Compare M.A.C.E. prices across 50+ stores and find the best deal. Developed by EntwicklerX. Published by EntwicklerX. Released on 3/16/2017. Available on PC. Genres: Action, Casual, Indie.

Pure Amiga-era nostalgia bottled into 18 vertical-scrolling levels, but the community is split almost down the middle on whether that's enough in 2024.

I have a soft spot for small studios that build something because they genuinely love a dead platform's aesthetic, and EntwicklerX clearly grew up on Amiga shmups. That love is legible in every parallax star layer and every hand-drawn explosion that ripples across the screen. The question worth asking before you spend a cent is: does affection for a source material translate into a game worth your time, or does it land as a technically functional but creatively thin tribute act? After working through all three worlds, I think the answer sits somewhere uncomfortable in the middle. The structure is a vertical scrolling shooter across three worlds and 18 levels, with three full boss encounters waiting at the end of each world. Your arsenal is the most generous thing here: eight weapons, each with three upgrade tiers, switchable on the fly mid-wave. A companion drone, rockets, a shield, and smart bombs round out the loadout options. On paper that is a solid toolkit for a budget shmup. In practice, controls are responsive and approachable enough that even players who normally avoid the genre can hold their own, particularly on easy difficulty. There is also a two-player local co-op mode, which is the single biggest reason to consider this over playing R-Type alone for the hundredth time. Where M.A.C.E. strains is in the pacing and variety of its level design. The formula repeats predictably across every stage: a wave of enemies, then asteroids, then another wave, then a mini-boss or boss. That rhythm never really breaks. The levels run longer than their content justifies, and critics across multiple platforms have noted that enemy types do not evolve enough between worlds to sustain the full runtime. The hand-drawn backgrounds carry genuine charm, and the 30-minute soundtrack has an appropriately spacey quality to it, but neither compensates for the sense that you have seen everything on offer well before the final boss. Replayability beyond a second run on a harder difficulty setting is basically absent. For a certain kind of player, none of that is a dealbreaker. If your formative gaming happened on an Amiga 500 and you want something short, familiar, and low-friction to share with a friend on the couch, M.A.C.E. delivers that specific feeling with evident care. The retro filter option in settings adds a subtle scanline quality that sharpens the nostalgia considerably. The hand-crafted pixel work and the deliberate, unhurried pacing in early stages feel intentional rather than lazy. But if you need a shmup with escalating enemy choreography, score-attack depth, or any narrative scaffolding to carry you through, this will feel lean to the point of sparse. Kai, Scout Team

M.A.C.E.
ActionCasualIndie

M.A.C.E.

Mar 16, 2017EntwicklerX
GamerScout Says

Pure Amiga-era nostalgia bottled into 18 vertical-scrolling levels, but the community is split almost down the middle on whether that's enough in 2024.

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About M.A.C.E.

I have a soft spot for small studios that build something because they genuinely love a dead platform's aesthetic, and EntwicklerX clearly grew up on Amiga shmups. That love is legible in every parallax star layer and every hand-drawn explosion that ripples across the screen. The question worth asking before you spend a cent is: does affection for a source material translate into a game worth your time, or does it land as a technically functional but creatively thin tribute act? After working through all three worlds, I think the answer sits somewhere uncomfortable in the middle. The structure is a vertical scrolling shooter across three worlds and 18 levels, with three full boss encounters waiting at the end of each world. Your arsenal is the most generous thing here: eight weapons, each with three upgrade tiers, switchable on the fly mid-wave. A companion drone, rockets, a shield, and smart bombs round out the loadout options. On paper that is a solid toolkit for a budget shmup. In practice, controls are responsive and approachable enough that even players who normally avoid the genre can hold their own, particularly on easy difficulty. There is also a two-player local co-op mode, which is the single biggest reason to consider this over playing R-Type alone for the hundredth time. Where M.A.C.E. strains is in the pacing and variety of its level design. The formula repeats predictably across every stage: a wave of enemies, then asteroids, then another wave, then a mini-boss or boss. That rhythm never really breaks. The levels run longer than their content justifies, and critics across multiple platforms have noted that enemy types do not evolve enough between worlds to sustain the full runtime. The hand-drawn backgrounds carry genuine charm, and the 30-minute soundtrack has an appropriately spacey quality to it, but neither compensates for the sense that you have seen everything on offer well before the final boss. Replayability beyond a second run on a harder difficulty setting is basically absent. For a certain kind of player, none of that is a dealbreaker. If your formative gaming happened on an Amiga 500 and you want something short, familiar, and low-friction to share with a friend on the couch, M.A.C.E. delivers that specific feeling with evident care. The retro filter option in settings adds a subtle scanline quality that sharpens the nostalgia considerably. The hand-crafted pixel work and the deliberate, unhurried pacing in early stages feel intentional rather than lazy. But if you need a shmup with escalating enemy choreography, score-attack depth, or any narrative scaffolding to carry you through, this will feel lean to the point of sparse. Kai, Scout Team

Tags

singleplayermultiplayercooplocal-coopachievementscontroller-supporttrading-cardscloud-savestier:indieVertical ShmupAmiga-inspiredLocal Co-op CouchWeapon SwitchingShort RuntimeParallax ScrollingRetro Filter

System Requirements

Minimum

OS
Windows 7, Windows 8, Windows 10 (32/64bit)
Memory
2 GB RAM
Storage
1 GB available space
Graphics
OpenGL 3.3 Compatible GPU
Processor
2Ghz or faster

Reviews & Ratings

No ratings available

Game Info

Developer
EntwicklerX
Publisher
EntwicklerX
Release Date
Mar 16, 2017

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