
1990 is a fun, casual RPG with turn-based combat.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English**languages with full audio support
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Reviews
⠀
枯燥的回合制游戏 相似的地图,虽然升级后可以变强,但敌人也是越来越强,队伍人多了后,敌人血也变厚了 内容就是不停的按空格确认,毫无乐趣
Pretty ok game, reeeeeeaaaally reused background assets, simple combat, you could actually use the same skill combo over and over and beat the game, which makes it a little bit monotonous, nice pixel art, don´t even bother using the slot machine, over all, entertaining game to kill 2 hours or so of your time. 5.7/10
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Hours played at review time, across 31 reviews with recorded playtime.
If you like classic snes jrpgs, this game gives that vibe. Like another commentor said, it uses the same assets a lot and uses a really simple design. But its fun. 6.5/10
fun short little free game
[h1] Absolute Snorefest[/h1] It's hardest sometimes to describe actually how boring something is. Yet somehow I'm usually able to overcome most obstacles when I simply put my fingers to the test, and start typing. A lot of times I have to buy time to pad out what I'm saying. However, here I am, simply bored out of my mind from this game. No challenge. No ♥♥♥♥♥♥♥. No good music. No interesting mechanics. Nothing. This is an RPG in the most boring sense, the amount of padded-out screens of simply walking left to right is ♥♥♥♥♥♥♥ insane. Nobody who worked on this game knew what the ♥♥♥♥ they were doing and you can tell. The music is randomly chosen, none of it aligns with your scenes, the fights are simple enough to just crowd control everything forever. Like it's so bad I'm thinking about changing how I write reviews to shorten the reviews further, 6 lines of text plus the title, instead of 7.
I didn't play the game for a long time. Unfortunately, the game applies level-scaling, which means enemies level up together with the player. Thus, the stronger the player is, the stronger the enemies are. If level-scaling is implemented poorly, you get what happens in this game: The difficulty curve is so steep that leveling up actually makes the game harder, right up to the point where you can encounter a no-win scenario. Since you start with only one party member, my usual early-game grinding f*cked me up. Enemies don't drop enough restorative items, and after leveling up too much, I had to give up in front of the insurmountable challenge of a three bats encounter. Yeah, maybe I was just too stubborn to play the game the way it was intended, but to my mind, level-scaling is one of the greatest design sins. I mean, this isn't some Elder Scrolls like open world adventure in which level-scaling can be justified by the fact that every location can be reached from the start. No, this is a linear walking simulator with platforming graphics and bare-bones turn-based battles. Maybe you can tip the scales to your favor once you have a complete party at your disposal, maybe there's a decent game hidden somewhere along the way, but I highly doubt it. Actually, I played the game a while ago when it still cost the ridiculous amount of 10 bucks, so the developer might have removed the level-scaling in the meantime, but again, I highly doubt it, especially because of the following reason. To make matters worse, the developer deleted a post of mine on the Steam forum in which I complained about the level-scaling. Suppressing legal expressions of opinion is, by itself, reason enough not to support this game. Though I guess it's easier to delete my post than to remove the level-scaling. Well, if you're looking for a decent JRPG, look elsewhere, and if you somehow think you should prove me wrong by playing this game, knock yourself out, but don't complain later, because "I told you so".
I'm sorry but even though it is free I can't reccomend this game. [h1] Gameplay [/h1] [h2] Combat [/h2] There multiple areas in the game that have around 2 or 3 different enemy types each, But you can quickly find the optimal strategy for them so you just repeat the same thing over and over again. The only difference is how many SP/HP you still have left after the last encounter. Because you have to take some damage per turn (if the enemy is not stunned) you just have to decide if you want to spend your SP (for more damage/heal/stun) or HP on a battle. So instead of using strategy to fight, you just have to make the decision in which ratio you want to use SP and HP. Because the SP and HP regenerate after a level-up it just comes down to guessing how many encounters is still left until your next until the next level-up. [h2] Hotels [/h2] At a few points there are hotels where you can where you can buy items/upgrades and rest to regenerate your SP and HP. At a certain point you have so much money that you can rest every time. I never needed to buy items or even use them in the game. So the only choice you have was which upgrades you want to buy. But you will probably have enough money to just buy the best upgrades for everyone because you can sell all of the items you find. There are also rings/badges you can equip that give you a boost in a certain stat. So that is pretty much the only choice you get to make but I doubt that is going to much of a difference because most of the encounters are so simple. [h2] Difficulty progression [/h2] I had the most trouble at the beginning where you only have one character. I always had to attack or use an item to heal the damage you took from attacking. After that the game just becomes very easy. I do think that games can be easy if executed correctly but here you can just repeat a strategy that worked once until the end of the game. At the end the game gets slightly more difficult which just means that the enemies have better stats. But that doesn't really matter because you can just keep attacking and stunning which means that you take no damage. So the main difference is that the later areas are just a lot more drawn out. [h2] Walking [/h2] Inbetween the encounters you'll just walk on a linear path. There are essentially no turns (at least that I found) you can take that diverge. That wouldn't be so bad if there were unique enviroments. But every area just has one tileset that gets reused the entire time. Room layouts get reused very often which just makes everything look the same. For some reason there are a lot of empty rooms with no chests or enemies. I have the feeling that these only exist to make the game longer. [h1] Presentation [/h1] The music of the game is fine. It's not bad but is also doesn't fit too well. There are only 2 tracks in the game: one for battles and one for the overworld, and they reused for every area. The visuals are also very repetetive which I wouldn't mind if they were somehow interesting. But the tilesets just look like "an rpg cave level" or "an rpg lab level". Overall I think the presentation is ok but it just feels like it was taken from an asset pack. [h1] Story [/h1] The main story is that you have to stop an evil scientiest. At the end the plot twist is that it was all just a dream. Your party doesn't really say anything besides "I want to join your party" so the only at a character's personality is the title they have. The antagonist said the most in the game but the only thing he did was make jokes. And if you don't find them funny that character is kind of bland.
[h1]Before I played 1990, I had a small pp, no friends, no gf, depression, and no life. These things havent changed, but the game is pretty good[/h1]
1990 это год моего рождения. Жаль не понял сюжета игры, хотя вроде должно быть понятно.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.