
Amaterasu and her yokai army rule over feudal Japan. Switch in real time between Kensei and Ayame to defeat the goddess in this intense, 16-bit action platformer with Metroidvania elements and gorgeous pixel art.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Italian, Spanish - Spain, French, German, Simplified Chinese, Korean, Portuguese - Brazil, Russian, Catalan, Japanese
Engagement
Hours played at review time, across 45 reviews with recorded playtime.
Reviews
Themes across 45 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
[quote] Please consider following my [url=https://store.steampowered.com/curator/41005226/]Curation page[/url]. I cover a wide range of genres both paid and unpaid, providing unbiased opinions as well as regular giveaway events. [/quote] [b]Full Review:[/b]https://www.taptap.io/post/5728211 [h2]Hit or a Miss[/h2] This isn't your typical Metroidvania. It's an action puzzle platformer, which has a lot of interesting aspects. It's basically linear and boring over time, and while there are some really nice level ideas and power-ups to be acquired, there's just too much frustrating stuff going on that prevents me from sitting down to enjoy it. Sure, the dialogue between the characters is okay, and the utilisation of each character makes the boss fights in the late game a lot more intriguing than the earlier levels, but it's still not that engaging for someone who isn't interested in the game's aesthetically beautiful retro style, but more interested in good level design, a great map, good understanding of where things are and a rewarding sensation of progression, rather than wasting 10 minutes to solve a reward room, only to have the item for a heart container vanish upon completion, without the ability to reacquire it, unless you do the room again. Because you don't get an exit, you have to go back in reverse for all the secret rooms and such. Think of any game with platforming, now add in the twist of Bennett Foddy with skill fully placed bumps and edges that will force you to fail. It was frustrating. [h2]Conclusion[/h2] Personally, I couldn't get into it because of all the issues that I kept seeing, once again the bosses were interesting and cool, and while it did manage to draw me in for a while, I have little to no genuine motivation to continue. [h2]Edit[/h2] The Developer essentially stating it's a "skill issue" and that I personally didn't like the game assures that I won't return. They appear to have one of the largest egos I've seen in a developer. This means that the game will never be fully appreciated, please curve your ego.
An excellent addition to any steam library. A hell of a lot of love clearly went into this game and it is reflected in the beautiful pixel art, incredible soundtrack, and tight controls. Plenty of room for replayability, and some of the challenge rooms will put your understanding of the mechanics to the test. You can also pet the cats. 10/10. EDIT: Update as of the 2.0 release. The devs have clearly spent a lot of time responding to and thinking over player feedback and have delivered an update that not only makes the game flow much more tightly, but also brings a ton of graphical updates and bugfixes. While I may not agree with those calling for the game to be made easier, I can appreciate where the sentiment comes from and I am impressed with the amount of work this team have put in to accommodating their playerbase, from the initial assist mode update, to this latest release.
I'm pretty bad at this game but it's still pretty cool not gonna lie.
I just saw this game on twitter and loved the art, but after playing it for a while I must say that the mechanics and the feel of the gameplay is really smooth and nice. For me that's the best part of the game.
I play it a bit and up till now it was pretty fun. it is a little strange feeling that we cant jump with the samurai but it is a really interesting mechanic to swap the characters. i dont know how long the game will be but as of now it seems pretty fun to unlock new abilities and those will improve your mobility so it feels great to use them
I want to like this game, but it's hard to recommend. Unless the issues I'm going to list are things are seen as positives, I would play the demo and decide for yourself before buying. First the positives. - Good pixel art: The art style isn't my preference, but it's impossible not to appreciate the effort on display. - The ninja girl Ayame has a bit of weight in her jumps, but otherwise, her platforming is fun (Samurai boy Kensei is a different story). - Switching characters is fast, easy, and works in midair (I don't think you attack in midair after a switch, but still good). - Music was good enough. Not amazing, but this is only the first hour, so maybe I missed the best tracks. I like how, when you switch between the two, the music changes slightly to reflect the character. Whoever programmed did a great job. I said only an hour because I didn't want to play more. Negatives - I don't think the switching is a good idea. It is used in the best way possible and the game is built around it. It's a make or break mechanic and, for me, it BREAKS the game. I said earlier that Ayame is fun to platform with, but that's because she's the ONLY one with a jump button. Kensei can't jump in a game FILLED with platforms. Instead of jumping, he has a long dash, which is nice, but this means I only ever switch to him if I have to. 99% of the time, Ayame is better. But you need to switch to Kensei for melee attacks. I understand why this is done, each character has a use, but needing to switch between both characters breaks the pace. I switch to Kensei, break a box, then want to jump away and forget to switch and dash. If I run out of ammo for Ayame, switching to Kensei to kill one guy messes with my brain and I might forget to switch back. The point is, I don't like switching between the two every time I want to do something. This could be a me thing, but I'm willing to bet most people won't like it. -This game isn't a full platformer or metroidvania and I think it suffers for it. The level design is good, but lacks the level by level snappiest of the former and the connected world of the latter.
Don't turn your back on this amazing ninja action platformer/puzzle with two different characters and playstyles. Some light metroidvania elements are a most welcome bonus. In the game, two ninjas from a far-off village named Kensei and Ayame are tasked with destroying the evil empress and restoring peace to the nation. Your old master adds more support to this timeless—some could even say generic—story. Controls for both characters are fluid. They are experts at all they do because they have been training for this since they were little. The girl is your typical agile character who can evade by dissipating in a puff of smoke and reappearing virtually on the opposite side of the screen. She also throws kunai, traditional throwing daggers. Even if you can hold only five kunai in the pocket, there will always be a supply point close by if you need to utilize this weapon. The boy, on the other hand, is a warrior in armor who can take a little more punishment but is unable to jump. Instead, he has a dash that enables him to move in a straight line from platform to platform. Holding down the dash button will ensure that you will end up at the correct spot because you don’t know how far it will take you. He prefers to use his sword in a more direct manner and can parry to return projectiles to their sender. Unexpectedly, neither of the characters is able to deflect melee attacks. As you advance in the game, both characters learn new talents in the traditional metroidvania style. For instance, Kensei extends the range of his dash and adds an attack to the end, while Ayame obtains a double jump. And there's plenty more to be found that isn't essential but will make your job easier. But being able switch between both characters at any time is the main mechanic. This enables you to overcome whatever challenges the game presents. However, since the health meter is shared by the two, losing one of the kids ends the game. Thankfully, there are plenty of checkpoints and temples dispersed around the world. Platforming, dodging numerous traps, and killing enemies make up the majority of the game. Platforms that move and disappear, firewalls, moving saws… It’s all here. When platforming isn't enough, the game will either prompt you to eliminate every enemy or object on the screen or stop you with a barrier that needs a key. Each screen is basically a puzzle. The world is primarily linear and separated into six distinct areas, although there are occasional branching pathways that lead to difficult optional challenges where you need to bring a gem back to a checkpoint without dying. Because they use basic forest, mountain, cave and other textures, areas feel a little bare and lack detail. On the other hand, I didn’t even pay attention to the background because the gameplay is so fun. To keep things exciting, fresh foes and mechanics tied to your powers keep popping up. Enemies are easy because they only have one attack. When destroyed, they drop coins, daggers or health. The number of different enemy types is very generous. You will see archers, punching monkeys, mace-wielding ogres and much more. Additionally, each world has a boss battle at the end that is fair and doesn't require you to know a ton of various attack patterns that can kill you in a single blow. Temples act as a hub that shows up whenever you complete a section of the game. Here you can use the teleport chamber to return to any inn that has been unlocked, check how many kittens you found and participate in a tea ceremony to add a shield to your health. Markers that reveal intriguing details on your map are also available for purchase. You can pretty much grab these straight away because coins are easy to get. However, you have to purchase this separately for each area.
Отличный платформер с элементами головоломки и совсем чуть-чуть метроидвании) В игре два персонажа, оба неполноценны, один прыгает и стреляет, второй бьет мечем и делает рывки - как не сложно догадаться, для прохождения нужны все эти способности и придется их комбинировать на ходу! Геймплей увлекает не смотря на некоторые недочеты в управлении и хитбоксах, но это не такая уж проблема, которую скрашивают интересные локации и головоломки! Игра дороговата, но по скидке брать крайне рекомендую! Прохождение можно увидеть на моем канале, плейлист с роликами будет пополняться https://www.youtube.com/playlist?list=PLQwr-6wNVVM6XirvsDDNW5RUopagjPgJe
[h1] 人生不得长少年,莫惜床头沽酒钱。 [/h1] 《Chronicles of 2 Heroes Amaterasu's Wrath》这款游戏不禁让我想起小时候玩过的一款游戏《影子传说》,其复古的像素画风视乎将我带回那个炽热的盛夏,年纪尚小的我端坐在复古的彩色电视机旁,将购买的盗版游戏光碟放进DVD插好控制器,感受幼时短暂惬意的游戏时光。 但经典永流传,时代进步让游戏画面变得更加精细更加真实,不清晰的像素图形则是附上旧时代的经典答卷,从早些年的《超级玛丽奥兄弟》、《魂斗罗》、《赤色要塞》、《古巴英雄》、《功夫》、《雷轧斗》…到现在的《八方旅人》、《死亡细胞》、《蔚蓝》、《信使》…我们可以将时间倒转到过去,看看从前的经典游戏依旧成为未来的游戏发展方向,它们为此用心创作出动人心扉的故事剧情,打造吸引不同玩家的游戏玩法,致力创造出更多更加有趣的像素游戏。 而《双雄编年史:天照之怒》首先最为明显的是像素画面带来的复古感,以及玩法上新颖的双角色设定,其作为一款平台跳跃、横板闯关的类银河恶魔城游戏。背景下因封建时期的日本战争肆虐导致主角所处的村落遭到战争的摧残,在桃源境的村落生活也不再安宁,想要平息这一切的战争动荡,必须摧毁天照大神和女皇之间的联系,夺取强大的三圣物。而这所有的希望寄托于身怀绝技的兄妹身上“剑圣、彩女”,他们各自具备强大的能力以及战斗经验,玩家通过在游戏中切换不同的角色,并且利用各角色的技能以及特性完成闯关的游戏过程。 想拯救封建时期之日本于天照大神暴政之水火,需要玩家通过层层关卡击败无数的面具怪大军,并拾取地图内所遗落的“武功秘籍”,习得并不断精进会对后续闯关带来非常至关重要的作用。玩家在游戏中扮演两名武艺高强的“救世主”,在关卡中随意变换武者身份“剑圣、彩女” 玩家需要在有限的时间内做出必要指令,或者通过组合技能以及不断变换招式的手法来实现闯关。游戏难度较高的原因是玩家要知悉不同角色所持有的战斗特性以及附带的技能,可以通过瞬移、反击、跳跃…等多种方式给予敌人造成伤害。而当玩家熟练角色操作之后即可在短时间内实现快速闯关,动作会更加行如流水一般丝滑,难度也会相应下降一些~~ 《双雄编年史:天照之怒》相较于以往游玩过的像素游戏,我觉得这款游戏有独特的游戏风味,兴许是复古画面夹带的时代韵味,在闯关过程中时常让我感受小时候卡关时带来的不耐烦,在不断挫败重来的关卡中失去信心,成就感并不是很强烈即使成功闯关也没能给我带来更多激励效果。但自己玩起来并不能实现快速流转所带来的视觉盛宴,更多是拘于手残玩家的自我懊恼过程,如果你是一个能够接受其刁钻的游戏玩法和新颖的游戏设定,我觉得感兴趣的玩家可以勇于挑战一下~~ [quote]关注[url=https://store.steampowered.com/curator/36224058/]老实人鉴赏家 [/url] [url=https://steamcommunity.com/groups/laoshirenLSR]老实人评测[/url]:独立游戏爱好者聚集地,黄油绅士交流中心。 不错过游戏的亮点,不放过游戏的槽点,带给玩家最直观的测评感受。[/quote]
[h1] TL;DR: [/h1] Get this game is you like a well-designed, somewhat challenging experience that passes the "vibe check" of a good indie game. Fun movement but with a learning curve. If the "character swap" mechanic looks like it appeals to you, you'll love that this game is built entirely around it. [h1]Full review [/h1] Chronicles of 2 Heroes: Amaterasu's Wrath is a tribute to the 16bit-era action platformer. [h2] Pros: [/h2] [h3]The gimmick is [i]good[/i] [/h3] The gimmick of having one character that can't jump and one that can't dash feels more fluid than it has any right to be because you can freely switch between them. Each character has a movement option mapped to the same button (dash vs jump) and the game quickly teaches you that you'll want to be freely swapping between them for their comparative advantages (dash is faster and gives i-frames through projectiles/attacks, jump is slower but the only way to gain height). [h3] The level design is [i]good[/i] [/h3] The game teaches you the details of the mechanics and when you'd want to use each character through thoughtful level design and moderates progressive difficulty well. Almost every subsequent room feels like it builds on top of things you practiced in previous rooms, similar to the platformer greats like Celeste or Mario. Additional powerups/abilities have been unlocked for me at about twice an hour and the rooms immediately following the powerup always introduce basic systems that ability will interact with so I always knew how to use them. The optional content is rewarding (in the form of additional currency to facilitate map completion or sidegrade powers that expand the movement options). [h2]Mids: [/h2] [h3] The art style is serviceable [/h3] The art style is standard 16 bit. Some of the environments are more detailed/vibrant than others but the color palettes for each of the regions are diverse enough to not be repetitive. [h3] The story is whatever...[/h3] You should buy this game for the gameplay, ludonarrative consonance (outside of the initial character designs) is nowhere to be seen as of review time (2 hours) and [b] that's perfectly fine [/b] [h3] The enemy design is whatever [/h3] The enemies serve very specific platforming functions and not much else. They have predictable attack patterns that are easy to read at-a-glance once you've seen them before to facilitate the player fantasy of being the destined ninja-twins. It works for this game. [h3] The music is serviceable [/h3] None of the tracks stood out to me as "memorable" but I was enjoying them when they were there. Each region has it's own little melodic idea and it's thematically appropriate. It's fine. [h2]Cons:[/h2] [h3] Game wasn't designed with accssibility in mind [/h3] It has controller support but that's about it. [b]No Button remapping, no colorblind mode, and no other accessibility options whatsoever[/b] I haven't noticed any screenshake (I'm not sensitive to it) but if it's there you can't turn it off. If you're a gamer with any kinds of special needs, this game doesn't want you to play it... Whether or not games need to be [b] enjoyed [/b] by a wide audience is one thing, but basic accessibility options like the above make the game [b] playable [/b] so that at least everyone can form their own opinions. [h3]Game's got a learning curve [/h3] If you've only played traditional platformers, not always having access to jump/dash is going to take some getting used to, but this game knows what it's trying to be and it wants to challenge your assumptions. If you're not willing to meet this game on it's terms, just skip it. [h1] Overall [/h1] Game's fun and I'm definitley going to keep playing, but I've seen the core loop and love that the devs made this game. I love seeing innovation in the platformer genre outside of the usual evolutions of mario-likes and wario-likes. Get it if you want to get good at it. Else skip and don't look back. This game won't care either way ;) Don't sleep on these devs, if they keep at it, they'll make it.
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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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