel sluggish either. The honest reality check: this is a very small indie title, solo-developed, with an average reported playtime sitting around four hours. There is no online multiplayer. The community is effectively quiet at this point. If you are buying it hoping for a live player pool to grind against or some kind of ranked ladder, you will be disappointed in about thirty seconds. This is a couch game, a lunch-break solo game, or a "throw it on a laptop at a LAN party" game. The flat-shaded 3D art with 2D character portraits has a charm to it, and the dinosaur-capitalist fiction is committed enough to be funny without overstaying its welcome. It entered IGF consideration back during development, which at least tells you someone thought there was a real idea here. Fred, Scout Team

Cashtronauts

Cashtronauts

31 ago 2016Simon Prefontaine
GamerScout opina

A twin-stick space shooter where the objective is greed - solo or couch co-op, four controllers, one shared bottom line, and dinosaur cops trying to wreck your day.

PC
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €0.26

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I came in expecting a gimmick dressed up in space clothes. What I got was a genuinely scrappy twin-stick arcade game with a money-making loop that's more interesting than it has any right to be on a sub-five-dollar budget. The core goal is simple: reach one billion dollars before everyone else does, or before the galaxy kills you trying. You pick a ship, you shoot stuff, you trade stuff, and you make increasingly questionable moral decisions along the way. The fact that those decisions actually carry some weight - do you help the Tricera-cops fend off a Raptarr ambush, or let the dust settle and scavenge the wreckage - keeps the loop from feeling totally brainless. Ship variety is the mechanical hook that holds this together. The nimble Vermin fighter plays completely differently from the lumbering Stego mining barge. If you want to run combat and piracy, you want something fast and aggressive. If you want to grind asteroids for Reddium and play the market, the slower hauler class makes more sense. The Risks system layers on top of this: unlockable modifiers that escalate the stakes of each run. Supply and Demand is one of the more interesting ones - buy enough ammo, sell enough resources, and you actually move the in-game market prices, which creates a feedback loop that rewards players who pay attention. Community feedback suggests the Risk unlock pace gets sluggish once you clear the first few, and that the total combination space is shallower than it initially appears. That is a fair criticism. The game runs out of surprises faster than it should. The local multiplayer is the real reason to look at this seriously. Up to four players, split-screen, sharing a company balance sheet - that cooperative-versus tension, where everyone technically works for the same bottom line but one pilot is clearly hogging kills and not mining anything, is a legitimately funny and occasionally heated dynamic. Gamepad is required for the local multi side, and that is the right call. The twin-stick controls feel clean on a controller; the weapon recoil and movement have a snap to them that suggests someone actually tuned this, not just shipped defaults. Keyboard and mouse works fine for solo play. Compared to modern twin-stick shooters it is not technically demanding - no polling rate anxiety, no sub-1ms response time required - but it reads inputs cleanly enough that it does not feel sluggish either. The honest reality check: this is a very small indie title, solo-developed, with an average reported playtime sitting around four hours. There is no online multiplayer. The community is effectively quiet at this point. If you are buying it hoping for a live player pool to grind against or some kind of ranked ladder, you will be disappointed in about thirty seconds. This is a couch game, a lunch-break solo game, or a "throw it on a laptop at a LAN party" game. The flat-shaded 3D art with 2D character portraits has a charm to it, and the dinosaur-capitalist fiction is committed enough to be funny without overstaying its welcome. It entered IGF consideration back during development, which at least tells you someone thought there was a real idea here.

Fred
Fred · Scout Team

Shooters

Etiquetas

singleplayermultiplayerpvplocal-multiplayerlocal-coopachievementscontroller-supporttrading-cardscloud-savestier:sub-5Twin-Stick ShooterCouch Co-opRisk ModifiersDynamic Economy4-Player LocalArcade Run-BasedSplitscreen PvP

Requisitos del sistema

Mínimos

OS
Windows 7
Memory
6 GB RAM
DirectX
Version 11
Storage
210 MB available space
Graphics
AMD Radeon HD 6670
Processor
2.9 GHz

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Información del juego

Desarrolladora
Simon Prefontaine
Distribuidora
Simon Prefontaine
Fecha de lanzamiento
31 ago 2016

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¿En qué plataformas está disponible Cashtronauts?

Cashtronauts está disponible en PC.

¿Cuándo se lanzó Cashtronauts?

Cashtronauts se lanzó el 31 de agosto de 2016.

¿Quién desarrolló Cashtronauts?

Cashtronauts fue desarrollado por Simon Prefontaine.