The first true bullet-hell (aka “danmaku”) arcade twin-stick shooter, a masterclass in design, and a new standard for the genre…If you can stomach it. ———————- Please note that while I was a playtester for over a year for this game, I decided to have my game key rescinded so I could buy the game. All of my thoughts on the game I will share free of any bias. I’m not affiliated with the dev nor do I benefit in any way; the dev was kind enough to let me be a playtester and listen to my endless and annoying feedback, so now here I am to tell you exactly what I think of Sektori Also note that my positives and negatives may not apply for everyone, they’re simply my opinions to do my best to help you decide if the game is for you. ———————————————————— POSITIVES: ✅ Not a Geometry Wars clone but evokes a familiar feel while providing a legitimate, unbroken campaign arcade run instead of levels, tying it closer to real arcade design. Think Kill Knight or Nex Machina. ✅ Maybe the first arcade run-based twin stick shooter with true forward progression. In most twin sticks, the game doesn’t progress forward until you clear all enemies in a wave. In Sektori, the game continuously progresses and spawns new enemies like a scrolling shoot-em-up whether you’re killing or not. Again, this creates more legitimate arcade design. You can’t just turtle and run around enemies. ✅ True forward progression also means true snowball-based design. Because enemies spawn without being stopped by wave based soft locks, enemies and enemy attacks pile up more and more, forcing the player to constantly act and strategize in dynamic ways. In fact, sektori has some of the best executed snowball based design in all of gaming and warrants study. ✅ The game isn’t afraid to introduce soft and hard “checkmate” scenarios, but they never feel cheap, which is incredibly hard to pull off in a game this dense. What this means is like in chess, the game is not afraid to put the player into extremely tight scenarios that can lead to getting hit or losing the run. In soft checkmates, you get put into brutal dodge scenarios but can potentially dodge your way out with enough skill and reading the enemies intelligently enough in the moment. Hard checkmates occur when you’re essentially forced into a hit that you can’t avoid. Both types never feel cheap because they typically involve either a cascading series of many small decision making mistakes, or ~1-3 fatal ones in a succession. The game gives you a recharging invulnerable explosive dash that often helps with soft checkmates, but hard checkmates often involve being forced to use your dash and then still in a situation to get hit before it restores. ✅ Because the game is so dense with enemies, the explosive dash is perhaps the best example of an invulnerable dash so far. It never really feels like it invalidates the enemy or bullet pattern design but acts as an open-ended tool to help manage the onslaught. Very rarely does it feel like there’s an obvious time and place to use it. Immense accomplishment there as most invulnerable dashes in games like this get used in more scripted “dash here now” ways. ✅ Easily the best bosses seen in the genre yet. If they seem too easy at first, keep playing and you will see their potential. The bosses tow an elegant line between mixing dynamic and linear patterns, while also putting the player in tricky checkmate scenarios if you aren’t careful that can both frustrate and make you smile for being so precisely done to create those scenarios. Legitimate and brutal bosses have never been done like this for the twin stick genre. ✅ Plentiful modes to keep you busy with a robust leaderboard system. Leaderboards are separated by which ship and mode you use. There’s even an optional fork in the campaign mode- you can play a standard campaign with or an “arcade campaign”. The arcade campaign removes the optional roguelite perk system. Both forks have a separate scoring tab. ✅ Some of the best useof RNG in arcade games ever. The optional rogue lite perks don’t make the game feel like a rogue lite due to how the perks are balanced and allow for some freedom of control on how they appear. You select which perks will appear, somewhat like a pre-run loadout system. The enemy waves spawn in familiar but slightly randomized ways that makes each run unique, but not to the point that scoring meta feels intangible or random. The RNG cascades on itself in ways over the 40 minute run time in ways that don’t really allow luck to be a factor, memorization becomes secondary to pure skill, and each run truly does feel familiar yet different in a way that creates beatifully rich and deep snowballing gameplay. The RNG is also kept in check by the level design. Every now and then the arena changes shape/size, and all enemies out of bounds die, which prevents snowball RNG from becoming too random. ✅ Insane skill ceiling and replay value. Clearing the game on hardest settings in all modes will push even seasoned gamers to their limits. Don’t be surprised to expect dozens if not hundreds of hours for the hardest clear. The scoring meta is rich and only extends the difficulty more. If you could only choose one twin stick to live with forever, this would be in my opinion the one to choose. —————————- NEGATIVES (please note these may be subjective and may not apply to everyone) 💔 Doesn’t commit enough to its aesthetic. The art style and overall look of the game pops beautifully and looks great. It just doesn’t commit enough aesthetically. Its style is kind of like geometry wars with a moody/mysterious or even subtly ominous or edgy undertone, but it plays its own style too safe in fear of looking too busy and loses some of its emotional pull. We need MOAR MOOD. GRUNGE. MYSTIQUE. 💔 Randomized song and background order was in my opinion a tragically poor artistic decision. Some tracks do appear at certain points, and the stages do alter their visuals some, but on the whole, the music tracks and art backdrops (which look awesome) are largely randomized. This doesn’t give the players enough emotional hooks or identity to latch onto. The full OST itself has a clearly defined emotional identity as it transitions from track to track, and that’s hurt by the randomized song order. 💔 Easiest difficulty is perhaps a tad too hard. This is more of a warning than an a negative criticism and not an issue for me specifically, and may not be an issue for you. Just be warned that even on the easy difficulty, it is still a very dense and busy game as the game is designed around a super high enemy density. I think the easy mode could have been a bit less dense just to ease players into the game more. 💔 Some minor visual inconsistencies. There’s a player hurtbox viewer (awesome), but at times it can be hard to see depending on your ship color and hurtbox color you choose due to the animation of the ship/shield. There are options to customize your ship, but there could be more options here I think. The text for the UI is also painfully generic to me and attempts to give the game a mature feeling, but over time it sort of makes the game feel more lifeless when it feels like it needed more aesthetic intensity and boldness. 💔 Some enemy spawn design could be improved. Minibosses and arena size/shape changes are not utilized to their full potential to create more bold and memorable set pieces as the game could have. Overall excellent but there was room to push the envelope here, especially with miniboss spawn design as they’re usually spawned in the same way. Would have liked to see more moments where the arena becomes small for extended periods and/or used more creatively. ———————— Overall: 9 to 9.5. Absolutely incredible game that sets a new benchmark for the genre on almost all fronts. If you give it enough time to sink its hooks, there’s a strong chance you’ll agree it’s the best twin stick ever.
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