
After tens of thousands of years, the ancient weapon Holly awakens, starting her revenge against humanity. Experience the strategy of creating pitfalls to trap enemies and the exhilaration of burying them alive. Dive into intense combat!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Portuguese - Brazil, Polish, Simplified Chinese, Japanese, Traditional Chinese, Italian
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
UPDATED REVIEW They fixed a bunch of major problems such as glitches and control issues that made the game near unplayable, now it's much better So, what's this game? Well lets start with what it isn't. People tagged this game as "action roguelike" "souls like" and "dungeon crawler" But the thing is, it's neither of those but at the same time it does have some elements. This game is like a "Roguelite without randomness and without permadeath" which if you think about it doesn't really make sense because the main attraction of a Roguelite is the whole idea of having a different run each time, they are not meant to be beaten on your first but you get stronger little by little in some way. In this case, you have 10 floors/levels you have to go through but all 10 of them are predetermined, nothing changes in each run, but still they went with a roguelite kind of progression system even when there's no perma-death , you have an skill tree of permanent upgrades for that run, if you die, you go back to the previous level but keep everything you unlocked in that skill tree. But here's the weird thing, there's also permanent upgrades you can find in the map that will persist even after you have already beaten the game which would make sense for an actual roguelite. You really can't lose a run in this game, if you die you just go back 1 level so it's more like a regular static game with roguelite elements on top of it, not to mention the permanent upgrades cannot all be found in your first playtrough, you can only find 1 per floor so it's as if this game was built to be a roguelite but removed the core elements of the genre and kept the secondary elements. So this isn't really a Dungeon Crawler either, same thing, "it kinda is" but when people hear that term they are usually expecting randomly generated levels, enemies and upgrades, roguelites and dungeon crawlers pretty much go hand in hand. So what would happen if you couldn't lose a run in a roguelike? Balance issues. Like i said, when you die , you go back to the previous floor (Floor 10 is the first), but since you keep every upgrade there's no way you will go all the way down to floor 10 unless you're doing it on purpose. in fact chances are if you are taking your time you will max out your entire skill tree by the 4th floor, if you want you could farm certain enemies and get all upgrade incredibly early and very quickly too. Then later on as you upgraded everything you might find that enemies by the end are a bit too spongy and numerous to be dealt with your normal attacks, and that's another point where the progression is weird. You see, this is normal in a roguelike, in your first runs as you go further you reach a point where you get outpowered by stronger enemies to encourage you getting permanent upgrades. But this isn't a roguelike, you already have everything in your skill tree so whats left?, the permanent upgrades. Ok that would be fine except that would work if there was permadeath, like i mentioned before you can only get 1 of them per floor and per run, so in your first run at maximum you will get 10.. Ok "Just start a new run then!" , well , there's one problem, the only way to play a new run is to beat the game which defeats the whole purpose of wanting such permanent upgrades in the first place. UPDATE: They added a Timeattack mode, you start as if it's a fresh file, this mode acts more like a roguelike, these are the changes i noticed: now permanent upgrades can be obtained more than once if you lost and came back to that same floor, also some levels are randomized (from a pool of layouts) More balancing issues: There's "Bad Upgrades" , You can upgrade your whip or your projectile up to 3 levels, and believe it or not, the level 3 upgrade is actually a downgrade, you are much better off with level 2 with both weapons. Basically what level 3 does is a charged attack but the increased damage is inferior in terms of DPS when holding the attack button, it would be worth it if they did AOE damage or way more damage. The reason they become useless is because there's way too many enemies near the end for it to be preferable So if you play this game, avoid these upgrades at all costs unless they are changed. UPDATE: This issue is still present, level 3 is still a downgrade. Another way i suggest to make them much better would be to significantly reduce the recovery time of the 3rd attack and add a piercing effect to the level 3 fireball to be able to deal better with many enemies at once as they basically outscale you right now and you will end up avoiding them instead. Digging and Burying attack: By the end it's very slow compared to everything else, i think the speed of these should scale with attack speed upgrades too, specially the recovery time Control/Jank Issues : Jump Related: They fixed jumping not responding. [strike]Sometimes you can't get out of holes by jumping[/strike] This got fixed, now you jump much higher and get out of holes, this was a huge problem before. Selecting Tiles / Tile Cursor is inconsistent: On a recent update this issue got somewhat fixed but it still doesn't feel right This is the worst issue by far if you are playing on Keyboard + Mouse. it's probably not much better in controller. Selecting tiles is inconsistent and jittery , apparently the cursor gets confused with the game's 3D objects and perspective. Your mouse arrow could be on top of an enemy you want to bury but the cursor will decide to select a tile you don't want and end up making a hole in a place you didn't intend to. But here's the thing, accuracy is key in this game because you need to get it right twice in a row on the same tile (One time to trap the enemy and the second time to bury the enemy) The tile cursor moves around even when you are not moving your mouse or your character, for example you may trap an enemy by making a hole, and then you would think by not moving the mouse and clicking again the cursor would stay at the same tile, but no, the cursor will choose whatever tile it wants except where you want it, it's very jittery and inconsistent. It doesn't end there, this issue is present with anything that has to do with selecting tiles, opening chests, placing or restoring teleporters, in a critical moment this will get you killed, you have to be very conscious on how unreliable the tile cursor is. The cursor should have been simple, the cursor should be at the position the mouse cursor is and that's it. This is issue discourages you from using the mechanic that the game advertises the most because it could get you killed instead of helping you , the digging mechanic. Currently, you will die because you were wrestling against the controls to make them do what you actually intend, it was really bad at launch, now it's better but the issues i mentioned still happen but not as bad as before. Apart from those formerly major issues it's actually a fun game and would be a pretty decent game if these issues were all fixed. I had fun with this game by aproaching in a different way which was to go full gorilla mode, taking my time on the first playtrough was a mistake, ignore the "strategy" part and just go nuts (but don't die). I like the whole idea of protecting your base while you go and hunt to destroy theirs The story of the game is honestly as simple as it gets , comparable to the plot of arcade titles , if you're in for the story there's basically nothing in that regard The music is nothing memorable, not bad just feels like stock music. The enemy variety is lacking, there's basically a total of 5 different enemy types. The playtime this game offers is about 3 to 4 hours if you take your time, you can beat it under 1 hour if you know what you are doing My rating for this game would used to be a 5 but now it's a 6. There's a lot of room for improvement , with its issues fixed it would be a 7 (If those issues get fixed i will update this review)
Lots of minor bugs causing enemies to become unkillable thus having to restart an entire level to progress and horrible progression of just mindless slashing with only maybe 2 cutscenes in the entire game. There is no story besides anime girl leaves dungeon to kill people. I'm amazed with how this game was allowed to progress to this point, it feels like it is an early early alpha for what could be a interesting concept but the company put a budget of 12 dollars into developing it and forced one poor person to sit in a corner and code it alone.
I enjoyed it, but it is very short. I think it's is fun to sneak up on slayers and bury them. Could have used a boss battle though and maybe alternate endings since it's really short. Maybe also speedrun leaderboard. Takes only about 3 hours blind play. Dying doesn't end the run but takes you back to the previous floor. 10 floors total.
游戏性极差,后面几关难度很难,故事性为零,并且严重不合逻辑,想做世界和平真善美大结局,就别上来就整这么一个黑暗风格的设定,告辞。
休日の気まぐれにとりあえず一周終わらせましたが、二週目に入る勇気は湧いてきません。アクションとしては茹ですぎたうどんのようで、キャラゲーとしては味のない綿菓子のようです。 もったりとした操作感で最初は苦戦するかもしれませんが、全10ステージをクリアする中ですぐに慣れてしまえるはずです。ステージが上るにつれに微小に難易度が上っていく設定で、まるで一桁の足し算から三桁の足し算を覚えるためにある薄っぺらいテキストを読み進めるような感覚を味わえます。決してつまらないと言い切れる訳ではなく、ある程度の時間を集中してキーボードとマウス(あるいはコントローラー)で指の運動が出来たなぁ…と思えるくらいには暇つぶしになるでしょう。でも単純作業が苦手な人は辛くなるかもしれません。 落とし穴を掘って敵を嵌めるのがちょっと楽しかったのですが、どうしても相手の足元を直掘りして嵌めるのが手っ取り早いので作業感が増して絶妙に退屈でした。使用する武器を交換して戦えるのですが、体験版で近接攻撃の使用感を確かめたところ、使うメリットが縛りプレイ以外に見出せなかったり。製品版では近接攻撃を使用する機会があるのだろうな、などと思いつつ製品版をプレイしたところ、道中特段何も困らず、クリアまで遠距離攻撃のみでクリアしてしまいました。ちょっと勿体なかったかなと思います。 ストーリーはあったようなのですが、なんだか脳みそに刻むのを拒まれたようで、よく覚えていません。ごめんなさい。 個人的にはゲームは良ゲーでなくても楽しめるものと思っているので、リスペクトを込めて親指を下に向けさせていただきます。
2週楽しませていただきました。 タワーディフェンス的要素のあるローグライクのような。 序盤はこんなにホリーちゃん強くなりすぎて大丈夫か?と思うほど強化できても、 ちゃんと後半には埋めも活用しないとクリア厳しい難易度となっていてよかった。 自分なりの攻略法が見つけられたので、やりこみ要素が増えるといいなと思います。
【最新のバージョン1.7でやりました】 安くなっていれば買ってもいいかも、あまり期待しない方が良いです。5時間でトロコンできました。 アチーブメントにこだわらないのであればイージーモードでやるのがおすすめです。途中からメニューで難易度を変えても反映されないので注意が必要です。 どんなに育成しても紙装甲なのでノーマル以上でやると気付かない内に倒れて前の階層からやり直すのが精神的に辛かったです。 画面を赤くするなど低HP時のフィードバックがなく、敵の攻撃を受けた時も音声なり、エフェクトがないので普通にHPから目が離せません。アクションゲームなので、HPを見ている暇はないです(矛盾)。 あと、攻撃系の強化は3段階目は罠です。攻撃速度が極端に低くなって壁を壊す速度がガタ落ちです。一応スキルリセットができますが、全部振り直しです。 ボス敵の正面から通常攻撃を当てると反射とカウンターで即死しますので、通常攻撃は雑魚処理と壁掘り専用です。 このゲームの一番の売りの穴掘りは… ・マウス操作だとカーソルを置いているブロックの下のブロックが選択される謎の仕様。これ意味わからない。諦めましょう、意図したところは狙えません。 ・攻撃エフェクトと敵でカーソルが見えなくなって掘れない・埋められない ということでかなり難ありです。 10階層ほぼ変わらないのでそれでも飽きないならリプレイ性はあるかな?僕は飽きました。
びっくりするほどつまんねえ スレイヤーを穴に埋めるだけで雑魚は遠距離で殴る 強化できるとはいえ動きはもっさり 地上に出るまでこんなマンネリゲー続くと思うと流石にね
体験版で遊んだ最初の感想は「地味」だった。しかし、遊んでいるうちにのめり込むようなスルメ感があり、気付いたら熱中していた。 製品版ではより手応えを感じられたので買ってよかった。 落とし穴を開けて潰すのは「平安京エイリアン」を彷彿とさせ、懐かしくも面白い。 序盤ではスキルが解放されていないため、とても地味でつまらなく感じてしまう可能性がある。
現状ではまだ満足してほしくないという意味を込めて。 まだアップデートも含めた開発は続いてるようなので、1ユーザーの改善要望として目を通して頂ければ幸いである。 【評価点】 ・ゴリ押しだけじゃ利かないアクション 正面突破か迂回攻撃かの選択をすることが出来るゲーム。破壊出来るブロックが存在するので、ルート取りを考える余地がある。これを考えるのは結構楽しい。 ・キャラデザと声優はいい仕事をしている 可愛ければヨシ 【問題点】 ・近接攻撃の判定がわかりにくい 近接攻撃が床1ブロック単位で当たり判定を設定してる関係なのか、鞭のグラフィック通りに攻撃が入ってくれないことがしょっちゅうある。慣れで解決できる問題なのかわからないが、移動しながらの鞭攻撃は全然当たらない代わりに、当たってほしくないブロックにはガンガン当たって、ブロックの中から敵がコンニチワし状況が更に悪化する。現状だと使うメリットがあまりに乏しい。 もう少し鞭ならではのストロングポイントがほしいと思う次第。 ・穴掘り箇所を示すマークがよく迷子になる 理由はわかりません ・穴に入ったとき、脱出が難しい ジャンプボタンを押しまくらないとなかなか出れない。 ・敵の種類が少ない インディーゲームなのであまり求めてはいけない点かもしれないが、敵の種類が少なくて、いつも同じ敵と戦っている印象を受ける。スレイヤーは1フロア目から出てくるので、強敵ではあるがボスではない。 【総括】 やりたいことはなんとなくわかるけど、ユーザーの求める部分とズレがあるというのが正直な感想。 バグとかはないものの、作りの部分がユーザーに対して不親切部分が見受けられ、チュートリアルがわかりにくいのもよろしくない点。 現状だと他者にお勧めし辛いが、改善出来る部分はまだ色々ある。今後のアップデートに期待したい。
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