
A Legend of Luca is a VR FPS Rogue-Like! Every run you explore vast dungeons as a freed slave caught in a war between gods. Fight hordes of monsters in search of powerful upgrade combinations to kill a god and unlock new classes.
Modeled estimate, not a reported figure. How we estimate →
Media
About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 49 reviews with recorded playtime.
Reviews
Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
There are good things and bad things about A Legend of Luca. You can tell that the developer listens to his audience. Originally the game was designed as being "a room-scale vr game" and after feedback, they have changed the game to teleportation controls. I originally purchased this as I was intrigued by the thought of actually having to move around the room to play a game. This wasn't ideal however when put into actual play, as the floor was set to be at waist level and you kind of felt like a god floating in the sky shooting at tiny beasts and skeletons. I gave the game a break. The developer then came out with new enhanced controls and scaled the game to be true size. This seemed like a step in the right direction, but I had such difficulty fighting even the first boss using teleportation. It felt like it needed much more tweaking. Maybe this is just a knock against VR locomotion in regards to a fast paced action adventure game, but having to turn around after teleporting to fight a boss can get very disorienting. I want to like this game, I really do. The graphics and the amount of work the developer has put into the game is there; it just needs a tiny bit of extra work before I can give it my seal of approval. Thank you for reading my review.
Not what I was expecting, but very good. The game makes me feel like the world is a toy set and I'm some kind of dungeon god. Edit: This game is now even better, I love the new scale, well done to the developer. Keep up the good work.
TLDR: A very fun and unique VR game! It still has some kinks to work out, but I think the developer has some very interesting ideas. It's really cool to see a VR rogue-like like this, and it has a lot of replay value and that "let me try one more time" vibe. The game has you adjust the height of the floor up to around your waist to provide a first person perspective. This works quite well in regards to allowing you to walk around the space - but it does make you feel a bit bigger than normal. If you approach the game knowing this, I feel that most of the negative reviews are not much of a concern. The weapon collision against the green block and floor of the game, which makes you drop your weapon, can be a bit frustrating. It's not a perfectly eloquent solution to preventing players from "cheesing" the game, but I can see why it had to be applied. ***UPDATE*** Wow, you completely fixed the green block item drop thing in a way that I feel is very fair. Making your weapon rubber band back is awesome! This game feels even better now! Great job! There are also issues with going into a room and being attacked before you can react, if enemies get really close up on you, it can be hard to realize you should look down at your feet to see them due to perspective. Hopefully as the dev continues to work on this title, the few ♥♥♥♥♥♥♥ I have will be ironed out. Overall I am giving this game a positive review. Why? Wasn't this review a list of things wrong with the game? I'll tell you: It's really neat to play, it's challenging, and it has more replay value than some of the more demo-ish titles on the vive. It really feels like a complete "game" in many ways- though I still feel that the dev should have put this as Early Access and continued to hone it into a finer blade! I'll put it this way, if the game was a 2d top down Gungeon / Isaac / etc. it would be getting substantially higher reviews - but those games have been done over and over. They are great, I absolutely love them, but this is something truly unique. The challenges of locomotion and perspective in VR are definitely there, and this dev has some serious cajones for trying this idea! We need to support devs that attempt creative and unique approaches to VR and there really is no single game on the vive that is like this one. That doesn't mean it's perfect, but it earned my money by delivering something I've never experienced before. Just a side note to the dev: I know it can be discouraging to read negative reviews on your game. Don't make the reviews constitute whether you should keep working on your game. KEEP WORKING ON THIS. You have something really unique here, and if you keep experimenting with the system you have I'm confident you'll create something even more special. Personally though, I would lower the price a bit. The "VR tax" as I see it can be a bit counter productive. This game really should be on early access for 10 - 15. It's none of my business to determine price, and I'm happy with the product for what I paid (16.99 during the sale I believe), and I would have gladly paid 20, but just consider it if you're trying to make bigger sales and garner more reviews. Sometimes in a new market you have to make your game "a steal" to stand out - as much as it sucks for all the time and hard work you put it into it. As it stands only 12 reviews isnt going to show much, and that's quite a few for how limited the Vive market is at the moment. I know this isn't really any of my business, it's yours, but I really want to see this game blossom even more into the must have title I think it deserves to be with the right polish. Thanks for making this game! And thanks for the last update, which has made the game even more fun!
Very cool unique use of VR. They scale the in-game character's at about 1/6th the size of real life and place the floor to be at about your waist (adjustable). This results in a room that is 6 times as wide and long to run around in. This lets them put more objects and enimies in a single room. It kind of feels like you're running around on a game board with real traps and enemies, which is very cool! It's hard to explain, but very well executed IMHO. I find that I am more active (running around) in this game than any other that I've played except for maybe Space Pirate Trainer (and I've played almost all of them). The combat is pretty straight forward. You start off with a magic staff that shoots energy balls in the direction you point it. You have bombs that blow up blocks like in Zelda. You eventually get a malee weapon for your second hand and thats when it gets real intense. That's as far as I've made it so far, but I can't wait to get the other weapons and give them a go. I highly recommend checking it out if you're into a Zelda-type dungeon crawler that is focused on action. There isn't really any story to speak of, other than some short narration, but hardly a deal breaker in my book. Main take-away: VERY FUN!!!
Recent updates to A Legend of Luca have taken it from a "I really wish I had more room space to play this game" title to "I can't wait to jump in and play more of this game." The developer has been extremely receptive to feedback and has been consistently making quality updates to the game. It is a spectacular randomly-generated dungeon game that now even has mod support so that it can be expanded and remixed by end users. If you like Binding of Isaac, classic Legend of Zelda games, rouge like games and other dungeon crawls, A Legend of Luca is a title I would absolutely recommend.
Cool VR , rogue like, dungeon crawler. Positive: + good graphics + random levels but due to simplicity of gameplay this does not hurt + dying means start from the beginning Negative: - melee combat is not good - some game elements are not easy to understand and are not explained in a tutorial
NOTE: I highly recommend having a space that is similar to the recommended gameplay area of 4m x 2.35m instead of the minimum 2m x 1.5m. This game has some great elements that I haven't seen much in VR games. You navigate through a Zelda dungeon like map collecting treasures and new weapons with a real feeling of exploration compared to most VR games in which you teleport around that often breaks immersion. However, my gameplay experience was very different from the trailers and screenshots. The store page says the minimum requirement for this game is 2m x 1.5m but I later found the 'Additional notes' section which says the ideal play area is 4m x 2.35m. My play area is 2.7m x 2.7m and the world was scaled down so much that it felt very different from the trailers and screenshots. This downscaling caused difficulty in navigating through the room and avoiding enemy attacks. I think the minimum space requirement should be changed so that players get the intended experience rather than compromising the gameplay by scaling everything down. The game itself looks great and I believe it would be quite enjoyable if I had the recommended play area, but I wasn't able to get the expected gameplay experience with the space available to me.
Хороший рогалик (и наверное единственный в VR). По механике напоминает Binding of Isaac, только в фентезийном сеттинге. В начале был ряд проблем с запуском(комната была маленькой), но разобравшись я вкусил всё очарование игры. Действительно необычно зачищать комнаты, так они ещё не такие большие и увернуться не так просто. Игра достойна вашего внимания, если у вас есть VR шлем.
This was an early VR title, and great when there were few choices in VR.......Now that my VR library has grown I can't see ever playing this game again. I feel a little bad not recommending because there are no major flaws, but honestly it's just a highly repetitive dungeon crawler in VR.
I've had a lot of fun with this game and would recommend it to people who enjoy dungeon crawls. I'm looking forward to future updates. A few things I think would make the game better include: -Not having to read every scroll every session to find out what they are since many of them are harmful -The bow is cumbersome to use, especially given how well some other games implement bows. I think a hand crossbow would be thematically appropriate and mechanically more consistent with how the bow is used in this game. -The melee sword simply passes through creatures, which is counterintuitive. It would be great if it provided a little knockback of the target and vibrated the controller to provide a tactile sensation with each hit.
Related
Related
Trends
Concurrent players on Steam, sampled daily since tracking started.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
Related
| Porcunipine | $51.5K | 204 | 77% | $9.99 |
| 8-Bit Adventures 1: The Forgotten Journey Remastered Edition | $51.5K | 218 | 86% | $9.99 |
| Voxile | $51.5K | 113 | 75% | $17.99 |
| Gears of Dragoon: Fragments of a New Era | $51.5K | 71 | 79% | $34.99 |
| Ludus | $51.5K | 871 | 69% | $2.49 |
| A Fisherman's Tale 2 | $51.5K | 235 | 86% | $14.99 |