NetGunner delivers intense multiplayer competition in the style of a twin-stick shooter, with a theme based around computer hacking. Players have access to multiple types of weapons to damage and throw opponents around the map. The last surviving player wins the round.
The game is very fun and offers enjoyable split-screen gameplay.
There are 10 different types of guns, each with distinct designs, adding variety to the gameplay.
The level of polish and detail, especially in the menus and bot AI, is impressive.
The visuals are of low quality, relying on outdated retro pixel art that may not appeal to modern gamers.
The game lacks single-player content, making it heavily reliant on PvP, which can lead to a lack of longevity.
Controls and resolution are locked, limiting customization and negatively impacting the overall experience.
graphics
5 mentions Positive Neutral Negative
20%
20%
60%
The graphics of the game have received mixed reviews, with some users criticizing the poor quality of the retro pixel art and disorienting map mechanics, while others appreciate the fast-paced gameplay complemented by modern graphics. The lack of customization options for resolution and controls further detracts from the overall visual experience.
“Fast game with modern day graphics with easy controls that moves from location A to B to C and so on.”
“This 2D top-down retro pixel twin-stick PvP arena shooter is of particularly poor quality both in terms of technical implementation and artwork/delivery.”
“A choice was made to use obsolete retro pixel 'art' as a substitute for contemporary PC graphics.”
“Resolution and controls are locked, and can't be changed or customized to improve the visuals or the control experience.”
story
1 mentions Positive Neutral Negative
100%
The story aspect of the game is perceived as lacking, with players relying on interactions with others to fill the narrative void, suggesting that the game does not effectively incorporate storytelling or level design elements.
“The students gambled that other players would be an acceptable substitute for adding storytelling, level design, etc. to the game.”