
Angvik 2 is an action roguelike platformer with a unique style. Explore a variety of character builds as you navigate randomized levels, offering new challenges and surprises with each adventure.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Korean, Portuguese - Brazil, Russian
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
저 한국인인데요 친구가 하고 싶어 해서 게임 사주고 제 컴퓨터에서 플레이 시켜줬는데 제가 자고 있어도 제 방에서 나가질 않네요 자기 수준에 맞는 게임을 드디어 찾았나 봐요
I call this one a 'safe purchase'. The first game is a curious master piece of a rogue-lite game that i keep permanently installed for quick sessions. The 2nd game is exactly what i hoped for: Expanded but keeps the base formula intact. So moving on - who should NOT get this one? : Those who eat rogue-lites for breakfast. It has difficulty but it will take a while before it surfaces and RNG is of course constantly present. But for hardcore fans of the genre i understand they sneer at this 'casual' game and trash it with ungodly hatred. It is not really that easy but game design is such that it's easy go get into and beat the game repeatedly a few times until it gets complicated and even then the pro's will likely get bored before that. So pay no attention to that type of critique. For me the recipe is perfect. Great challenge that is FUN. A few laughs or two are never too far away as the game play is bonkers weird and stupid sometimes with monkeys running around and things exploding. I can easily recommend this for friends of rogue-lites as a small alternate 'branch' in the genre. A more easily approachable one if that is ok for you. There is no other game like Angvik out there with it's LT/LB+RT/RB button based 'left hand - right hand' -action buttons mechanics. If you revel in teeth gnashing difficulty then you might want to pass - or play through the game many times and make it difficult with certain classes and setups. But the game doesn't throw you into a almost unwinnable situation easily. Although you may sometimes find yourself one hit away from death, running around naked without weapons. But that's just Angvik. 10/10 will be on the look out for Angvik 3
[h1] 많이 순해진 앙빅, 심지어 장르도 바뀌었다. [/h1] 플레이를 한 번이라도 해본 사람이라면 모두가 기억할만한 그 게임. 앙빅이 10년만에 신작으로 돌아왔다. 앙빅2는 기존의 앙빅과는 다르게 로그라이트 게임으로 돌아온 게임이다. 처음 앙빅2가 나왔을 때만 해도 앙빅 1탄의 그 악랄하고 변태같고 병맛 가득한 느낌을 어떻게 이어서 후속작으로 낼까 했는데, 개발자가 로그라이크라고 해서, '아니 개발자 양반이 얼마나 게임 그지같이 내려고' 라고 생각했는데, 막상 나온건 로그라이트. 그리고 심지어 아주 많이 쉬워진 게임이다. 솔직히 앙빅을 끝까지 플레이했던 유저라면 따로 가호같은 거 안받고 대충 컨트롤 해서 끝까지 깨는게 가능할 정도의 매우 순해진 게임이 되었다. (그렇다고 아주 쉽지는 않다는 것을 참고하길 바란다. 1편에 비해 많이 쉬워진 것.) 전체적인 게임의 특징은, 앙빅이 뭔가 귀엽게 생겼는데 악랄한게 마계촌을 생각나게 했다면 이번 게임은 그냥 앙빅의 탈을 쓴 로그라이트 게임이라고 보면 된다. 게임은 블로커, 뱀파이어, 인간, 어인, 반신 이렇게 5종족이 있고, 각 직업군에 해당하는 아이템을 얻고 시작한다. 여기에서는 추가로 포만감 시스템이 추가되었는데, 게임을 진행하다보면 포만감이 줄어드는데, 제 때 음식을 먹지 않으면 바로 게임오버가 된다. 이것은 난이도에 따라 사망 속도가 달라지기 때문에 난이도가 올라갈 수록 포만감 게이지를 지속적으로 유지하는 것이 중요하다. 게임은 초보난이도 부터 시작해서 그랜드마스터 난이도 까지 있고, 그냥 난이도가 올라갈 때 마다 적들의 물량이 많아지고 최종 보스의 행동속도가 살짝 빨라진다는 거 빼고는 거의 유사하다. 1편과는 다르게 머리를 밟으면 몹이 죽는 기믹은 사라지고 대신 맨주먹으로 적을 공격할 수 있는 행동이 추가가 되었다. 게다가 앙빅 1편에 존재했던 이상한 함정같은 것들도 없기 때문에 더욱 쾌적하게 즐길 수 있다. 게임을 클리어하면서 여러 별자리 아이템들도 얻을 수 있고, 돈을 모아 해적선을 키울 수도 있다. 해적선을 키우게 되면 광산이나 채집 낚시요소등의 시스템을 즐길 수 있고, 던전이나 이러한 채집 시스템을 통해 모은 돈을 소피아에게 기부하여 (소피아는 해적선 2회 업글 후 일정 금액 이상 모으면 등장) 별을 얻고 새로 특전을 얻어 게임을 시작할 수 있는 일종의 환생시스템도 추가되었다. 전반적으로 로그라이크 시스템을 많이 차용한 셈. 앙빅 1편의 그 괴랄함을 찾아 2편으로 왔다면 꽤 실망을 할 수 있겠지만, 오히려 순해져서 이 쪽이 플레이하기에는 더 쾌적하고 생각보다 게임도 재밌어서, 의외로 재밌게할 수 있을거라고 생각한다. 가격도 5500원으로 저렴한 편이며 할인을 하면 더 싼 가격에 즐길 수 있으니 앙빅1편에서 고통을 받았다면, 2편에서는 제법 순한 맛으로 앙빅을 즐겨볼 수 있을거라고 생각한다.
Thank you so much Dev Alastair J. Jack Angvik 3 or new title please i like your game
weirdly a noita-lite, spelunky-lite this game is by far easier than them but is still fun and reminds me of them
Angvik 2 is a side-scrolling action roguelike developed and published by independent developer Alastair John Jack as the successor to the cult indie platformer Angvik. Building on the foundation of the original game, the sequel expands its systems with additional character options, deeper progression mechanics, and more varied environments while maintaining the fast, arcade-style gameplay that defined the series. The result is a compact but highly replayable adventure that blends classic platform action with modern roguelike design. The game takes place in a strange fantasy world filled with bizarre creatures, forgotten ruins, and scattered remnants of ancient civilizations. Rather than presenting a traditional story-driven campaign, Angvik 2 relies on environmental exploration and player discovery to convey its world. Each run through the game represents a new attempt to venture deeper into this mysterious land, facing unpredictable dangers while gathering treasure and equipment. The narrative remains minimal, allowing the gameplay itself to become the central focus of the experience. Gameplay is built around short, intense runs through procedurally generated stages. At the start of each attempt, players select a character build that determines their starting abilities and equipment. The game offers several species and class combinations, each with unique strengths and weaknesses. Some characters excel in melee combat, while others specialize in ranged weapons or magical abilities. These choices significantly influence how players approach the challenges of each run, encouraging experimentation with different builds and playstyles. Combat in Angvik 2 combines precise platforming with fast-paced hack-and-slash mechanics. Players must navigate dangerous environments while dodging enemy attacks, leaping across platforms, and striking quickly before opponents can retaliate. The enemies encountered throughout the game vary widely in behavior, ranging from small aggressive creatures to larger bosses that require careful timing and positioning to defeat. The action is deliberately challenging, rewarding players who master movement and attack patterns while punishing careless mistakes. As with many roguelike games, death plays a central role in the overall design. When a character dies, the current run ends and the player must begin again from the start. However, Angvik 2 balances this difficulty with a meta-progression system that allows players to gradually improve their chances in future runs. During each adventure, players collect gold and resources that can be used between runs to unlock helpful upgrades. These upgrades may include improvements to equipment, additional resources, or new gameplay features that make subsequent attempts more manageable. A unique aspect of this progression system is the presence of side activities that contribute to long-term development. Players can spend their earnings on activities such as fishing, mining, gardening, and cooking. These features provide bonuses that carry over into future runs, gradually strengthening the player’s overall capabilities. This system ensures that even unsuccessful attempts still contribute to progress, reducing the frustration that often accompanies roguelike difficulty. Equipment also plays a major role in shaping each run. Throughout the adventure players discover weapons, armor pieces, magical rings, and scrolls that alter their abilities in meaningful ways. Some items grant powerful offensive attacks, while others provide defensive advantages or unusual effects that change the way combat unfolds. Because the available equipment changes every time a new run begins, players must constantly adapt their strategy to whatever tools they find. The visual presentation of Angvik 2 continues the distinctive art style of its predecessor while introducing more detailed environments and smoother animations. The world is rendered in bright colors with exaggerated character designs that give the game a playful, almost storybook-like appearance. Despite the relatively simple graphical approach, the environments feel lively and imaginative, filled with unique enemies and decorative details that bring the fantasy world to life. Sound design supports the gameplay with energetic music and responsive sound effects that emphasize the fast pace of combat. Background tracks shift between lighter melodies during exploration and more intense music during battles, helping maintain momentum as players move through the levels. The sound effects for attacks, enemy movements, and environmental hazards contribute to the sense of immediacy during intense encounters. One of the game’s greatest strengths is its replayability. Because the stages are procedurally generated and the available equipment changes with every run, no two adventures feel exactly the same. Players are encouraged to experiment with different character builds, strategies, and item combinations in order to discover effective ways to progress further each time. The relatively short length of individual runs also makes the game ideal for quick play sessions while still offering enough depth to support long-term mastery. However, the same elements that create replay value can also make the experience challenging for some players. The difficulty level can be quite unforgiving, especially for newcomers unfamiliar with roguelike mechanics. Losing progress within a run after a single mistake may feel discouraging to players who prefer more forgiving progression systems. Additionally, the minimal narrative and guidance may leave some players wishing for a more structured storyline. Despite these potential drawbacks, Angvik 2 succeeds in delivering a tightly designed action roguelike that captures the spirit of classic arcade platformers while incorporating modern procedural mechanics. Its combination of fast combat, varied character builds, and long-term progression systems creates a satisfying gameplay loop that rewards persistence and experimentation. Ultimately, Angvik 2 stands as a strong example of how indie developers can refine a simple concept into a highly replayable experience. By blending old-school platforming challenge with roguelike unpredictability and charming visual design, the game offers a memorable adventure that keeps players returning for one more attempt. For fans of challenging platformers and roguelike experimentation, Angvik 2 provides a rewarding and surprisingly deep experience. Rating: 8/10
看逆风笑视频来的,所以抱了很高期待。结果没料到与我预想中的"用各种有趣的道具机制进行构筑"完全不一样。这个游戏的随机性太强,战斗系统太简单(甚至可以说有点过于简单了),关卡太短,且机制和构筑过浅,导致它是一款的确还算不错的小品级乐子游戏但一点儿都不适合我这种追求深度和较可控体验的玩家。只能说我自己也的确有很大一部分责任。我不是没试过调整心态只报着"尽量尝试不同新事物"的态度去游玩。但到后面都难免会认真起来,会想要得到一个应有的回报,而不是死在奖励区的陷阱、自己扔出的燃烧瓶,以及耐久耗尽又没捡到新武器所以只能靠赤手空拳打怪。 但总之还是谢谢这款游戏让我进一步认清了自己大概率不太适合肉鸽这一类型。推荐给不那么在乎结果,喜欢随机、轻松、乐趣的玩家。
Peculiar. (no confundir con paculiar) Es un roguelike 2D lineal muy bonito, donde el mapa siempre es el mismo, pero lo que varia fuerte son nuestro personaje y las armas e items que encontramos. Todo tiene durabilidad por lo que casi siempre hay que ir cambiando con lo que nos van dropeandom y tiene varios sistemas, la idea es pasarlo muchas veces con una dificultad que va subiendo, a la vez que compramos mejoras, lo que extrañamente llega a evolucionar a un poquito de farming sim donde podemos criar gallinas, pescar, plantar tomates, etc. Todo esa parte no me intereso mucho, pero esta god, le encontre cositas de Noita.
초보만 해봤는데 개인적으로 앙빅1 1성이랑 비교했을때 쉬운거같다 무기가 다양해졌고 마법이랑 반지가 생겨 빌드를 만들수있어서 재밌는거같다 앙빅1편 마리오처럼 몬스터 밟는게 없어지고 대신 1편에서는 못한 맨주먹으로 때릴수가있다
相比1代已经十年了,没想到这都能出2...童年惊喜了属于是... 而且玩法上相比1代变化挺大的,并非是1代的基础上拓展,而是删改了一部分,尤其是不能踩头杀以后,玩法就从一代的类马里奥玩法彻底转向了RPG肉鸽。 不过肉鸽玩法也只能说略显稚嫩,也就勉强够上rogue lite,平衡性上有点问题,流派打法基本上就是狂战士,快速冲刺一路砍完(几乎所有敌方都有较长的警觉时间,甚至脱战够久还会重新松懈......基础移速足够,堆敏捷属性几乎无进一步收益);或者纯远程,只要弹药管理够好也可磨完。 整体互相秒杀的基准难度下,一寸长一寸强就是铁律,再加上需要管理武器耐久,没武器用几乎等于完蛋了,这两点加一起,导致游戏内的6大基本属性只有“技巧”和“窃术”这两种值得堆属性,其他4属性基本都是小丑。 相比职业,种族的不平衡性更大,因为种族决定了基础属性,吸血鬼强的离谱,主要是多个技能,在二段跳基础上再跳一下直接变蝙蝠,这个技能甚至CD极短,打稳一点基本无敌,而半神则过于吃亏,徒有高攻,极易暴毙。 全成就后发现这游戏的基本素质还是很到位,但是基本都浅尝辄止,钓鱼、挖矿、种菜这些附属的小游戏玩法利用率不够,感觉有点浪费,都做得比较完整了,但是却在游戏偏后期才能解锁,而且解锁之后也就是提供一点经济,后期本就不缺钱。 不过鉴于本来是就是小品级的作品,也不该要求太高,只能说是稍显遗憾。 游戏的基本框架完成度很高,整套机制也很耐玩,期待作者可以打磨一下,招点人,堆堆料,尽早把Angvik 3端上来吧!~
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