Slayer Shock

Slayer Shock

56% Positive / 73 Ratings

RELEASE DATE

Sep 29, 2016

DEVELOPER / PUBLISHER

Minor Key Games / Minor Key Games

TAGS

    ActionIndieRPGStrategy
From David Pittman (

Eldritch

,

NEON STRUCT

) and Minor Key Games (

Super Win the Game

,

Gunmetal Arcadia

),

Slayer Shock

is a role-playing shooter about hunting vampires in Nebraska.

Operating from your headquarters at a college coffee shop, you take missions to patrol the streets, rescue captive humans, and weaken the undead threat. A team of fellow vampire slayers assists you from HQ, providing new weapons, skills, and research.

With a format that lovingly recalls scripted television (missions are "episodes", each campaign is a "season"),

Slayer Shock

blends immersive first-person action, lightweight strategy, and procedural narrative into a uniquely thrilling experience.

Assemble a team, hunt the vampires, and save your hometown!

Slayer Shock pc price

Slayer Shock

Slayer Shock pc price

56% Positive / 73 Ratings

Sep 29, 2016 / Minor Key Games / Minor Key Games

    ActionIndieRPGStrategy
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$1.99 / Get it

Game Description

From David Pittman (

Eldritch

,

NEON STRUCT

) and Minor Key Games (

Super Win the Game

,

Gunmetal Arcadia

),

Slayer Shock

is a role-playing shooter about hunting vampires in Nebraska.

Operating from your headquarters at a college coffee shop, you take missions to patrol the streets, rescue captive humans, and weaken the undead threat. A team of fellow vampire slayers assists you from HQ, providing new weapons, skills, and research.

With a format that lovingly recalls scripted television (missions are "episodes", each campaign is a "season"),

Slayer Shock

blends immersive first-person action, lightweight strategy, and procedural narrative into a uniquely thrilling experience.

Assemble a team, hunt the vampires, and save your hometown!

Reviews

  • meshuggah12345

    Sep 30, 2016

    So far, Slayer Shock is my favorite title Minor Key games has released. Many more options for tackling objectives, makes this game much easier for me to get into. I love a good stealth game, but I also like the option to cut loose and use the weapons at my disposal. Slayer Shock gives you that and more. Collect vampire dust to gain new abilites and purchase new weapons, ammo and bracelets. A really interesting and fun game. Recommended!
  • Just Some Guy

    Sep 30, 2016

    Just like eldritch, my favorite kind of game. You start off with a stake and a nailgun. I accidently bought something worth all of my money and couldn't buy any nails. I still (Won?) the level. It is so satisfying to lockpick chests and have all of your items replenished, so ammo isn't a problem (Just try not to kill everything you see because otherwise it will). Every level you complete a mission you will be rewarded with vampire dust (Gained from killing elites, terrares and the weird exploding levetating vampires) which you can spend on the skill tree, ammo, research and weapons. I'm sure there's more you can spend it on. The skill tree has NO useless skills. Maybe the more damage for stake if you use another melee weapon, but thats where the carry 4 weapons skill comes in. Only con for me would be the screams of the damned vampires. Overall, watch the steam greenlight gameplay to see if you would like it, as that has everything except the tutorial, A lot of the other missions and the AMAZING HAND CUSTOMIZATION. Thanks for reading, and thanks for the amazing game.
  • Fried Yeti

    Sep 30, 2016

    [i]The love child of Eldritch and Buffy.[/i] After playing through a full season on Hard, here are my thoughts: If you enjoyed Eldritch and/or NeonStruct and you enjoy the idea of hunting vampires in Nebraska, then you'll enjoy this game as well. [b]Pros:[/b] [list] [*]Same great controls that Eldritch and NeonStruct had, but it feels even more refined. [*]Has many weapons to collect and choose from (including a Holy Water Super Soaker). [*]5 different level types, each time you go to one it's randomly generated. [*]4 different mission types: Patrol, Hunt, Steal, and Rescue (as well as the season Finale missions). [*]Choose how you want to play: You can stealth the missions or you can go in Super Soaker spewing. [*]Random events: Chance of a different event each day (e.g. someone is busy with exams and won't be there to help). [*]Season recaps: after completing a season, each mission you went on is recapped in the Yearbook. [*]A great CC-BY soundtrack. [/list] [b]Cons:[/b] [list] [*]Can get repetitive* [/list] * After the first season I feel like I know all the maps even though they are randomly generated each time. The layout changes, but the main features are always there. The other part is that the missions don't have much evolution, it's the same 4 types, just in different places. However, I am still enjoying this and know that there's still more hidden in this game just waiting to be found. (Creator previously showed images of werewolves O:)
  • Radiatoryang

    Oct 1, 2016

    Solid game with a bunch of different weapon and upgrade combos. It really nails the Buffy feel when a vampire lunges out at you, and you stake it at just the right time, and it disintegrates into dust -- you'll feel like a badass vampire slayer or whatever. Plus, you get to paint your nails. (DISCLOSURE: I was once on a conference panel with the developer, a few years ago)
  • FOOTLOOSE (1984) on VHS

    Oct 1, 2016

    I really wish this was good
  • Delor

    Oct 1, 2016

    Slayer Shock seems woefully underbaked. In Slayer Shock, you play through a series of missions, earning "Vampire Dust" with which to unlock new skills, weapons, and intel. Missions take place in a series of procedurally generated levels that make up your town. On each mission you sneak and fight your way across a map to complete an objective, which amounts to either "kill several elite vampires" or "walk to the following locations and press the use key". As you complete missions, the town builds up terror and gradually shuts down in an Arkham Horror or X-Com-ish way. Every mission the place you go to will go up or down depending on your success, two other places go up, and an event may throw some additional random-ness into the mix. Eventually you die or research the final mission and complete it and the "season" ends. Repeat this across five seasons of increasing difficulty with skills and equipment carried over, then start a new "generation" and repeat everything you've done before over again with an increased difficulty and a "rogue vampire" ally. This all sounds quite good, but the problem is all of it is unsatisfying and bare bones. None of it feels that good, has any depth, or possesses any of the variety and sense of discovery that made Eldritch compelling. Maps are pretty much boring, linear canyons littered with obstacles, light sources, and structures in a way that doesn't come together in an interesting fashion. Stealth feels half-baked. Moreso, it's poorly explained and presented. There's neither much of a visibility indicator nor much of a tutorial on how it works to let you figure that out absent explicit UI feedback. You mostly have to assume that basic video game conventions apply. Definitely don't run, don't be in front of enemies, stay out of light sources and be careful with your flashlight. Noisy terrain bad? Crouching good? Smashing things make noise? Cornfields provide visual cover? No idea, although I've smashed some stuff pretty close to bad guys and haven't worken them so I'm guessing not all of those apply. Ambiguity aside, there's just not enough interesting terrain, mechanics, or enemy behaviors to make sneaking particularly interesting. Look at the map and the enemy patrol patterns, guess where you can avoid being too in front of the enemies, and go for it, and that's about it. If you aren't on a hard enough difficulty to mandate it, you'll almost certainly find yourself sprinting across every map just to make it end faster. Enemy variety is poor. There are five kinds of enemies, and you'll likely see four of those on your first mission. They vary slightly in what attack and evasion patterns you'll want to engage them with but are all dead simple. Denser enemies on harder difficulties complicate matters, but that just means you'll need to be a little careful about aggro and kite a lot, or engage with the tedious stealth game. The only remotely interesting thing here is that werewolves fight vampires, allowing you to use enemies against each other somewhat. The game is also paired with incredibly uninteresting combat. Weapons have minimal animation and sound effects, and enemies show no reaction to being struck until the killing blow. Firing a crossbow, for example, consists of pulling the trigger, seeing a slow-moving smoke ring come off the front (I guess it's a gunpowder-powered crossbow?), and maybe your enemy drops about 15% of their health and notices you. Sometimes it doesn't hurt them, and with no visible projectile it's hard to tell if that's due to inaccuracy or a range cap on the weapon. Melee attacks are even worse- simple swipes with no sense of impact. Mechanically, the situation is no better. Other than whiffing at your opponent with your main weapon until their health bar is empty, combat offers some basic damage resistance mechanics to encourage you to mix up weapons, a push/stun, and if you sneak up on an enemy you can inflict double damage if you've researched the skill. That's about the lot of it. Overall, combat feels feels weightless and repetitive. Previews of this game in the media made a big deal about the game being about learning about your enemies and figuring out how to defeat them, with phrases like "Ideally, you shouldn't succeed the first time you encounter a threat". (from Rock, Paper, Shotgun) This seems entirely absent from the game. With the shallow monster pool you won't regularly be encountering anything new, and the bosses appear to be simply HP and attack rate buffed versions of a normal monster with different damage resistances. Research consists of spending X dust and waiting for Y days to get info about the "big bad". The first research tells you who and how many, which doesn't seem to do anything. Then you can research three things in any order. First, where the big bads are- presumably to avoid encountering them, although that's just a guess because encountering and beating them early doesn't seem to give you anything. Secondly, you can learn the monster's vulnerabilities and resistances, which is obviously useful. Finally, you can unlock the final mission which will let you end the game. As I played Slayer Shock, my wife watched me play and said "This is an Early Access game, right?" No, it's not and it costs $20, but it sure feels like somewhere between a very nicely polished free internet game, and an early access game that's got a solid framework in place but that hasn't been fleshed out at all. I'd recommend you save your money. There's little content and even less depth here.
  • Archon

    Oct 1, 2016

    So this review is likely to be long. But before I begin I want you to do something. Type the word "vampire" into the search engine for Steam and see how many games come up. Now, assuming you're a hardcore turbonerd like me, count how many -good- games there are that don't start with the words "Vampire the Masquerade: Bloodlines". Unless something changes in the near future the number of games is likely to be close to maybe either one or zero. Now that you've done that, try counting how many games are basically a procedurally generated Buffy the Vampire simulator. Betcha you're only going to see one! Seriously, that alone makes the game worth it's weight in gold. The concept is unique enough that the nostalgia factor might be worth it to some people. So yeah. Slayer Shock puts you in the role of a bracelet and hand obssessed "Slayer" straight out of one of Joss Whedon's famous TV series. And by Slayer it's subtly implied that you were bitten and are a half vampire. You'll start out weak and slow with nothing but a stake and a crappy nail gun and end each "series" a super fast katana wielding ninja that can outrun a car. This isn't an entirely serious game. Let's make this clear. There's just as much tongue in cheek humour poking fun at the idea of the genre and setting as there is darker stuff. One season I had protests occur at the school campus demanding more humane treatment of vampires that ironically ended with the vampires attacking the students. The next had one of my shopkeeper NPC's get beaten so badly that she expired in the hospital a few days later. I'd say it was dark, and it was! But I got my revenge by hosing down a bunch of vampires with a super soaker filled with holy water. Of course that's kind of the problem as well. What the game does well (An at times tense and fast paced slugfest/stealth game through hordes of the ravenous undead.) it does extremely well. I'll echo the sentiment from other reviews that at its heart the combat and mission running content of the game game hammers that part of your brain that loves to get minor, ultimately meaningless achievements. It's got that potentially classic arcadey feel to it. However there is a sticking point. After the first few seasons it starts to get really repetitive. The four or so levels only occasionally vary up into new configurations, the bosses never verge off into really unique traits outside of a series of "weak to this element, strong to this element" gameplay, the events are ultimately not that meaningful, there's only a few enemy types, and eventually the same events will keep occurring over and over and over and over and GODDAMNIT Kari you insufferable bitch you've scared off our weaponsmith for the sixth time now with your snooty personality! It doesn't get any easier to tolerate the lack of replayability once you complete a "series" of seasons and get legacy points. Your would-be sire falls to your authentic hanzo steel, the game goes into the slow-mo mode you've become familiar with by now and...You wake up at the start all over again with new bosses + 15 "legacy points" while your mentor remarks that your nightmares post bite are getting even worse. The game continues to get harder from there with every enemy getting damage and defense buffs. That's it. Same random events you'll be familiar with. Same boss types (only with new names and new weaknesses and resistances.). Same old same old. So yeah. If you're expecting a hugely interesting Whedon-esque story or for this to be the most mechanically "deep" game in terms of replayability at the moment you might be disappointed. There's some neat stuff that could be done with what's there, but for a game that has so many random elements there's not as much as what probably -should- be there at the moment. Keep that in mind. I'm giving it a thumbs up because going off of an old post in Eldritch's forum the developer will likely continue to develop this with new content post release. Supposedly Slayer Shock is a spiritual successor to Eldritch and it'll be much easier to develop content for. Hopefully that means that it'll get many content updates as time goes by. If not i'll probably have to edit this review and reassess whether the game is worth it or not. Other than that? The game's a gold mine. It'll suck you in for a few hours and leave you wishing there was more of it. If all this isn't worth $20 to you then pick it up on sale some time. UPDATE: The developer abandoned this game because he didn't find it fun to develop and wasn't making as much money as he wanted, leaving people with a half finished product that still has the issues I mentioned above along with other issues. As you might guess by how dead the reviews and forum are, he never changed his stance on completing this game and according to the forums has a day job with another company entirely. Setting aside how scummy it is to have people buy a game that never is finished and just drop it without offering refunds the game also has serious issues. Do not buy this game under any circumstance.
  • vodolaz095

    Oct 2, 2016

    Technically game is finished and polished, but gameplay and balance is frustrating, at least for normal level of difficulty Pros: 1.high fps, smooth contols, linux version, stable gameplay (no hangs and freezes). 2. Quite various - 6 types - melee turbozombi style vampire minions, taboo (ghostly ranged shooter who explodes before dying), elite vampire( more human like minion with ranged attack), tarrare (charging big vampire), big bad (overpowered elite), werwolfs. 3. Lockpicking Cons: 0. Quite costly - wait for sale. 1. balance issues - when you find fanged or silver katana, game turns into first person slasher like Diablo, but from 1st point of view. 2. until katana - it has some attempts to be sneak shooter with quite overpowered enemies with grouping behaviour. 3. You can meet all enemies in first few missions 4. Stealth approach can be unfairly hard, but optional task to avoid detection doesn't provide any rewards. 5. some graphics glitches (ok, i have Fedora Linux with AMD Graphics card, so it happens). 6. Very underpowered weapons, Holy Water Vials (grenade like weapons) kills weakest monster with 2-3 strikes 7. And, opposite to 6, i think very overpowered katanas - 1-2 strikes to kill minions, 3-4 to kill elites. Result: -1. Eldrich is much more interesting and better.
  • GAWMan

    Oct 2, 2016

    After putting 90+ hours into Eldritch I was ecstatic when I saw Minor Key Games was making another FPS. This time with 'Buffy the Vampire Slayer' action and RPG elements PROS: -Very fast paced, addicting action. Prepare for a heart attack everytime a Minion or Elite jump into your face -Great level design. Each level is semi-randomized to keep you guessing -Extensive weapon / upgrade system. In particular, I found the upgrade system allowed you to tailor your character to your play style (do you like to kill a lot, or run away from enemies?) CONS: -You play the same 5 levels... over and over which on higher difficulties will drive you crazy -Despite the crazy weapon system you can get away with using the starting weapon (Stake) for most of the game -Graphics look very goofy for a horror game -Game soundtrack is a strange mix of music, some is also re-used from Eldritch TL;DR: Not as good as Eldritch, but is an entertaining experience in it's own regard
  • ImperialPanda

    Oct 30, 2016

    I wanted to like this game but I feel like there are some design choice that need to be revameped in order to make the experience more fun. The game is hard cause of any true difficulty but from mishandled mechanics. The game has a rudimentary stealth system that it doesn't emphazise but is a necessity. Level contains loads of mobs that can easily swarm you and overpower you. The best way to handle enemies is to try to either sneak past them or to double tap them when they're unaware. The problem is, there is little to no way to gauge how hidden you are or an enemy line of sight. This problem is further acentuated in levels that are completely dark or have tall foliage that obscures your sight. The early game combat is grueling and unfair even for rogue-like standards. Your starting weapon has almost no reach and does so little damage against the mobs. You get a range weapon after the tutorial, but it does little damage as well and you run out of ammo quickly. There are chests scattered throughout the levels for you to pick and receive a resupply, but this is still frustrating as enemies respawn but supplies don't. You can clear a whole room and use up your healing and ammo but on a return trip new mobs will be waiting. Since supplies are scarce, it makes you think that you should focus on stealth. However, this has rpg elements and requires that players kill special mobs to get exp currency. While you receive some currency from completing missions, you miss out on bonus currency if you avoid combat. Worse, some mission require you to fight hard mobs at the very beginning of the game when you have no upgrades (the harrowing ritual to be exact). The game bleeds atmosphere. It bleeds potential. But the game is anemic in terms of balance and developed mechanics. Stealth is too flimsy, early game combat too clunky, enemy spawn rates too unfair and design choices that make the game needlessly difficult. Granted, I only played for a lil over an hour but I felt from what I saw it did not look like the game would be worth the cost of admission. If the dev updates the game to be more fleshed out and mechanically sound, I am willing to try it again. As is, playing the first hour was a frustrating beat down.
  • CyborgHobbit

    Nov 2, 2016

    I'm a big fan of David Pittman's earlier hits ELDRITCH and NEON STRUCT. I feel like SLAYER SHOCK takes the best mechanics of those two and improves the whole formula at the same time. I wish the Hub was a little cozier, but that's just personal taste and doesn't affect gameplay. The music changes when enemies charge towards you, but I'd like to better know as soon as I'm noticed (again, just personal taste). I got it on sale and feel it's well worth the price I paid. Like ELDRITCH I expect to keep coming back to it for medium sized bites of playtime that don't disappoint. I'm glad I bought it.
  • lnxpnk

    Nov 28, 2016

    [h1] Must have if you're a Buffy fan[/h1] But you can skip if you don't know what a "buffy" is... [list] [*] Procedual generated elements (missions, characters, story bits) [*] Low poly graphs. [*] Stealth based FPS [*] Filled with Buffy The Vampire Slayer references. [*] Multiplataform (appreciate the Linux support) [/list] Eldritch [b]might[/b] be a better Rougelike game, but if you fancy 1990's TV references more than Lovecraft, get [b]Slayer Shock[/b].
  • tootstorm

    Mar 19, 2017

    If ever a game deserved a Trespasser Award for failing to meet potential, Slayer Shock would take it in 2016. Slayer Shock, as it was released, is a pretty good game, but an amazing concept: It just feels incomplete, and that incompleteness unjustly led to it being forgotten within a week of its September release. Slayer Shock is a Buffy the Vampire Slayer simulator with procedurally generated tropes from the series. Everything about it pays homage to the earliest seasons of Buffy, and the game’s story is even laid out like a TV show, with missions being episodes, and a randomized Big Bad gaining power over the course of a season. Rescue hostages from monsters, collect artifacts to combat each season’s Big Bad, listen to acoustic tunes reminiscent of ’90s hits, make and lose friends who help your cause from your cafe base, and upgrade the slayer’s skills as she goes through high school — much of Buffy is intact here. Developer David Pittman has continually created updates to bring it closer to the excellent game lurking under the surface, but it perhaps would have benefited from Steam’s Early Access program. I’m still happy to support developer Minor Key Games, as NEON STRUCT was one of 2015’s finest indie games, and the experimental development risks he takes deserve a lot of respect.
  • Captainbubby

    Apr 26, 2017

    Both Eldritch and Neon Struct were games I absolutely loved. So much so, that I pledged that any future games developed by Minor Key Games would become instant purchases for me. Unfortunately, as has been stated by several others, this game really is underbaked and rather vapid. Yes, the levels are proceduraly generated; but that more or less boils down to thirty farms/buildings/schools/dorms that are nearly indentical with the only really differentiator being whether there are chests or vampires inside. I was optimistic about future updates, as there is definitely promise in the mechanics and execution, but that was sadly not to be. As it stands, the game almost feels like a preview screening of a rough cut of a film without any substantial edits or special effects included.
  • stufff

    May 16, 2017

    I actually like this game, but I can't recommend it for the price it goes for and the unfinished feel of it right now. The skill tree is too short and simplistic, it's easy to max out in the first 1/4th of the game (the first "season"). Gameplay can be fun but it's too easy to cheese. The game has a heavy emphasis on stealth but the stealth system really doesn't work very well. It's hard to tell when you are and are not visible. Hiding in shrubs and tall grass completely obscures your vision but does nothing to hide you from the enemy. I've basically given up on stealth as I've found that just going balls out rambo style is more effective, but it's less fun than good stealth would be. Circle strafing enemies while using melee attacks is pretty much the best strategy for all enemies. Enemies don't stay dead, they respawn constantly so there is no point in clearing an area or killing weaker enemies who don't give you anything when they die. The respawn rate is insanely high and enemies will often spawn right behind you while you're fighting someone else. It's annoying. Location variety is not good enough. There are basically 5 locations that have procedurally generated maps, but they look and feel the same every time. Considering you're going to be playing 10-20 "episodes" a "season" for 4 seasons, you're going to visit and replay each location about 15 times on average, per playthrough. Despite all this I do think the game is often fun, but I'm going to be disappointed if it doesn't get a lot more added to it. It feels like an early access game right now that has great potential but will still need a lot of work to get there.
  • williamflipper

    Aug 4, 2017

    I wish I could love this game, I wish I could play on full screen. I wish my gang wasn't made up of static marionette. I wish the the enemy were not puppets on roller blades. I wish I could not ear constant vampire growling regardless of their vicinity. I wish I could sneak around trusting my ears..I wish it was a full realized game. I wish it was not an overpriced beta. I don't have any hate toward the developers. I wish it was fun.
  • Dangle

    Sep 11, 2017

    First, I owe the developer an apology. I've wanted Slayer Shock for a long time, but the $20 pricetag and the very mixed reviews kept me away. Then it went on sale for $9 and I bought it. I didn't like it very much, mostly for the reasons listed in other reviews (Does the stealth even work? The spawning). After an hour of playing, I decided it wasn't worth a $9 bitching from the wife and I refunded it. I've never refunded a Steam game before, and I think I've been on Steam for around 15 years. I wrote "The game is a hot mess" in the refund reason box. But there was something about the game that kept my mind coming back to it. I really wished that I could play it a couple more times and at least look over some of the proceedural generation stuff that made me interested in the game in the first place. I decided to play some Eldritch (by same developer) to sort of scratch the itch for Slayer Shock, which I had just refunded. I played a few minutes of Eldritch, and it reminded me that I initially didn't like Eldritch that much. It took Eldritch a little while to grow on me, but I eventually became very fond of it. Then I ended up reading a Dev-blog by the Developer of Slayer Shock. The developer explained a lot of his design decisions and philosophies behind Slayer Shock, and it started to make more sense to me. I hadn't taken enough time to learn or adjust to the gameplay or understand exactly how this game works. So I decided to give it another try. I bought it again and dived in. I burned through ten hours like it was nothing and am now a big fan of the game. Allow me to address some of the issues that came up in negative reviews and gave me an initial bad impression: Stealth: It actually does work. The foliage does hide you, and vampires do respond to noise. When I first re-bought the game, I decided to focus on observing Vampire behavior more than actually winning the game. I learned that Stealth works fine. Sometimes you get spotted, but mostly, hiding in bushes and tall grass does work. And the Vampires aren't as brain dead as I initially thought. For awhile, I was busting doors down to save time. I didn't think the vampies were responding to the noise. But then after doing it one time, I happened to be watching out a second story window, and I actually saw a couple of vampires walk over to the door I busted and check it out. They actually looked at it for a few moments and then came in the house looking for me. I have since observed this behavior several times. When you are spotted, they will come after you and look for you after loosing line of sight. They often end up finding me eventually. They seem to also notice vampire dust laying on the ground. Spawning: A lot of complaints about enemy spawning, and that was what really put me off on the game at first too. Most of the Vampires are spawned at level start and go about their business until they spot you, but the game also periodically spawns in new enemies. It works a lot like "The Director" in Left For Dead--periodically it will spawn in a few minions--sometimes a swarms of them might come running from around a corner and you suddenly find yourself in a brawl. It can be a little clumsy, sometimes. I have seen them just appear out of nowhere, but usually they come out of a room or from behind a corner exactly like the zombies do in Left For Dead. Despite being a little immersion breaking when the occasional clumsy respawn happens, it actually keeps the levels fresh, unpredictable, and challenging. Its not a stealth game, its an action/stealth game. I do a lot of sneaking around, but every now and then shit just hits the fan because of the re-spawns--and the game is better for it. Furthermore, after observing the Vampires in detail--I realized a lot of the "spawning" I was complaining about wasn't spawning at all. Sometimes you clear a house, go to the second floor, and when you come back downstairs, there are a bunch of vampires hainging out in the living room.--and youre pissed because the game cheesed you with a respawn. But I observed that some groups of vampires take really long patrols, and more often than not, those vampires actually came from down the street. There's a pretty good chance they're all down there because you made a bunch of noise and they came to see what was going on. Ive witnessed this behavior on several occasions. The proceedural generation of levels and enemy vampires is really good. I would have liked to see a little more variety in some of the level lay-outs, but overall its pretty solid. The Master Vampire is proceedurally generated, and it comes up with a unique, fun bad guy that has quite a bit of character. Again, I wish the Dev would continue to take it further, but its very solid as is. Random events between levels are also interesting. Sometimes a vital team-mate is absent or gone for good, and it really puts you in a pinch. Sometimes a postive event happens that saves your bacon, and you are so glad. Its a great game. I'm ten hours in and its still the game im currently playing the most. If you are really into procedural generations, rogue-likes, random plot points and events, and horror, you will probably enjoy the game once you give it a little time and effort. I will say this though--$20 is madness. Its got a lot of content, but it need more content and more polish if its going to be $20. I think $10-$12 is about right for this title in its current state-- Not because there is anything wrong with Slayer Shock--but because there is a lot of competition out there for your $20 bucks.
  • Ryan Dorkoski

    May 23, 2018

    [b]The idea for [i]Slayer Shock[/i] is A++ mind blowing, but the execution is probably right around a C+.[/b] The idea to make a [i]Buffy the Vampire Slayer[/i] game where you play through TV seasons of it is just brilliant. Hanging out in the coffee shop between missions is oh-so cool. Randomly generated maps and missions with upgrades? Oh yes I am on board. [b]It doesn't boil down to one particular problem that bogs it down, either.[/b] First off, I find the difficulty frustrating. On easy mode, it's a cake walk to the point of not even being fun. On higher diffculties I just struggle constantly. While I'll chalk this up to me not fully understanding how things work, it needs to be noted because sometimes this is the games fault for not being clear enough. I also think the randomly generated maps leave something to be desired. They need to be more interesting in general. Anyways I am upvoting because I really like the idea, and even though the execution isn't perfect - I'm glad this game exists and it's fun to hang out with it. The acoustic guitar music is outstanding and really sets a nice tone. I love the little details, like how you can change your nail polish and skin color. Really neat. [b]Pros:[/b] +Wonderful idea for a game +Although there are some flaws, it certainly is fun +Nice attention to detail +Lovely low-poly environment [b]Cons:[/b] -All of the little flaws sort of make me feel like this isn't worth $20 USD -I found the difficulty all over the place -The game should probably communicate mechanics a bit better with the player [b]Wait for a sale, but definitely get it if the idea intrigues you.[/b]
  • Silas

    Jan 2, 2020

    Interesting game that was never finished because "it did not garner enough interest," as said by the developer. Real shame, I really think it was quite nice. Review ratio is not very good because it's just not done. I doubt it will happen, but I would be thrilled if the developer finishes it some day.
  • sunbun

    Aug 17, 2020

    I'm sure you've pieced it together from other reviews by now: great idea, fun premise, lacking outcome. The levels are apparently procgen, but I seriously couldnt tell. The farm and suburbia levels are open, the park and city levels are linear corridors. Barely any perceivable changes in their layout between playthroughs. I'd rather the levels were just handmade with some more detail and care over this. The game generally controls well and is a fun power trip once you get the silent steps upgrade, sprinting everywhere with no care in the world. No idea why there are upgrades for double jumping and negating fall damage when the levels are so flat. Stealth lacks indication and combat lacks punch. In his devlog David mentions wanting the combat be very movement-heavy like DooM, but the very punishing barbed vines strewn all around the levels run against this design sentiment if you ask me. Minor nitpick compared to everything else but the inconsistencies in graphical style kept bothering me too. Modern speculars and lighting mixed with otherwise very lowres — low-ish poly style, mostly. Such a shame. Most things they tried to do with this game they already did better in Eldritch, and from what I've heard, Neon Struct.
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Slayer Shock

Slayer Shock

56% Positive / 73 Ratings

RELEASE DATE

Sep 29, 2016

DEVELOPER / PUBLISHER

Minor Key Games / Minor Key Games

TAGS

    ActionIndieRPGStrategy
From David Pittman (

Eldritch

,

NEON STRUCT

) and Minor Key Games (

Super Win the Game

,

Gunmetal Arcadia

),

Slayer Shock

is a role-playing shooter about hunting vampires in Nebraska.

Operating from your headquarters at a college coffee shop, you take missions to patrol the streets, rescue captive humans, and weaken the undead threat. A team of fellow vampire slayers assists you from HQ, providing new weapons, skills, and research.

With a format that lovingly recalls scripted television (missions are "episodes", each campaign is a "season"),

Slayer Shock

blends immersive first-person action, lightweight strategy, and procedural narrative into a uniquely thrilling experience.

Assemble a team, hunt the vampires, and save your hometown!

Slayer Shock pc price

Slayer Shock

Slayer Shock pc price

56% Positive / 73 Ratings

Sep 29, 2016 / Minor Key Games / Minor Key Games

    ActionIndieRPGStrategy
Price Comparison
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$1.99 / Get it

Reviews

  • meshuggah12345

    Sep 30, 2016

    So far, Slayer Shock is my favorite title Minor Key games has released. Many more options for tackling objectives, makes this game much easier for me to get into. I love a good stealth game, but I also like the option to cut loose and use the weapons at my disposal. Slayer Shock gives you that and more. Collect vampire dust to gain new abilites and purchase new weapons, ammo and bracelets. A really interesting and fun game. Recommended!
  • Just Some Guy

    Sep 30, 2016

    Just like eldritch, my favorite kind of game. You start off with a stake and a nailgun. I accidently bought something worth all of my money and couldn't buy any nails. I still (Won?) the level. It is so satisfying to lockpick chests and have all of your items replenished, so ammo isn't a problem (Just try not to kill everything you see because otherwise it will). Every level you complete a mission you will be rewarded with vampire dust (Gained from killing elites, terrares and the weird exploding levetating vampires) which you can spend on the skill tree, ammo, research and weapons. I'm sure there's more you can spend it on. The skill tree has NO useless skills. Maybe the more damage for stake if you use another melee weapon, but thats where the carry 4 weapons skill comes in. Only con for me would be the screams of the damned vampires. Overall, watch the steam greenlight gameplay to see if you would like it, as that has everything except the tutorial, A lot of the other missions and the AMAZING HAND CUSTOMIZATION. Thanks for reading, and thanks for the amazing game.
  • Fried Yeti

    Sep 30, 2016

    [i]The love child of Eldritch and Buffy.[/i] After playing through a full season on Hard, here are my thoughts: If you enjoyed Eldritch and/or NeonStruct and you enjoy the idea of hunting vampires in Nebraska, then you'll enjoy this game as well. [b]Pros:[/b] [list] [*]Same great controls that Eldritch and NeonStruct had, but it feels even more refined. [*]Has many weapons to collect and choose from (including a Holy Water Super Soaker). [*]5 different level types, each time you go to one it's randomly generated. [*]4 different mission types: Patrol, Hunt, Steal, and Rescue (as well as the season Finale missions). [*]Choose how you want to play: You can stealth the missions or you can go in Super Soaker spewing. [*]Random events: Chance of a different event each day (e.g. someone is busy with exams and won't be there to help). [*]Season recaps: after completing a season, each mission you went on is recapped in the Yearbook. [*]A great CC-BY soundtrack. [/list] [b]Cons:[/b] [list] [*]Can get repetitive* [/list] * After the first season I feel like I know all the maps even though they are randomly generated each time. The layout changes, but the main features are always there. The other part is that the missions don't have much evolution, it's the same 4 types, just in different places. However, I am still enjoying this and know that there's still more hidden in this game just waiting to be found. (Creator previously showed images of werewolves O:)
  • Radiatoryang

    Oct 1, 2016

    Solid game with a bunch of different weapon and upgrade combos. It really nails the Buffy feel when a vampire lunges out at you, and you stake it at just the right time, and it disintegrates into dust -- you'll feel like a badass vampire slayer or whatever. Plus, you get to paint your nails. (DISCLOSURE: I was once on a conference panel with the developer, a few years ago)
  • FOOTLOOSE (1984) on VHS

    Oct 1, 2016

    I really wish this was good
  • Delor

    Oct 1, 2016

    Slayer Shock seems woefully underbaked. In Slayer Shock, you play through a series of missions, earning "Vampire Dust" with which to unlock new skills, weapons, and intel. Missions take place in a series of procedurally generated levels that make up your town. On each mission you sneak and fight your way across a map to complete an objective, which amounts to either "kill several elite vampires" or "walk to the following locations and press the use key". As you complete missions, the town builds up terror and gradually shuts down in an Arkham Horror or X-Com-ish way. Every mission the place you go to will go up or down depending on your success, two other places go up, and an event may throw some additional random-ness into the mix. Eventually you die or research the final mission and complete it and the "season" ends. Repeat this across five seasons of increasing difficulty with skills and equipment carried over, then start a new "generation" and repeat everything you've done before over again with an increased difficulty and a "rogue vampire" ally. This all sounds quite good, but the problem is all of it is unsatisfying and bare bones. None of it feels that good, has any depth, or possesses any of the variety and sense of discovery that made Eldritch compelling. Maps are pretty much boring, linear canyons littered with obstacles, light sources, and structures in a way that doesn't come together in an interesting fashion. Stealth feels half-baked. Moreso, it's poorly explained and presented. There's neither much of a visibility indicator nor much of a tutorial on how it works to let you figure that out absent explicit UI feedback. You mostly have to assume that basic video game conventions apply. Definitely don't run, don't be in front of enemies, stay out of light sources and be careful with your flashlight. Noisy terrain bad? Crouching good? Smashing things make noise? Cornfields provide visual cover? No idea, although I've smashed some stuff pretty close to bad guys and haven't worken them so I'm guessing not all of those apply. Ambiguity aside, there's just not enough interesting terrain, mechanics, or enemy behaviors to make sneaking particularly interesting. Look at the map and the enemy patrol patterns, guess where you can avoid being too in front of the enemies, and go for it, and that's about it. If you aren't on a hard enough difficulty to mandate it, you'll almost certainly find yourself sprinting across every map just to make it end faster. Enemy variety is poor. There are five kinds of enemies, and you'll likely see four of those on your first mission. They vary slightly in what attack and evasion patterns you'll want to engage them with but are all dead simple. Denser enemies on harder difficulties complicate matters, but that just means you'll need to be a little careful about aggro and kite a lot, or engage with the tedious stealth game. The only remotely interesting thing here is that werewolves fight vampires, allowing you to use enemies against each other somewhat. The game is also paired with incredibly uninteresting combat. Weapons have minimal animation and sound effects, and enemies show no reaction to being struck until the killing blow. Firing a crossbow, for example, consists of pulling the trigger, seeing a slow-moving smoke ring come off the front (I guess it's a gunpowder-powered crossbow?), and maybe your enemy drops about 15% of their health and notices you. Sometimes it doesn't hurt them, and with no visible projectile it's hard to tell if that's due to inaccuracy or a range cap on the weapon. Melee attacks are even worse- simple swipes with no sense of impact. Mechanically, the situation is no better. Other than whiffing at your opponent with your main weapon until their health bar is empty, combat offers some basic damage resistance mechanics to encourage you to mix up weapons, a push/stun, and if you sneak up on an enemy you can inflict double damage if you've researched the skill. That's about the lot of it. Overall, combat feels feels weightless and repetitive. Previews of this game in the media made a big deal about the game being about learning about your enemies and figuring out how to defeat them, with phrases like "Ideally, you shouldn't succeed the first time you encounter a threat". (from Rock, Paper, Shotgun) This seems entirely absent from the game. With the shallow monster pool you won't regularly be encountering anything new, and the bosses appear to be simply HP and attack rate buffed versions of a normal monster with different damage resistances. Research consists of spending X dust and waiting for Y days to get info about the "big bad". The first research tells you who and how many, which doesn't seem to do anything. Then you can research three things in any order. First, where the big bads are- presumably to avoid encountering them, although that's just a guess because encountering and beating them early doesn't seem to give you anything. Secondly, you can learn the monster's vulnerabilities and resistances, which is obviously useful. Finally, you can unlock the final mission which will let you end the game. As I played Slayer Shock, my wife watched me play and said "This is an Early Access game, right?" No, it's not and it costs $20, but it sure feels like somewhere between a very nicely polished free internet game, and an early access game that's got a solid framework in place but that hasn't been fleshed out at all. I'd recommend you save your money. There's little content and even less depth here.
  • Archon

    Oct 1, 2016

    So this review is likely to be long. But before I begin I want you to do something. Type the word "vampire" into the search engine for Steam and see how many games come up. Now, assuming you're a hardcore turbonerd like me, count how many -good- games there are that don't start with the words "Vampire the Masquerade: Bloodlines". Unless something changes in the near future the number of games is likely to be close to maybe either one or zero. Now that you've done that, try counting how many games are basically a procedurally generated Buffy the Vampire simulator. Betcha you're only going to see one! Seriously, that alone makes the game worth it's weight in gold. The concept is unique enough that the nostalgia factor might be worth it to some people. So yeah. Slayer Shock puts you in the role of a bracelet and hand obssessed "Slayer" straight out of one of Joss Whedon's famous TV series. And by Slayer it's subtly implied that you were bitten and are a half vampire. You'll start out weak and slow with nothing but a stake and a crappy nail gun and end each "series" a super fast katana wielding ninja that can outrun a car. This isn't an entirely serious game. Let's make this clear. There's just as much tongue in cheek humour poking fun at the idea of the genre and setting as there is darker stuff. One season I had protests occur at the school campus demanding more humane treatment of vampires that ironically ended with the vampires attacking the students. The next had one of my shopkeeper NPC's get beaten so badly that she expired in the hospital a few days later. I'd say it was dark, and it was! But I got my revenge by hosing down a bunch of vampires with a super soaker filled with holy water. Of course that's kind of the problem as well. What the game does well (An at times tense and fast paced slugfest/stealth game through hordes of the ravenous undead.) it does extremely well. I'll echo the sentiment from other reviews that at its heart the combat and mission running content of the game game hammers that part of your brain that loves to get minor, ultimately meaningless achievements. It's got that potentially classic arcadey feel to it. However there is a sticking point. After the first few seasons it starts to get really repetitive. The four or so levels only occasionally vary up into new configurations, the bosses never verge off into really unique traits outside of a series of "weak to this element, strong to this element" gameplay, the events are ultimately not that meaningful, there's only a few enemy types, and eventually the same events will keep occurring over and over and over and over and GODDAMNIT Kari you insufferable bitch you've scared off our weaponsmith for the sixth time now with your snooty personality! It doesn't get any easier to tolerate the lack of replayability once you complete a "series" of seasons and get legacy points. Your would-be sire falls to your authentic hanzo steel, the game goes into the slow-mo mode you've become familiar with by now and...You wake up at the start all over again with new bosses + 15 "legacy points" while your mentor remarks that your nightmares post bite are getting even worse. The game continues to get harder from there with every enemy getting damage and defense buffs. That's it. Same random events you'll be familiar with. Same boss types (only with new names and new weaknesses and resistances.). Same old same old. So yeah. If you're expecting a hugely interesting Whedon-esque story or for this to be the most mechanically "deep" game in terms of replayability at the moment you might be disappointed. There's some neat stuff that could be done with what's there, but for a game that has so many random elements there's not as much as what probably -should- be there at the moment. Keep that in mind. I'm giving it a thumbs up because going off of an old post in Eldritch's forum the developer will likely continue to develop this with new content post release. Supposedly Slayer Shock is a spiritual successor to Eldritch and it'll be much easier to develop content for. Hopefully that means that it'll get many content updates as time goes by. If not i'll probably have to edit this review and reassess whether the game is worth it or not. Other than that? The game's a gold mine. It'll suck you in for a few hours and leave you wishing there was more of it. If all this isn't worth $20 to you then pick it up on sale some time. UPDATE: The developer abandoned this game because he didn't find it fun to develop and wasn't making as much money as he wanted, leaving people with a half finished product that still has the issues I mentioned above along with other issues. As you might guess by how dead the reviews and forum are, he never changed his stance on completing this game and according to the forums has a day job with another company entirely. Setting aside how scummy it is to have people buy a game that never is finished and just drop it without offering refunds the game also has serious issues. Do not buy this game under any circumstance.
  • vodolaz095

    Oct 2, 2016

    Technically game is finished and polished, but gameplay and balance is frustrating, at least for normal level of difficulty Pros: 1.high fps, smooth contols, linux version, stable gameplay (no hangs and freezes). 2. Quite various - 6 types - melee turbozombi style vampire minions, taboo (ghostly ranged shooter who explodes before dying), elite vampire( more human like minion with ranged attack), tarrare (charging big vampire), big bad (overpowered elite), werwolfs. 3. Lockpicking Cons: 0. Quite costly - wait for sale. 1. balance issues - when you find fanged or silver katana, game turns into first person slasher like Diablo, but from 1st point of view. 2. until katana - it has some attempts to be sneak shooter with quite overpowered enemies with grouping behaviour. 3. You can meet all enemies in first few missions 4. Stealth approach can be unfairly hard, but optional task to avoid detection doesn't provide any rewards. 5. some graphics glitches (ok, i have Fedora Linux with AMD Graphics card, so it happens). 6. Very underpowered weapons, Holy Water Vials (grenade like weapons) kills weakest monster with 2-3 strikes 7. And, opposite to 6, i think very overpowered katanas - 1-2 strikes to kill minions, 3-4 to kill elites. Result: -1. Eldrich is much more interesting and better.
  • GAWMan

    Oct 2, 2016

    After putting 90+ hours into Eldritch I was ecstatic when I saw Minor Key Games was making another FPS. This time with 'Buffy the Vampire Slayer' action and RPG elements PROS: -Very fast paced, addicting action. Prepare for a heart attack everytime a Minion or Elite jump into your face -Great level design. Each level is semi-randomized to keep you guessing -Extensive weapon / upgrade system. In particular, I found the upgrade system allowed you to tailor your character to your play style (do you like to kill a lot, or run away from enemies?) CONS: -You play the same 5 levels... over and over which on higher difficulties will drive you crazy -Despite the crazy weapon system you can get away with using the starting weapon (Stake) for most of the game -Graphics look very goofy for a horror game -Game soundtrack is a strange mix of music, some is also re-used from Eldritch TL;DR: Not as good as Eldritch, but is an entertaining experience in it's own regard
  • ImperialPanda

    Oct 30, 2016

    I wanted to like this game but I feel like there are some design choice that need to be revameped in order to make the experience more fun. The game is hard cause of any true difficulty but from mishandled mechanics. The game has a rudimentary stealth system that it doesn't emphazise but is a necessity. Level contains loads of mobs that can easily swarm you and overpower you. The best way to handle enemies is to try to either sneak past them or to double tap them when they're unaware. The problem is, there is little to no way to gauge how hidden you are or an enemy line of sight. This problem is further acentuated in levels that are completely dark or have tall foliage that obscures your sight. The early game combat is grueling and unfair even for rogue-like standards. Your starting weapon has almost no reach and does so little damage against the mobs. You get a range weapon after the tutorial, but it does little damage as well and you run out of ammo quickly. There are chests scattered throughout the levels for you to pick and receive a resupply, but this is still frustrating as enemies respawn but supplies don't. You can clear a whole room and use up your healing and ammo but on a return trip new mobs will be waiting. Since supplies are scarce, it makes you think that you should focus on stealth. However, this has rpg elements and requires that players kill special mobs to get exp currency. While you receive some currency from completing missions, you miss out on bonus currency if you avoid combat. Worse, some mission require you to fight hard mobs at the very beginning of the game when you have no upgrades (the harrowing ritual to be exact). The game bleeds atmosphere. It bleeds potential. But the game is anemic in terms of balance and developed mechanics. Stealth is too flimsy, early game combat too clunky, enemy spawn rates too unfair and design choices that make the game needlessly difficult. Granted, I only played for a lil over an hour but I felt from what I saw it did not look like the game would be worth the cost of admission. If the dev updates the game to be more fleshed out and mechanically sound, I am willing to try it again. As is, playing the first hour was a frustrating beat down.
  • CyborgHobbit

    Nov 2, 2016

    I'm a big fan of David Pittman's earlier hits ELDRITCH and NEON STRUCT. I feel like SLAYER SHOCK takes the best mechanics of those two and improves the whole formula at the same time. I wish the Hub was a little cozier, but that's just personal taste and doesn't affect gameplay. The music changes when enemies charge towards you, but I'd like to better know as soon as I'm noticed (again, just personal taste). I got it on sale and feel it's well worth the price I paid. Like ELDRITCH I expect to keep coming back to it for medium sized bites of playtime that don't disappoint. I'm glad I bought it.
  • lnxpnk

    Nov 28, 2016

    [h1] Must have if you're a Buffy fan[/h1] But you can skip if you don't know what a "buffy" is... [list] [*] Procedual generated elements (missions, characters, story bits) [*] Low poly graphs. [*] Stealth based FPS [*] Filled with Buffy The Vampire Slayer references. [*] Multiplataform (appreciate the Linux support) [/list] Eldritch [b]might[/b] be a better Rougelike game, but if you fancy 1990's TV references more than Lovecraft, get [b]Slayer Shock[/b].
  • tootstorm

    Mar 19, 2017

    If ever a game deserved a Trespasser Award for failing to meet potential, Slayer Shock would take it in 2016. Slayer Shock, as it was released, is a pretty good game, but an amazing concept: It just feels incomplete, and that incompleteness unjustly led to it being forgotten within a week of its September release. Slayer Shock is a Buffy the Vampire Slayer simulator with procedurally generated tropes from the series. Everything about it pays homage to the earliest seasons of Buffy, and the game’s story is even laid out like a TV show, with missions being episodes, and a randomized Big Bad gaining power over the course of a season. Rescue hostages from monsters, collect artifacts to combat each season’s Big Bad, listen to acoustic tunes reminiscent of ’90s hits, make and lose friends who help your cause from your cafe base, and upgrade the slayer’s skills as she goes through high school — much of Buffy is intact here. Developer David Pittman has continually created updates to bring it closer to the excellent game lurking under the surface, but it perhaps would have benefited from Steam’s Early Access program. I’m still happy to support developer Minor Key Games, as NEON STRUCT was one of 2015’s finest indie games, and the experimental development risks he takes deserve a lot of respect.
  • Captainbubby

    Apr 26, 2017

    Both Eldritch and Neon Struct were games I absolutely loved. So much so, that I pledged that any future games developed by Minor Key Games would become instant purchases for me. Unfortunately, as has been stated by several others, this game really is underbaked and rather vapid. Yes, the levels are proceduraly generated; but that more or less boils down to thirty farms/buildings/schools/dorms that are nearly indentical with the only really differentiator being whether there are chests or vampires inside. I was optimistic about future updates, as there is definitely promise in the mechanics and execution, but that was sadly not to be. As it stands, the game almost feels like a preview screening of a rough cut of a film without any substantial edits or special effects included.
  • stufff

    May 16, 2017

    I actually like this game, but I can't recommend it for the price it goes for and the unfinished feel of it right now. The skill tree is too short and simplistic, it's easy to max out in the first 1/4th of the game (the first "season"). Gameplay can be fun but it's too easy to cheese. The game has a heavy emphasis on stealth but the stealth system really doesn't work very well. It's hard to tell when you are and are not visible. Hiding in shrubs and tall grass completely obscures your vision but does nothing to hide you from the enemy. I've basically given up on stealth as I've found that just going balls out rambo style is more effective, but it's less fun than good stealth would be. Circle strafing enemies while using melee attacks is pretty much the best strategy for all enemies. Enemies don't stay dead, they respawn constantly so there is no point in clearing an area or killing weaker enemies who don't give you anything when they die. The respawn rate is insanely high and enemies will often spawn right behind you while you're fighting someone else. It's annoying. Location variety is not good enough. There are basically 5 locations that have procedurally generated maps, but they look and feel the same every time. Considering you're going to be playing 10-20 "episodes" a "season" for 4 seasons, you're going to visit and replay each location about 15 times on average, per playthrough. Despite all this I do think the game is often fun, but I'm going to be disappointed if it doesn't get a lot more added to it. It feels like an early access game right now that has great potential but will still need a lot of work to get there.
  • williamflipper

    Aug 4, 2017

    I wish I could love this game, I wish I could play on full screen. I wish my gang wasn't made up of static marionette. I wish the the enemy were not puppets on roller blades. I wish I could not ear constant vampire growling regardless of their vicinity. I wish I could sneak around trusting my ears..I wish it was a full realized game. I wish it was not an overpriced beta. I don't have any hate toward the developers. I wish it was fun.
  • Dangle

    Sep 11, 2017

    First, I owe the developer an apology. I've wanted Slayer Shock for a long time, but the $20 pricetag and the very mixed reviews kept me away. Then it went on sale for $9 and I bought it. I didn't like it very much, mostly for the reasons listed in other reviews (Does the stealth even work? The spawning). After an hour of playing, I decided it wasn't worth a $9 bitching from the wife and I refunded it. I've never refunded a Steam game before, and I think I've been on Steam for around 15 years. I wrote "The game is a hot mess" in the refund reason box. But there was something about the game that kept my mind coming back to it. I really wished that I could play it a couple more times and at least look over some of the proceedural generation stuff that made me interested in the game in the first place. I decided to play some Eldritch (by same developer) to sort of scratch the itch for Slayer Shock, which I had just refunded. I played a few minutes of Eldritch, and it reminded me that I initially didn't like Eldritch that much. It took Eldritch a little while to grow on me, but I eventually became very fond of it. Then I ended up reading a Dev-blog by the Developer of Slayer Shock. The developer explained a lot of his design decisions and philosophies behind Slayer Shock, and it started to make more sense to me. I hadn't taken enough time to learn or adjust to the gameplay or understand exactly how this game works. So I decided to give it another try. I bought it again and dived in. I burned through ten hours like it was nothing and am now a big fan of the game. Allow me to address some of the issues that came up in negative reviews and gave me an initial bad impression: Stealth: It actually does work. The foliage does hide you, and vampires do respond to noise. When I first re-bought the game, I decided to focus on observing Vampire behavior more than actually winning the game. I learned that Stealth works fine. Sometimes you get spotted, but mostly, hiding in bushes and tall grass does work. And the Vampires aren't as brain dead as I initially thought. For awhile, I was busting doors down to save time. I didn't think the vampies were responding to the noise. But then after doing it one time, I happened to be watching out a second story window, and I actually saw a couple of vampires walk over to the door I busted and check it out. They actually looked at it for a few moments and then came in the house looking for me. I have since observed this behavior several times. When you are spotted, they will come after you and look for you after loosing line of sight. They often end up finding me eventually. They seem to also notice vampire dust laying on the ground. Spawning: A lot of complaints about enemy spawning, and that was what really put me off on the game at first too. Most of the Vampires are spawned at level start and go about their business until they spot you, but the game also periodically spawns in new enemies. It works a lot like "The Director" in Left For Dead--periodically it will spawn in a few minions--sometimes a swarms of them might come running from around a corner and you suddenly find yourself in a brawl. It can be a little clumsy, sometimes. I have seen them just appear out of nowhere, but usually they come out of a room or from behind a corner exactly like the zombies do in Left For Dead. Despite being a little immersion breaking when the occasional clumsy respawn happens, it actually keeps the levels fresh, unpredictable, and challenging. Its not a stealth game, its an action/stealth game. I do a lot of sneaking around, but every now and then shit just hits the fan because of the re-spawns--and the game is better for it. Furthermore, after observing the Vampires in detail--I realized a lot of the "spawning" I was complaining about wasn't spawning at all. Sometimes you clear a house, go to the second floor, and when you come back downstairs, there are a bunch of vampires hainging out in the living room.--and youre pissed because the game cheesed you with a respawn. But I observed that some groups of vampires take really long patrols, and more often than not, those vampires actually came from down the street. There's a pretty good chance they're all down there because you made a bunch of noise and they came to see what was going on. Ive witnessed this behavior on several occasions. The proceedural generation of levels and enemy vampires is really good. I would have liked to see a little more variety in some of the level lay-outs, but overall its pretty solid. The Master Vampire is proceedurally generated, and it comes up with a unique, fun bad guy that has quite a bit of character. Again, I wish the Dev would continue to take it further, but its very solid as is. Random events between levels are also interesting. Sometimes a vital team-mate is absent or gone for good, and it really puts you in a pinch. Sometimes a postive event happens that saves your bacon, and you are so glad. Its a great game. I'm ten hours in and its still the game im currently playing the most. If you are really into procedural generations, rogue-likes, random plot points and events, and horror, you will probably enjoy the game once you give it a little time and effort. I will say this though--$20 is madness. Its got a lot of content, but it need more content and more polish if its going to be $20. I think $10-$12 is about right for this title in its current state-- Not because there is anything wrong with Slayer Shock--but because there is a lot of competition out there for your $20 bucks.
  • Ryan Dorkoski

    May 23, 2018

    [b]The idea for [i]Slayer Shock[/i] is A++ mind blowing, but the execution is probably right around a C+.[/b] The idea to make a [i]Buffy the Vampire Slayer[/i] game where you play through TV seasons of it is just brilliant. Hanging out in the coffee shop between missions is oh-so cool. Randomly generated maps and missions with upgrades? Oh yes I am on board. [b]It doesn't boil down to one particular problem that bogs it down, either.[/b] First off, I find the difficulty frustrating. On easy mode, it's a cake walk to the point of not even being fun. On higher diffculties I just struggle constantly. While I'll chalk this up to me not fully understanding how things work, it needs to be noted because sometimes this is the games fault for not being clear enough. I also think the randomly generated maps leave something to be desired. They need to be more interesting in general. Anyways I am upvoting because I really like the idea, and even though the execution isn't perfect - I'm glad this game exists and it's fun to hang out with it. The acoustic guitar music is outstanding and really sets a nice tone. I love the little details, like how you can change your nail polish and skin color. Really neat. [b]Pros:[/b] +Wonderful idea for a game +Although there are some flaws, it certainly is fun +Nice attention to detail +Lovely low-poly environment [b]Cons:[/b] -All of the little flaws sort of make me feel like this isn't worth $20 USD -I found the difficulty all over the place -The game should probably communicate mechanics a bit better with the player [b]Wait for a sale, but definitely get it if the idea intrigues you.[/b]
  • Silas

    Jan 2, 2020

    Interesting game that was never finished because "it did not garner enough interest," as said by the developer. Real shame, I really think it was quite nice. Review ratio is not very good because it's just not done. I doubt it will happen, but I would be thrilled if the developer finishes it some day.
  • sunbun

    Aug 17, 2020

    I'm sure you've pieced it together from other reviews by now: great idea, fun premise, lacking outcome. The levels are apparently procgen, but I seriously couldnt tell. The farm and suburbia levels are open, the park and city levels are linear corridors. Barely any perceivable changes in their layout between playthroughs. I'd rather the levels were just handmade with some more detail and care over this. The game generally controls well and is a fun power trip once you get the silent steps upgrade, sprinting everywhere with no care in the world. No idea why there are upgrades for double jumping and negating fall damage when the levels are so flat. Stealth lacks indication and combat lacks punch. In his devlog David mentions wanting the combat be very movement-heavy like DooM, but the very punishing barbed vines strewn all around the levels run against this design sentiment if you ask me. Minor nitpick compared to everything else but the inconsistencies in graphical style kept bothering me too. Modern speculars and lighting mixed with otherwise very lowres — low-ish poly style, mostly. Such a shame. Most things they tried to do with this game they already did better in Eldritch, and from what I've heard, Neon Struct.
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