Alright, buckle up, buttercups, because we’re diving headfirst into the steaming pile of “inspiration” that is *Hordes of Hunger*. Yes, another one bites the dust, shamelessly chasing the coattails of *Vampire Survivors* like a lovesick puppy. Did we *really* need another game where you mow down hordes of pixelated baddies? Probably not. But hey, at least it’s not another NFT game… yet. ๐
So, *Hordes of Hunger* thinks it’s all that and a bag of chips, huh? It’s got “compelling gameplay” that’s “easy to understand.” Translation: you hold down a button and things die. Groundbreaking stuff, folks. ๐คฏ And tension? Oh yeah, the tension of wondering if your Doritos bag will run out before the level ends. Riveting.
But wait, there’s more! It adds “interesting mechanics” to “put its own unique stamp on its inspiration.” Translation: it tries to be different, but ends up being just… different. Like putting ketchup on a perfectly good steak. ๐คฎ Sure, it’s *technically* unique, but is it *better*? Absolutely not.
And here’s the kicker: it “somewhat misses the point of what made *Vampire Survivors* so great.” Ding ding ding! We have a winner! ๐ It’s like trying to explain the plot of *Inception* to a goldfish. They just don’t get it. All that effort, and for what? To create an experience that’s less exciting, less varied, and more mindless? Mission accomplished! ๐
“Hordes of Hunger never really creates an experience that gets as exciting or varied, and it just starts to feel a bit mindless after a while.โ – you don’t say?
Oh, but it’s not all doom and gloom! *Hordes of Hunger* attempts to be “approachable” by making combat active. Because, you know, passively watching things die is *way* too hard. ๐ Now you can actively spam the attack button like a caffeine-fueled chimpanzee. Progress! It’s got that “top-down action RPG feel,” which is code for “we added some extra buttons you’ll probably ignore.”
And the weapons! Oh, the weapons! They have “different special abilities” that add to the “strategy.” Translation: you’ll pick the one that does the most damage and never look back. It’s not rocket science, people. ๐
But the *real* innovation is the parry system! Because nothing says “innovative” like copying a mechanic from every other action game ever made. โ๏ธ It’s “exciting” and “challenges you to be a bit more on your toes.” Translation: you’ll accidentally parry sometimes and feel like a pro gamer. ๐ฅ
The real problem? *Vampire Survivors* was engaging because it was *limited*. You were a helpless little pixel, desperately trying to survive against overwhelming odds. It was about strategy, planning, and praying to the RNG gods. ๐ *Hordes of Hunger* throws all that out the window in favor of button-mashing and frantic dodging.
“Hordes of Hunger is to Vampire Survivors what a big bag of chips is to a high-class meal.โ – more like a soggy bag of chips found under the couch.
In *Hordes of Hunger*, you can just hold down the attack button and parry occasionally. It’s easy, it’s mindless, and it’s ultimately unsatisfying. You never feel like an untouchable god, just a slightly annoyed mortal. ๐ถโโ๏ธ
But hey, at least the levels are pretty! They’re like *Dark Souls*, but with more fire and less challenge. ๐ฅ The monster designs are “interesting,” ranging from “ghouls with flesh loosely hanging off their bodies” (gross) to “Eldritch wraiths surrounded by mists of blood” (edgy) to “giant ogres made of teeth” (nightmare fuel). ๐ฌ
So, is *Hordes of Hunger* a good game? Eh, it’s… fine. It’s like the generic brand version of *Vampire Survivors*. It’ll fill the void, but it won’t leave you satisfied. Go play Vampire Survivors. You’ll thank me later. ๐

Pixel P. Snarkbyte, widely regarded as the โShakespeare of Sh*tposts,โ is a video game expert with a unique knack for turning pixels into punchlines.
Born in the small town of Respawn, Pennsylvania, Pixel grew up mashing buttons on an ancient NES controller, firmly believing that โblowing into the cartridgeโ was a sacred ritual passed down through generations.
Pixel P. Snarkbyte: proving that life, much like a buggy open-world game, is better with a little lag-induced chaos.