Compare Super Intergalactic Gang prices across 50+ stores and find the best deal. Developed by Martin Cerdeira. Published by Martin Cerdeira. Released on 1/15/2016. Available on PC. Genres: Action, Casual.

A budget shmup with bullet-time tricks and couch co-op that earns its place as a quick-fix arcade session, not a serious shooter to grind.

I want to be straight with you: my first ten minutes with Super Intergalactic Gang felt like someone handed me a SNES cartridge they found under a couch cushion. That is not entirely an insult. This is a side-scrolling shoot-em-up built for short bursts, couch company, and zero pretension. If you came here hunting ranked ladders, netcode discussions, or weapon meta breakdowns for solo queues, you are already in the wrong place. The core loop is a horizontally-scrolling alien blaster with a handful of mechanics layered on top to separate it from the pile. You can slow time to dodge through bullet waves, charge your shots into a screen-clearing super attack, and, hilariously, punch enemies in the face when they get close. There are reportedly over 20 unlockable characters and around 10 enemy types to deal with, plus a selection of pickable weapons ranging from machine guns and lasers to a bow and arrow nobody should ever pick up. The weapon pool is unbalanced in the way most arcade games of this type are: a handful of viable picks and several that feel like traps. Procedurally generated enemy waves mean you cannot memorize attack patterns the way you would in something like Ikaruga or Jamestown, which adds replay value but also removes the satisfaction of a clean no-death run built on genuine knowledge. Whether that trade-off works for you depends entirely on your tolerance for controlled chaos over technical precision. The visual presentation is where opinions split. The pixel art is flat and simple, the enemy designs are functional at best, and the backgrounds do not do much to hold your eyes after the first few minutes. Critics at launch were pretty consistent on this: the colorful chaos can get visually fatiguing fast, and the character and enemy designs lack the personality to paper over it. The soundtrack, on the other hand, has an energetic distorted quality that reviewers consistently called catchy, which is more than most games at this price tier manage. The controls are responsive, local two-player co-op works with gamepads (generic USB pads are the recommended setup), and the whole package runs on hardware so modest it barely qualifies as a system requirement. There is also a PvP mode tagged, though the community forums suggest its exact form is vague enough that even players who own the game have asked what it actually consists of. Look, Super Intergalactic Gang is a micro-budget solo project from a single developer. The screen-stretching issues reported by players on 1440p monitors suggest it has not received much post-launch maintenance, and with only a handful of Steam reviews to its name after nearly a decade, the community is not exactly thriving. It works best as a 20-30 minute couch session with a friend and a couple of controllers, not as something you sink time into alone chasing a high score. Compared to the heavy hitters in this genre it cannot touch, but at the right price it is a serviceable, unpretentious arcade shooter that does not overstay its welcome. Fred, Scout Team

Super Intergalactic Gang
ActionCasual

Super Intergalactic Gang

Jan 15, 2016Martin Cerdeira
GamerScout Says

A budget shmup with bullet-time tricks and couch co-op that earns its place as a quick-fix arcade session, not a serious shooter to grind.

PC
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Screenshots & Media

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About Super Intergalactic Gang

I want to be straight with you: my first ten minutes with Super Intergalactic Gang felt like someone handed me a SNES cartridge they found under a couch cushion. That is not entirely an insult. This is a side-scrolling shoot-em-up built for short bursts, couch company, and zero pretension. If you came here hunting ranked ladders, netcode discussions, or weapon meta breakdowns for solo queues, you are already in the wrong place. The core loop is a horizontally-scrolling alien blaster with a handful of mechanics layered on top to separate it from the pile. You can slow time to dodge through bullet waves, charge your shots into a screen-clearing super attack, and, hilariously, punch enemies in the face when they get close. There are reportedly over 20 unlockable characters and around 10 enemy types to deal with, plus a selection of pickable weapons ranging from machine guns and lasers to a bow and arrow nobody should ever pick up. The weapon pool is unbalanced in the way most arcade games of this type are: a handful of viable picks and several that feel like traps. Procedurally generated enemy waves mean you cannot memorize attack patterns the way you would in something like Ikaruga or Jamestown, which adds replay value but also removes the satisfaction of a clean no-death run built on genuine knowledge. Whether that trade-off works for you depends entirely on your tolerance for controlled chaos over technical precision. The visual presentation is where opinions split. The pixel art is flat and simple, the enemy designs are functional at best, and the backgrounds do not do much to hold your eyes after the first few minutes. Critics at launch were pretty consistent on this: the colorful chaos can get visually fatiguing fast, and the character and enemy designs lack the personality to paper over it. The soundtrack, on the other hand, has an energetic distorted quality that reviewers consistently called catchy, which is more than most games at this price tier manage. The controls are responsive, local two-player co-op works with gamepads (generic USB pads are the recommended setup), and the whole package runs on hardware so modest it barely qualifies as a system requirement. There is also a PvP mode tagged, though the community forums suggest its exact form is vague enough that even players who own the game have asked what it actually consists of. Look, Super Intergalactic Gang is a micro-budget solo project from a single developer. The screen-stretching issues reported by players on 1440p monitors suggest it has not received much post-launch maintenance, and with only a handful of Steam reviews to its name after nearly a decade, the community is not exactly thriving. It works best as a 20-30 minute couch session with a friend and a couple of controllers, not as something you sink time into alone chasing a high score. Compared to the heavy hitters in this genre it cannot touch, but at the right price it is a serviceable, unpretentious arcade shooter that does not overstay its welcome. Fred, Scout Team

Tags

singleplayermultiplayerpvplocal-multiplayercooplocal-coopcontroller-supporttier:sub-5Bullet-TimeHorizontal ShmupCouch Co-opArcade Score AttackProcedural WavesWeapon PickupsPixel Arcade

System Requirements

Minimum

OS
Windows XP
Memory
1024 MB RAM
Storage
60 MB available space
Graphics
256MB
Processor
1.2Ghz+
Additional Notes
Generic usb gamepads recommended.

Recommended

OS
Windows XP
Memory
2048 MB RAM
Storage
100 MB available space
Graphics
1GB
Processor
2Ghz
Additional Notes
Generic usb gamepads recommended.

Reviews & Ratings

No ratings available

Game Info

Developer
Martin Cerdeira
Publisher
Martin Cerdeira
Release Date
Jan 15, 2016

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