
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.
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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
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.
A Legend of Luca is the first game for VR that recreated some of the draw that I find in roguelikes, this is why so many are comparing this to A Binding of Isaac. Be aware that this is NOT A Binding of Isaac! You will notice that the average reviewer has put in approximately 1-2 hours on this game. This is for one simple reason: for me to fail once, then complete the game took approximately one hour. This includes ransacking every single room and searching all sections of each level. That is, in all truth, the biggest flaw in this game; it is really more of a demo of how to begin a true VR game rather than mini-game. Some other drawbacks are the difficulty many are having with making this truly room-scale as well as some of the weirdness with hit-boxes. Even with all that said, I would still highly recommend this game as it is deeply satisfying for that one hour and, especially if you pick it up on a sale as I did, it costs less than going to a movie or grabbing appetizers with friends. It is deeply immersive with intuitive controls and a fair amount of variety considering the recycling of skins from other games.
It is not a bad game, but it has some game breaking problems. The game is built around permadeath, but it doesnt make it clear in the game. You start in a room looking at all the items you found, so anyone in their right mind would assume it is possible to take them into the game with you. Here is the game breaking problem. As I have progressed several levels, the enemies get harder. However, if i die then start a new game, the enemie start off leveled but I begin the game with the weakest starter items. If the game is changed to let us bring items with us when starting a new game, it would reccomend playing it.
I love Roguelike games, and VR Roguelikes are my favorite VR games. I have almost 50 hours on "In Death" almost 20 in Compound. I thought I would love Legend of Luca. Boy was I wrong. I can't recommend this game. The control scheme is impossible to use, and the locomotion is ... I can't even describe how stupid the movement system is. YOU CAN'T TURN VIA THE CONTOLLERS. You can't go back either. The only thing you can do is move forward, in the direction you're pointing your controller in. Wow. Such a waste.
Fun for a bit. Gets repeitive. I wish the devs would spend time on this game again, because it has the potential to be the best Roguelike VR title to date.... but alas, they gave up on it, it seems. I can't give it a good review because the last update of the game was almost a year ago. C'mon, devs.
[b]ಠ_ಠ TL;DC (Too Long; Don't Care): Poor usability and controls make A Legend of Luca uncomfortable to play at best.[/b] Controls for this game are atrocious. They were originally built (poorly) for the HTC Vive Wand, and do not present any way of re-binding for Index's Knuckles, which is just a shame. All of the commands are crammed into the trackpad and only two movement controls exist - slide forward and teleport forward. The other directions are used for abilities that you only use rarely, which is horrible from a usability standpoint. I originally purchased A Legend of Luca because it required a fairly large playspace, which I had at the time. Sadly, the game was updated before I really got a chance to get into it, increasing the scale to a much larger one. It's a better and far more accessible game now, but the controls should have been updated at the same time. There are no turning controls to speak of, so you are required to physically turn in your playspace. This can very quickly get uncomfortable on a wired setup, even with a pulley system suspending your cord. I have a greenscreen setup for streaming, but the lack of snap turning to re-orient to my camera makes it difficult to stream. Luca's rogue-like design only serves to stretch out the game's very low amount of content - there's 5 levels, and that's it. This feels a little cheap. If there were a proper way of saving progress, people would burn through its content in a matter of hours. While its procedurally generated style could easily stretch this content out forever, it'd become stale and boring without more environments. The procedural generation can be a little on the harsh side. My last run-through landed me on the first level with 4 locked chests, but at no point did any enemies or terrain drop keys to unlock them, so I was forced to leave them behind, leaving a bad taste in my mouth. The aesthetics of this game are good. I like the Zelda-style upgrades, the overall cartoony feel of characters and weapons. The musical score is cliche but passable, as are the sound effects. The primary flaw of this game is its usability, which is sadly a dealbreaker here - no matter how beautiful a game is, a bad user interface drags everything else down. [b]For more VR reviews like this one, follow the [url=https://store.steampowered.com/curator/38513044-%25E0%25B2%25A0_%25E0%25B2%25A0-Reviews/]ಠ_ಠ Reviews Curator page.[/url][/b]
for context, I'm on a Valve Index. I was excited to play LoL but I found it pretty...well...lame. I think my biggest gripe is that the left joystick has four different functions depending which direction you tilt the stick. left is scroll (as in, use a scroll), right is..something idk, down is pull out a lit bomb, and up is slide movement. it's really unintuitive to be trying to fight something and instead of ducking out of range, you pull out a lit bomb. at least throwing the bombs was easy! monsters also hardly react to being hit, or sometimes at all. not every game has to be blade and sorcery but these things didn't even BLINK. it felt like the monsters exist and I exist and sometimes we notice each other, otherwise they just sort of meander around. sometimes you can find an item that gives you a summoned minion. 90% of the time you'll think this minion is a mob you missed because it shares the same colors as any other mob. boss fights are truly immersion breaking as the boss' health bar is basically a poster on the wall? ranged combat was sort of fun I guess, until my staff (I apparently was playing as a paladin, but I started with a staff??) started lobbing projectiles directly at the ground instead of where I was pointing. the game is pretty enough. audio was probably fine. it doesn't seem like a low effort title at all, I just think the developers have a different idea of "fun" than I do.
I played this game the way the creators originally intended. With a wireless headset, in full roomscale, not using any teleport or sliding locomotion. I can safely say the game was quirky and fun for what it was. The soundtrack was nice too. However the complete lack of a tutorial ultimately kills the game. It's not so simple and intuitive that it doesn't need one. The scrolls are complicated and there is no explanation for how to use them. One of the buttons I could hit would just hurt me and raise my luck stat. I don't get it. The game starts you off in a room full of options while there is a voiceover droning on about something or other. Its complete information overload. Presenting me with too many things all at once that are important to gameplay without explaining what any of them are. Its too bad.
Cool game, it can become rather repetitive after your second or third playthrough, but it's fun trying out all the weapons for the first time.
8/10 Tremendous fun to be had here. This is roguelike VR. Silly, cartoonish, permadeath and fiendishly diffilcult. A must for VR users. DEVELOPERS: some description of the perks of different weapons would be useful. I found out accidentally that an axe breaks down blockages, but there's nothing to tell me this in game.
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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.
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