
Super Intergalactic Gang
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.
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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
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
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Game Info
- Developer
- Martin Cerdeira
- Publisher
- Martin Cerdeira
- Release Date
- Jan 15, 2016