Compara los precios de Hover Hazard en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por David Mulder. Publicado por SA Industry. Lanzado el 21/10/2016. Disponible en PC. Géneros: Casual, Indie.

Bare-bones arena survival for up to four friends crammed around one screen - honest about what it is, but that honesty only stretches so far.

I want to root for Hover Hazard. Solo developer, tiny footprint, a concept that fits on a Post-it note - that kind of stripped-back sincerity is usually my entry point into something quietly wonderful. Fly a small spaceship around a closed arena, survive cascading hazards like bullets, spinning saws, and laser beams, and outlast your friends in shared-screen carnage for up to four players. That is the whole pitch, and for about thirty minutes it actually works. The appeal is immediate and tactile. Controlling your little craft feels responsive enough that early deaths read as your fault rather than the game's, which is the one thing an arcade avoidance game absolutely must get right. Obstacles layer up with enough variety - projectiles cutting across fixed paths, saws that patrol set routes, lasers that demand careful timing - that the first few sessions carry a genuine pulse-racing energy. Gather three friends around a keyboard or controllers and the local chaos becomes its own comedy. Someone always clips a saw they swore they dodged. But the honest conversation has to include what is missing. There is no progression, no escalating difficulty curve with meaningful structure, no unlockable ships or modifiers to reshuffle the formula. The average playtime sitting around three to four hours in aggregate player data tells its own story: people arrive, get what is here, and move on. The Steam community page is quiet in a way that suggests the game found its ceiling early and stayed there. On the solo side the experience fades faster than the multiplayer mode, since without human opponents the arena loses its social unpredictability and just becomes a pattern-memorisation loop with no reward loop attached. There is also the matter of how the game presents itself. Accessing the controls and resolution settings requires holding Left Shift at launch - a quirk that speaks to the production level. Nothing is broken, but nothing is polished either. The trading cards are here for badge-hunters, Remote Play Together support means you can technically loop in a distant friend, and the system requirements are light enough to run on decade-old hardware. Developer David Mulder made something functional and unambiguous. The mixed reception on Steam, sitting around 62 percent positive across a small sample, feels accurate rather than harsh. For what it is - a couch-party time-killer with a five-dollar ceiling - Hover Hazard delivers its ten or fifteen minutes of genuine fun per session. The trouble is that it arrives with no scaffolding around those moments, and on your own it runs dry quickly. If your living room gaming nights regularly feature four people and a laptop, it earns a spot in the rotation. Everyone else will find sharper, deeper versions of this idea without looking hard. Kai, Scout Team

Hover Hazard

Hover Hazard

21 oct 2016David MulderSA Industry
GamerScout opina

Bare-bones arena survival for up to four friends crammed around one screen - honest about what it is, but that honesty only stretches so far.

PC
Steam Deck Playable
Mejor precio disponible
€0.00
en N/A
Mínimo histórico: €0.37

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Acerca de Hover Hazard

I want to root for Hover Hazard. Solo developer, tiny footprint, a concept that fits on a Post-it note - that kind of stripped-back sincerity is usually my entry point into something quietly wonderful. Fly a small spaceship around a closed arena, survive cascading hazards like bullets, spinning saws, and laser beams, and outlast your friends in shared-screen carnage for up to four players. That is the whole pitch, and for about thirty minutes it actually works. The appeal is immediate and tactile. Controlling your little craft feels responsive enough that early deaths read as your fault rather than the game's, which is the one thing an arcade avoidance game absolutely must get right. Obstacles layer up with enough variety - projectiles cutting across fixed paths, saws that patrol set routes, lasers that demand careful timing - that the first few sessions carry a genuine pulse-racing energy. Gather three friends around a keyboard or controllers and the local chaos becomes its own comedy. Someone always clips a saw they swore they dodged. But the honest conversation has to include what is missing. There is no progression, no escalating difficulty curve with meaningful structure, no unlockable ships or modifiers to reshuffle the formula. The average playtime sitting around three to four hours in aggregate player data tells its own story: people arrive, get what is here, and move on. The Steam community page is quiet in a way that suggests the game found its ceiling early and stayed there. On the solo side the experience fades faster than the multiplayer mode, since without human opponents the arena loses its social unpredictability and just becomes a pattern-memorisation loop with no reward loop attached. There is also the matter of how the game presents itself. Accessing the controls and resolution settings requires holding Left Shift at launch - a quirk that speaks to the production level. Nothing is broken, but nothing is polished either. The trading cards are here for badge-hunters, Remote Play Together support means you can technically loop in a distant friend, and the system requirements are light enough to run on decade-old hardware. Developer David Mulder made something functional and unambiguous. The mixed reception on Steam, sitting around 62 percent positive across a small sample, feels accurate rather than harsh. For what it is - a couch-party time-killer with a five-dollar ceiling - Hover Hazard delivers its ten or fifteen minutes of genuine fun per session. The trouble is that it arrives with no scaffolding around those moments, and on your own it runs dry quickly. If your living room gaming nights regularly feature four people and a laptop, it earns a spot in the rotation. Everyone else will find sharper, deeper versions of this idea without looking hard.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayermultiplayerlocal-cooptrading-cardstier:sub-5Arena SurvivalShared ScreenCouch Co-opBullet DodgingArcadeParty GameController SupportRemote Play

Requisitos del sistema

Mínimos

OS
Windows XP
Memory
2 GB RAM
Storage
350 MB available space
Graphics
512MB
Processor
2.0Ghz

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OS
Windows 7
Memory
4 GB RAM
Storage
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1GB
Processor
2.0Ghz Dual Core

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Información del juego

Desarrolladora
David Mulder
Distribuidora
SA Industry
Fecha de lanzamiento
21 oct 2016

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¿En qué plataformas está disponible Hover Hazard?

Hover Hazard está disponible en PC.

¿Cuándo se lanzó Hover Hazard?

Hover Hazard se lanzó el 21 de octubre de 2016.

¿Quién desarrolló Hover Hazard?

Hover Hazard fue desarrollado por David Mulder y publicado por SA Industry.