March 2015 Update:
Game Video is updated, as are the screenshots. Controllers work better. You can see an increase in clarity of the graphics; they're better but they're still pixellated on the parallax backgrounds ("Urban" level - perhaps by design) and overall have a flash game/amateur look to them. Again, perhaps this is by design and I just don't agree with the new direction/design of the graphics. Most important to me, however, is the incredible disconnect between what this game is and what it should be as far as gameplay goes.
Fired projectiles are too slow, this is especially noticeably on the "Urban" level - but it'll frustrate you at some point on every level. Weapon and music sychronicity need work. I believe this should function like a reverse Rock Band. In that game, easy has very few fret colors to hit and those fret colors increase with more difficulty. Your game is a music/rhythm game, do it in reverse. On easy, fire weapons like crazy. As the difficulty is increased, lower the amount of weapons firing - or better yet leave them as is and either decrease their damage or increase the # or strength of the enemies.
This is a shoot'em up, there should be weapons and ships firing all over the place, but the weapons in this game, except during drops in the song, feel anemic for the most part There are also far more infrequent than they should be. There are litterally LULLS on every level, at least one, where no weapons are firing at all and there are usually still enemies around. So you're just running away from them until a part of the song comes up where you do have weapons. This isn't fun, its frustrating.
I'm not asking for a bullet hell update - but keep it interesting and the screen activity BUSY. And please give more attention to the projectile weapons. Speed them up and make them more frequent. I'm kiling most enemies with the side-firing immediate area weapons because they're more useful.
I don't know. You've made some progress, but I'm still left exasperated at this game. Eclipse and Tough Guy are the best levels out of the bunch, though.
Original Review:
I don't know what happened, but scrapping everything that everyone liked about the game, including some of the music, and starting over with "all new" everything was not a good move.
The original presentation, in fact even the current demo movie and screenshots on this store page, of Dubwars was essentially Geometry Wars played to Dubstep music where the music dictated what weapons fired and when. It was a neat idea, a gorgeous looking game, and a concept that I enjoyed - sort of a different take on Audiosurf but not with your music.
As of the Fall/Winter 2014 update - they completely redid everything - supposedly all better. But it's not all better. The entire look of the game has an amateurish look to it now. Like the original developer(s) left or Mura Interactive suffered an exodus of talent and that talent took their work with them. It looks and plays like a Adobe Flash game that someone made in high school before they got good at making anything.
Did the Geometry Wars guys threaten to sue Mura Interactive for copyright infringement? What happened? At this point, isn't this false advertising - it's nothing like what is represented above? I regret backing the Kickstarter for the amount that I did. I can't imagine I will see ANY of the tier rewards I pledged for; however, I will take my bitter medicine and make the first review I've ever put on Steam to say that, at this point, you should only get this game if it's free or gifted to you. It's not as bad as some of the "Early Access" trash that is out there, but it has definitely fallen victim to that curse.
Mah Dreams... :(