Go Mecha Ball
Go Mecha Ball

Go Mecha Ball

1
in-game
Data taken from Steam
Steam
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Launch Trailer
Go Mecha Ball
Go Mecha Ball
Go Mecha Ball
Go Mecha Ball
Go Mecha Ball
Go Mecha Ball
Go Mecha Ball
Go Mecha Ball
Go Mecha Ball
Go Mecha Ball
Go Mecha Ball
Go Mecha Ball
Go Mecha Ball
Load up and roll out, in this twin stick shooter with roguelike progression! Blast your way through arcade-style levels, using pinball-style physics mixed with an arsenal of devastating weapons. Defeat waves of enemy bots, battle big bosses, and upgrade your mech between runs.
Developed by:
Whale Peak Games
Published by:
Release Date:

Steam
Latest Patch:

Steam
Categories
The categories have been assigned by the developers on Steam


OTXO
Has been in:
• 2 bundles
• 1 subscription (Humble Choice)
OTXO
From 4,00€
Tiny Terry's Turbo Trip
Has been in:
• 1 bundle (Fanatical)
Tiny Terry's Turbo Trip
From 7,89€
Cavern of Dreams
Available in:
• 1 bundle (Fanatical)
Has been in:
• 1 subscription (Humble Choice)
Cavern of Dreams
From 4,76€ and in a Fanatical bundle
Grapple Dog
Has been in:
• 1 bundle (Fanatical)
Grapple Dog
From 3,12€
Reviews
The reviews are taken directly from Steam and divided by regions and I show you the best rated ones in the last 30 days.

Reviews on english:
Reviews
88%
261 reviews
230
31
6.2 hours played
Written 12 days ago

its a Amazing Game the best rouge like I have played its like Sonic mixed with enter the Gungeon.
13.2 hours played
Written 4 days ago

For a short and sweet game, Go Mecha ball is really underrated. this game is like Sonic 3D Blast with Roguelike progression, it is a very unique experience and the gameplay is really fun. some time ago i did some Playtests for them and i really love it since the first day i saw it, if you need a good fun game to play, this is it!
14.2 hours played
Written 6 days ago

Extremely underrated game.It deserves more attention,more people should play it. Absolutely amazing game.
1.5 hours played
Written 14 days ago

Not recommending this for accessibility reasons. The game is a bit buggy. I was playing on controller, and at first the controls were not working properly: a single button performed multiple actions, remapping wouldn't work, and the left stick controlled both movement and aiming, which is hell for a twin-stick shooter. Also, despite adjusting the audio, those settings will not apply until you get past the title screen, so good luck if your PC setup plays volume high by default, and enjoy getting your ears blasted out every time you launch. Also had a crash or two during my time playing. My biggest complaint is that there is no option to toggle ball mode, only hold. On a game with heavy movement emphasis in ball mode, your finger will be getting tired holding down a trigger to move at high speeds throughout the level. This is mainly a controller problem, but if that's how I want to play, that's how I'm going to judge it.
7.3 hours played
Written 14 days ago

This game feels impeccable, with its intuitive sense of momentum and pinball-like courses, but it's held back by its commitment to a roguelike formula. It's more of a classical arcade game, with similar levels of consistency between runs and focus on delicate control of your character to maintain high combos.
1.3 hours played
Written 10 days ago

The correct way to play Go Mecha Ball is, upon completing any level, to quit to the main menu at the start of the next level. Every single time I did this, I would then be 100% healed of all previous damage and not lose any progress. If this was on purpose, the effect perfectly fits the hackneyed, slapdash experience of Go Mecha Ball. On the surface, i.e. when not abusing the loading system, Go Mecha Ball is brutal in how many ways it will enable enemies to hit you and how few healing methods it will offer. I was NEVER able to afford healing items before the first boss, and I always needed them. The game does get a little easier when you turn off the garbage dynamic camera and set a preferred distance manually. I don't know why I would ever want only my character to fill the screen when enemies can shoot or launch themselves at you from even the camera's largest view. However, even with manual camera correction, the game utilizes a combination of giant squishy enemies, enemies immune to damage from certain angles, and mobs of tiny enemies such that I cannot imagine anyone escaping a level unscathed. Quite the opposite: Your default smash ability, by far the most useful thing in your arsenal, feels like it takes minutes to recharge. You cannot survive effectively on guns alone, and should quit a run entirely if you cannot find a decent backup ability before encountering the first boss. Go Mecha Ball has some Rogue in it, by which I mean you'll be repeating stages and bosses over and over until you beat the game. Single-runs, all progress lost on death, unlocks for points to try to make things better. As far as I can tell, there's no real difference between runs. I did always unlock something after a run, but of course the more you unlock the more trash get alongside actually useful abilities. Worse still, there's no way to customize your default loadout. I would highly recommend turning off the annoying music, but to each their own. I spent a long time looking forward to trying this game. Shame.
2.5 hours played
Written 30 days ago

Fun for 2 hours and thats it.