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BUCK: Saturday Morning Cartoon Apocalypse Download Link

BUCK: Saturday Morning Cartoon Apocalypse Download Link


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About This Game


Dust off your VHS player and get ready to go back to the 90's with an old-school, 2D, Action-Adventure game.
You play as Buck, a motorcycle garage mechanic who decides to leave everything behind to find the truth behind a girl's disappearance; all while struggling to adjust himself to the harsh, post-apocalyptic future of 1997.

Inspired by Biker Mice From Mars, Batman: The Animated Series, Samurai Jack and more - BUCK: Saturday Morning Cartoon Apocalypse aims to bring the difficult gameplay mechanics of late 90's 2D side-scrollers and combine them with the visual style and themes of our favorite Saturday Morning Cartoons.



Trained by his stepdad to fight, shoot and fix nearly anything, Buck can surprise the biggest of brutes by his speed and strength.

  • Traverse the sands of Venganza: a carefully built 2D world with hidden passages, dark secrets and remorseless characters.

  • Destroy enemies with Buck's own hand crafted, upgradeable weapons.

  • Unlock new weapons and combos as you progress.

  • Explore unique levels with branching paths and hidden areas.

  • Earn Scraps and loot unique items to upgrade your arsenal, craft ammunition and improve healing items.

  • Negotiate with the salty denizens of Westown, wayward merchants and mysterious mercenaries, each with their own goal and agenda.


*BUCK is an Early Access title and shouldn't be considered a finished product. The game may or may not change significantly over the course of development. To learn more about Steam Early Access, please visit http://store.steampowered.com/earlyaccessfaq/ d859598525



Title: BUCK: Saturday Morning Cartoon Apocalypse
Genre: Action, Adventure, Indie, RPG, Early Access
Developer:
Wave Interactive
Publisher:
Wave Interactive
Release Date: 17 Mar, 2017



English



buck saturday morning cartoon apocalypse. buck saturday morning cartoon apocalypse


Apparently you can't play the demo as the Early access has been released (which is Valve being stupid not the devs) and as the trailer had me intrigued I bought the game but I do regret it.

The setting's nice and the voice talents have been 3\/4 good (that attempt at scottish sounds worse than me trying to do scottish accent and "wee" as in "a wee lad" is not spelled "we", even a swede such as myself knows that) but then the bad appears unfortunately.

You have a shotgun and if you have it equipped your player character all of a sudden decides to turn to the left even though the enemies are in front of you, looting is handled with pressing down on your right thumbstick but using it (as anyone knows that've used thumbsticks in a menu) in the menu for looting isn't precise so you may "jjump up" so using D-pad is a better choice but you can't use D-pad down to open the loot screen...

Changing resolution means clicking it 'til you reach your chosen one, if you click once more you'll have to click through all the option to get back to your preferred res... (you can only go "right" so if you move too far "right" you have to continue to go right' til you get back to where you were)

It seems a bit too hard right off the bat too, especially with the sudden "I'll shot at nothing behind me" quirk screwing you over as well...

Not for me and I can't recommend in it its current state either, love the graphics and the trailer but that's unfortunately all.... Right now it is just a BIG ♥♥♥♥♥♥♥t.

The music and graphical art are wonderful.

The gameplay, really ♥♥♥♥♥♥. It is REALLY needed to improve it a lot before realeasing something playable.

I decided to abandon this game when after time playing I was stuck in a loop, impossible to win, impossible to come back in home to finish mission.

Lots of hope, Im really fond of such apocalyptic game, but, please, try it before asking us to play it ...

Until it improve, I'm asking a refund after one hour playing !!!. ACTUALLY its a HARD game and thats a GOOD thing (reminds me of MORtal combats). An excellent game is very invested. Buck is a well constructed game. It has a rich envoirnment, a well suited soundtrack, and delightful gameplay mechanics. The story is well driven, and the characters are all fitting, (if not slightly exaggerated in their characterization). However, there were a few flaws that I noticed within the early-access portion of the game. None of them particularly major, but noticable enough.

To start, the tutorials are decently constructed in-game, but whenever I looked at the tutorial menu, the first page with the 12 slots was hard to read, and I couldn't zoom in on it. The icons themselves were divided up nicely, so if there were a way to divide that up into separate pages for an easier read, that would be a nice touch. Also, if the background music of the current location could continue playing in the menu screen, that would keep from breaking away from the envoirnment Buck is in at the current time.
Second, the combos are tricky to master. I like the idea of needing to execute a combo with the right timing, and different timing for each combo. However, this wasn't exactly easy to do, and it would be nice to have a better indicator of when to press the next button in the combo, or have an broader time range to execute the combo.
Third, the character interactions were believable, but the the dialogue itself between the characters didn't exactly seem to flow. Nibbler the Salvager, for instance, was a stark contrast to Buck. One of the things that threw me off was how loud the audio was between them. Nibbler was more animated in his voice as opposed to the gruff softness of Buck, and while this is fantastic for the diverse character interactions within the story, it fell into the uncanny valley of one recording not syncing with the other.
Fourth, the envoirnments are incredibly detailed, and are beautiful. The dark tones are fitting and pleasing to look at in the post-apocalyptic world. Every now again, however, even with my brightness turned up high on my laptop, the visuals seem to fade into dark values a little too much, and became hard to focus on whenever Buck travelled from place to place. The main area where this was present in The Junkyard level.
Fifth, the battle mechanics are well constructed, and provide a great challenge. However, this is sometimes unfairly so. For instance, if you have two slow-moving shooters, and one fast melee opponent, whenever you manage to dodge one, you could be instantly shot at by the other, and lose health, and when on low health, this can be rather trying. This is avoidable, and there are tactics to manage the battle. It would just be nice to have an easier way to dodge attacks or manage the battle.
Sixth, the crafting is a wonderful touch, but I did notice that in order to create some items, you needed five slots, which didn't make sense, when you only use four different materials to craft a single object.
The last "major" thing that threw me off were some of the dialogue options. This game poses the idea that your choices matter, and that's a fantastic idea, especially with the various dialogue options given. However, sometimes the dialogue choices mean little to nothing, and other times, it progresses the conversation. What I would like to see here is a color code to indicate what dialogue options can be chosen again, like in the beginning stages when talking to Mug about Jodie or asking about the Mongrels, and what are a one time decisive option, like when talking to Zoe for the first time. A way to do this could be a green color to indicate that you can come back to this question or conversation, while blue could indicate that this will be a "choice" or a one time dialoguue option. Futhhermore, when I first started the game and was under the impression that choices define you, I thought this was a relation to looting items as well, which made the game progressively harder (not necessarily a bad thing, just misleading).

The only "bug" I ever came across was right after the discovery of the murder of the scout Mongrels in the first mission, when leaving the building. When I dodged the final enemy in that small area, a bulky, club weilding dog, I was shot, and the game kept respawning me at that point, causing me to constantly die, and I needed to restart the game. This also occured in the Gutless Gultch, coming down the elevator towards the entrance of the 1st area.

Buck shows a lot of promise, and I fully enjoyed the game for its early access. Here's hoping for a brilliant final product!. A really cool action game that wears the influence of other titles on it's sleeve proudly.

Give it a shot if you liked Shank, or the Souls series!. Apparently you can't play the demo as the Early access has been released (which is Valve being stupid not the devs) and as the trailer had me intrigued I bought the game but I do regret it.

The setting's nice and the voice talents have been 3/4 good (that attempt at scottish sounds worse than me trying to do scottish accent and "wee" as in "a wee lad" is not spelled "we", even a swede such as myself knows that) but then the bad appears unfortunately.

You have a shotgun and if you have it equipped your player character all of a sudden decides to turn to the left even though the enemies are in front of you, looting is handled with pressing down on your right thumbstick but using it (as anyone knows that've used thumbsticks in a menu) in the menu for looting isn't precise so you may "jjump up" so using D-pad is a better choice but you can't use D-pad down to open the loot screen...

Changing resolution means clicking it 'til you reach your chosen one, if you click once more you'll have to click through all the option to get back to your preferred res... (you can only go "right" so if you move too far "right" you have to continue to go right' til you get back to where you were)

It seems a bit too hard right off the bat too, especially with the sudden "I'll shot at nothing behind me" quirk screwing you over as well...

Not for me and I can't recommend in it its current state either, love the graphics and the trailer but that's unfortunately all...



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