
Explore a whimsical underground world whilst being chased by a mysterious corrupting force in this charming twin-stick action roguelike! Befriend loveable characters, fend off enemies with chaotic abilities, and uncover the secrets of this subterranean kingdom caught in a time loop.
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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, Japanese, Portuguese - Brazil, Russian, Simplified Chinese
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
11% have beaten a run. 3.7% have beaten the game. If you're here for a super in-depth roguelike, you can probably tell by the other reviews you're not going to get that. The builds are shallow and every run is pretty much the same with no variety. I'd say the bullet hell gameplay and roguelike features are more of a backdrop for its puzzles and story, which are spread out exploring and doing tasks in the runs. This makes the game kind of a mix between ANIMAL WELL and Spelunky. The game is notably difficult, if you play with its base difficulty settings. If you can put up with a hard as nails experience, there's something here to enjoy about this game. I had fun at least. Hoping that review score can go up. NOTE: You can turn down the difficulty with multiple helpful settings, but I personally think it takes away some of the charm of the game.
https://youtu.be/KVdlFd6IeDo Rather cute in it's style, the lack of fast travel and clear micro/macro goals puts heavy weight on exploration that is at odds with the run based structure.
Empty
まず永続ビルド要素がないのでシューティング上手な人間でないと全く進めずにすぐに飽きる 例えるなら風来のシレンでアイテム持ち込みなしの高難易度ダンジョンのみがそのゲームのすべてみたいな シューティングを普段やらない層からしたら難易度調整モードでもすでに難しいし、序盤から敵が硬いので何度もやってると空しくなってくる 周回前提ならせめて序盤の敵はワンパンで倒せるぐらいにしてほしい あまりにも面倒なのでおすすめはできない
在发售前这游戏曾经是我非常期待的一款游戏,但因为评价一般般而一直没有入的,这次终于还是入手玩了玩。 可实际上确实是,真的不好玩。 虽然我只玩了半个多小时,但是一款游戏能半个多小时就让我再也不想碰了,我只能以不好玩来形容。 说实话,游戏其实有些部分我挺喜欢的,我觉得也有成为神作的潜质, 但事实上是恶心的部分更恶心,潜质什么的都不是个事了。 所以,先说说恶心的部分: 首先,最恶心的一点是,遍地的陷阱和伤害地形。 这已经不是第一个我觉得被陷阱和伤害地形毁掉的游戏了, 好几个我觉得战斗部分很棒的游戏,结果都毁在这一点上。 整个游戏最大的敌人根本不是敌人,永远是遍地的地形伤害。 我以前期待这款游戏,是因为我特别喜欢FC上的气球大战。 而事实上这款游戏几乎没有一丁点气球大战的元素, 除了气球大战我唯一讨厌的模式,那个闪电模式的遍地刺和闪电。 我真不懂怎么会有人喜欢这种东西? 诚然SPELUNKY确实很火,但是那游戏也不是走路就会被刺啊, 在高机动游戏里搞满伤害地形,真的是除了恶心想不出第二种形容了。 其次,哪怕忍了这一地的刺,这游戏居然还有一条更恶心的设计, 地图会随着时间变红,然后你只要呆在红场景里就会一直掉血。 对,这游戏还TM有时限! 卧槽,地形伤害和时限伤害,一款游戏里怎么能同时拥有这2件最恶心的设计? 游戏里提供里一些降难选项, 但是一看选项,什么降低敌人子弹速度,降低敌人伤害, 我就知道制作组根本一丁点都不明白他们的游戏恶心在哪里。 实际上这游戏只需要2个降难辅助选项就够了: 1,关闭地形伤害。 2,关闭时限。 可实际上制作组哪怕降他敌人数值,也不给这最关键的2项。 骂完后说说游戏好的部分。 我觉得游戏的成长要素还是挺好玩的,每个槽子的特效都能直接叠加。 比如子弹效果,拿多少就能叠多少。闪避,大招也都是如此,最后能叠出很爽的效果出来。 可终归这游戏战斗只是附加的,地形伤害和时限实在太恶心了,战斗再爽也无济于事。
I enjoyed this quite a lot
while it looks good and is kindah smooth, its just boring, combat is boring, exploring is boring, monsters are boring. a real shame :(
good game
Как оно у меня оказалось, хз, но поддерживаю малютку-разраба в его начинании (цену ток снизь, другие не знают про твои двузначные ключи).
YARRAK GİBİ OYUN AQ
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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