Compara los precios de SnipZ en tiendas de claves de confianza y encuentra la mejor oferta. Desarrollado por Nicolas Bernard. Publicado por M.INDIE. Lanzado el 24/3/2017. Disponible en PC. Géneros: Action, Indie.

A solo-dev wave shooter with time-slow mechanics and a sniper rifle that sounds better on paper than it plays in practice. Approach with adjusted expectations.

I want to root for SnipZ. I genuinely do. A one-person-developed FPS where you defend strategic zones against waves of alien-zombie mutants, armed with a sniper rifle, a single emergency EMP, and a stolen time-control module that briefly slows the world around you - that core kit has a pleasing, scrappy elegance to it. The loop is simple on paper: pick a zone, hold the purification device against incoming hordes, keep your aim calm while the temporal module burns down, and pray the EMP lasts long enough to clear a desperate moment. Eight zones stand between you and the extinction of humanity, plus boss encounters scattered through the campaign. For a micro-budget indie, that structure is more thought-through than most would bother with. The time-slow mechanic is the most interesting thing here, and it is also the most underdeveloped. Used well, it should feel like the game exhaling right before a critical shot. In practice, it arrives and departs without much feedback, and the sniper rifle itself lacks the satisfying punch that wave-survival shooting demands. When the game is moving fast, precision shooting against fast mutant AI is exactly the right tension. When the feedback loop feels thin, that same tension becomes frustration rather than flow. The EMP is a once-per-level panic button, which creates genuine stakes, but the game never quite builds to moments worthy of that stakes-raising design choice. Community reception has been blunt: Steam players have rated it mostly negative, with only roughly one in four reviews landing as positive. That is a signal worth taking seriously. The criticism seems to cluster around a sense of incompleteness - not broken, exactly, but underpolished in ways that keep it from being anything other than a brief curiosity. There are no Steam achievements, no leaderboards, no hooks that reward a second session. A single playthrough probably runs under two hours depending on skill level, and the game offers little reason to return afterward. For a game built around precision shooting, the absence of any score-chasing structure feels like a missed opportunity. Where I find myself softening is in the premise itself. Alien tripods overseeing the collapse of civilization, a lone sniper as the last line of resistance, stolen technology repurposed against its creators - there is a genuinely cinematic premise buried here that a more polished execution could have made memorable. Nicolas Bernard had an idea worth developing. SnipZ as it shipped reads more like a proof of concept than a finished product, and the years since release have brought no updates to change that reading. If you are the kind of player who can find value in a rough, short, solo-dev experiment, there is a thin but real thread of tension in SnipZ's best moments. For everyone else, the mostly negative reception tells you what you need to know before the refund window closes. Kai, Scout Team

SnipZ

SnipZ

24 mar 2017Nicolas BernardM.INDIE
GamerScout opina

A solo-dev wave shooter with time-slow mechanics and a sniper rifle that sounds better on paper than it plays in practice. Approach with adjusted expectations.

PC
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Mínimo histórico: €0.57

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I want to root for SnipZ. I genuinely do. A one-person-developed FPS where you defend strategic zones against waves of alien-zombie mutants, armed with a sniper rifle, a single emergency EMP, and a stolen time-control module that briefly slows the world around you - that core kit has a pleasing, scrappy elegance to it. The loop is simple on paper: pick a zone, hold the purification device against incoming hordes, keep your aim calm while the temporal module burns down, and pray the EMP lasts long enough to clear a desperate moment. Eight zones stand between you and the extinction of humanity, plus boss encounters scattered through the campaign. For a micro-budget indie, that structure is more thought-through than most would bother with. The time-slow mechanic is the most interesting thing here, and it is also the most underdeveloped. Used well, it should feel like the game exhaling right before a critical shot. In practice, it arrives and departs without much feedback, and the sniper rifle itself lacks the satisfying punch that wave-survival shooting demands. When the game is moving fast, precision shooting against fast mutant AI is exactly the right tension. When the feedback loop feels thin, that same tension becomes frustration rather than flow. The EMP is a once-per-level panic button, which creates genuine stakes, but the game never quite builds to moments worthy of that stakes-raising design choice. Community reception has been blunt: Steam players have rated it mostly negative, with only roughly one in four reviews landing as positive. That is a signal worth taking seriously. The criticism seems to cluster around a sense of incompleteness - not broken, exactly, but underpolished in ways that keep it from being anything other than a brief curiosity. There are no Steam achievements, no leaderboards, no hooks that reward a second session. A single playthrough probably runs under two hours depending on skill level, and the game offers little reason to return afterward. For a game built around precision shooting, the absence of any score-chasing structure feels like a missed opportunity. Where I find myself softening is in the premise itself. Alien tripods overseeing the collapse of civilization, a lone sniper as the last line of resistance, stolen technology repurposed against its creators - there is a genuinely cinematic premise buried here that a more polished execution could have made memorable. Nicolas Bernard had an idea worth developing. SnipZ as it shipped reads more like a proof of concept than a finished product, and the years since release have brought no updates to change that reading. If you are the kind of player who can find value in a rough, short, solo-dev experiment, there is a thin but real thread of tension in SnipZ's best moments. For everyone else, the mostly negative reception tells you what you need to know before the refund window closes.

Kai
Kai · Scout Team

Indie & narrative

Etiquetas

singleplayertier:sub-5Zone DefenseWave SurvivalTime-Slow MechanicPrecision ShootingBoss EncountersShort RuntimeSolo Developer

Requisitos del sistema

Mínimos

OS
Window 7
Memory
4 GB RAM
DirectX
Version 11
Storage
1500 MB available space
Graphics
Geforce GTX 610 2GB
Processor
i3

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Información del juego

Desarrolladora
Nicolas Bernard
Distribuidora
M.INDIE
Fecha de lanzamiento
24 mar 2017

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¿Cuánto cuesta SnipZ?

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¿Dónde puedo comprar SnipZ más barato?

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¿En qué plataformas está disponible SnipZ?

SnipZ está disponible en PC.

¿Cuándo se lanzó SnipZ?

SnipZ se lanzó el 24 de marzo de 2017.

¿Quién desarrolló SnipZ?

SnipZ fue desarrollado por Nicolas Bernard y publicado por M.INDIE.