
Devil's Dare is bloody a smash up parody of everything from the 90s, pitting the manliest video game heroes against the badest monsters from your favorite horror movies. It's the final result of what would happen if everyone from that decade came together to create a baby, a baby that just so happens to grow up to be a beat'em up.
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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 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
A common phrase we use to describe a piece of media is that it is "more than the sum of its parts". One game that immediately comes to mind is [u]Drakengard[/u]. This Square-Enix title manages to weave an absurdly dark storyline, chaotic music, and awful game-design into something incredible. Unfortunately, Devil's Dare is not a game that fits this description. While it does have numerous issues, it doesn't create the unique and fulfilling experience necessary for them to be overlooked. Humanity is doomed again. This time around it's a zombie-apocalypse and-wait! Where are you going? Don't you want to know how a plucky group of convention-goers save the world? Yes, this is a story that we've heard a thousand times. However, since this game is a beatemup I see no reason to be concerned. This is a genre that flourished in the arcades, where stories consisted of a few screens and maybe a line of text. Anyway, there are six playable characters, each with their own weapons and abilities. This game is divided into 10 stages among four selectable areas. Each area will have one more stage than the last, with the fourth area consisting of four stages and a unique final boss. It's a neat system that promotes replay value. The stages themselves are standard for the beatemup genre: move from left to right (sometimes vice-versa), beat up zombies, avoid obstacles, and fight the boss. In beatemups that have multiple characters to choose from, there is usually one or two that stand out. In the case of Devil's Dare, Jonathon is just overpowered. He is an unlockable character and his weapon of choice is the shotgun. Aside from being great at crowd-control, he can drop bombs and roll-away. When the bombs are upgraded to land-mines, they become truly threatening. Basically, his strategy for beating bosses will involve hitting them with the shotgun, then setting a land-mine directly on top of them. I'm not sure how, but this causes the mine to do extreme amounts of damage, usually enough to kill. The bosses in Devil's Dare have a lot of HP, but this technique can wipe them out nearly instantly. As for everyone else: Queenie has healing and a fairly effective infinite with her ice-beam. Axel is all-around good. Kingston can do some decent damage, but his grab-special just doesn't work for this game. Jack is fast, but most of his moves are really ineffective. Anthony is the other secret character. He has range, but his machine-gun isn't good at handling crowds. The key to surviving Devil's Dare is in "herding" your adversaries. When dealing with three or more enemies, you want them to group together. This involves manipulating their attack patterns. It's really easy to figure out, since enemies have certain moves depending on your character's proximity. Also, you have access to a dodge-roll, which makes herding even easier. Once everyone is close to one another, then you unleash combos and special-attacks to wipe them all out. With a bit of practice (and the right character) you can dominate every encounter. This is the reason why I think the difficulty of this game is overstated. There are limited continues, and yes they have to be purchased with in-game money. However, you're given more than enough tools for not just beating the game, but also cheesing it. Defeating three or more enemies with special attacks causes food to drop. Certain characters (like Jonathon) can wipe out groups with ease and keep their health topped off. Certain bosses can be rough, due to the constant presence of minor zombies. However, it's all a matter of finding the exploit that works. Also, if you don't mind straight-up cheating, you can simply hit ALT-F4 when you die. The game saves the completion of each stage. So if you want, you can merely restart the stage instead of restarting the game. After beating a stage, you're given a choice between various purchasable upgrades. A number of them - like the aforementioned land-mines - are definitely worth it. The others are broken. From my experience, the defense seed (boosts DEF) doesn't make a difference. The Piracy (free upgrades at the cost of HP) and Free cash ($250) upgrades don't work at all. In some cases the combo-extending upgrade...doesn't extend combos. One upgrade even allows the player to randomly kill an enemy instantly. This is far less useful than it sounds, and is even detrimental. Insta-kills don't get the bonus that comes from performing special-attack kills. Also it makes certain boss-fights absolutely painful, like the TMNT: Turtles in Time-inspired boss. For this fight you have to defeat Terminators, so that they fly into the screen and damage the boss. The problem is insta-kills cause the Terminators to simply explode, which doesn't affect the boss. A number of other glitches can happen as well. There are female zombies that attack with what looks like a golf club. Their swing actually hits you a split-second before it's supposed to connect. Also, only certain attacks or specials can hurt them. Picking up cash instead of hitting the enemy was already mentioned in a review, but it goes further than that. If food and cash pick-ups overlap, you will ALWAYS pick up the cash first. This is immensely frustrating, since beatemups usually give you a half-second of invulnerability while you're picking something up. I've also gotten stuck in walls and hit by laser beams despite being far away. Still, it's most important that we look at the bigger picture. Is Devil's Dare fun? Yes and no. This beatemup delivers on the basic thrill of clobbering enemies, but it doesn't get any deeper. All the expert mode really does is raise the costs of revival and spawn stun-immune monsters. The only real advantage the zombies have is numbers, but even that can be used against them, due to the food rewards for massive kills. Most of the playable characters are simply too strong, and not in a way that makes it entertaining. The combos are bland and rely on infinite spams or overpowered special moves. There's also something to be said about all of the references. As you saw in the trailer, Devil's Dare loves their call-backs. Everything from Ghostbusters to Streets of Rage to Binding of Isaac gets some representation. How much is too much? When your game suffers from a complete lack of identity. I see a ton of stuff that reminds me of other games and movies. Listing them all would be too much for a 50-page review, let alone this one. Altogether these references make the game rather unremarkable. There's no subtlety, no real wit or creativity. It's just "Hey! listen! Doesn't this remind you of something awesome?" Sure it does, but I'd rather be shown something original, something that I might remember years from now. Even if you can look past the flaws, you'll find that Devil's Dare doesn't do enough to stand-out. Rather, it allows itself to be buried by its influences. It's not a terribly-designed game, but it rarely does anything better than the titles it apes. [u]Drakengard[/u], for all its faults, is also distinct and memorable. This game goes too far in showing its love for the classics, even when it comes at the expense of an identity.
Devil's Dare is one of those unexpected Gems. I've never been a huge fan of Beat em ups due to a few issues with the Genre but Devil's Dare does a great job at fixing some of these problems. It's easy to learn, hard to master and as a ton of reputability. This game does use something like Perma-Death but it's more like perma-Game-Over. As long as you can revive you can keep going but once you hit the Game Over mark, you have to start from square one. With 4 unique base characters as well as 2 unlockable characters and dynamic levels that change depending upon the order you choose to do them on, Devil's Dare offers a ton of replay-ability. I recommend checking this game out even if you arn't a beat em up fan. https://www.youtube.com/watch?v=imcoRLUYzR0
A homage to 80s and 90s beat 'em ups, saturated by brown and gray lenses, with more cameos, references, homages, and shout outs than you can count. A slick pixel art presentation, and an alluring permadeath twist to the classic beat 'em up formula. Characters based on Link of Legend of Zelda, Terra of Final Fantasy 6, Raphael of TMNT, and Gilius Thunderhead of Golden Axe meets Zangief of Street Fighter II, with two more hidden characters who are also major homages. All of this sounds great. Except Devil's Dare is a buggy, unbalanced mess filled with the potential for cheap and exceedingly frustrating deaths. Some perks (like Treasure Hunter or Pirate) flat out do not work, freezing and crashing issues are abound on the discussions, and I had to quit to menu a few times myself because of game freezing issues. The characters are unbalanced; Queenie and Jonathan are the only ones really worth playing. Queenie for her (bugged) healing and freezing powers, Jonathan for his rapid evasion and incredibly powerful shotgun. Kingston could work in a more traditional beat 'em up, but grabs and throws simply do not work here. Some enemies are flat out immune to them (the slime balls), others will override priority and stun lock you (like regular zombies). With all of its problems I managed to get both Good and Bad endings as Queenie in less than 10 runs. Many was a time where I was foaming at the mouth frustrated because of the mechanics, cheap bosses, or asinine bugs. And I did have some fun with it... just not enough to justify giving it a positive rating. Brown broken beat 'em up with more shout outs than its own identity and unfair gameplay sorely in need of bugfixes and balancing. Unfortunately, I'd recomend you avoid Devil's Dare.
Devil's Dare is another sad story of a good game abandoned too soon. The hit detection in this game has the consistency of spoiled milk. Certain moves just do not connect to enemies well, or have very little business being in this game due to the expectation of finishing enemies off in large groups. Pulling off an atomic buster should be an impressive feat of Russian, bear-crushing, strength, not a series of awkward gropes like you don’t know how to properly kiss a zombie. Because of the varying sizes/shapes of characters and enemies, judging where you need to position a character to pull off the right move is more trouble than it should be, and at times it feels too finicky to even try. The player is essentially fighting the angle of the game and the wonky hitboxes in addition to the enemies. The combat system needs some tweaking. As it stands the reliance on special finishers (called fatalies here because that’s not copyrighted?) in order to gain ample money and health items takes some freedom away from the player and forces them to corral enemies to slaughter. Special moves require the player to use parts of their special meter that don’t recharge that quickly on their own. To exacerbate this problem, using a special move to escape enemies once they attack the player drains the special meter and puts it on a long cooldown. Because people mistakes and deserved to be punished? Enemies easily lock up and stun the player so death can happen fast without a special bar. On top of that there are some moves that are just plain bad at group kills, like the hookshot and throw moves. It has so many references even the writers of the Big Bang Theory are throwing up. It would be fine to have Commander Video pop in for a special, Shovel Knight appear as a background prop, fight Jason Voorhees, play as a Tron Bonne clone, or perform a hadouken, but all together it is overkill. The amount of referenced material easily outweighs the original content. Instead of this saturation of other games’ materials, it would have been better to aim for substantial homages, chance encounters, or overall more original designs. Having one Shovel Knight statue hidden among many, having a dozen other attacks in addition to the referenced ones, fighting facehuggers among all kinds of other neat monsters, a chance for a Ninja Turtle zombie to spawn in the sewers, etc. The brown palette, though different, is not enough give the game a sense of its own style and falls under the weight of other games. The mechanic of stage select with the order changing how the stage plays is great. One of the bigger flaws with most brawlers was their linear progression and lack of variety (though later era ones did break the mold), and Devil’s Dare directly addresses this issue. This helps keep the game interesting throughout different runs. Once you master one route, it’s entertaining to see how the final stages of each path playout. For the first few times, the bosses are a great surprise. Aside from bugs and an economy that needs tweaking, the challenge in the game is fair. Figuring out attack patterns, hazards and strategies for different enemies feels good. The touting of permadeath is a neat compromise to bridge the gap between classic arcade experience and modern games: allowing the players to exit and return to the game is certainly more forgiving than the coin devouring behemoths that used to loom in dark areas, but it also is not so lenient as to allow the players to grind and continue infinitely. It can be a bit irksome to die against later enemies or bosses, as it will take time to reach them again in order to learn from them, but barring that Devil’s Dare is not that hard to pick up. The upgrades that the player gains allows them to continue through the coming nights, and often upgrading a special move increases the utility as well as the damage. When it works, the combat is fun. Part of this comes from the characters. While it may have been common to slightly tweak stats, maybe one special move, and the appearance of characters before, Devil’s Dare puts a lot of effort into making each character stand out and it shows. Each character is designed to play their role, so coordinating attacks in battles can be frantic but it engaging. Each character feeling so different increases the games’ variety and is great response to a common issue that even successful modern brawlers still face (Scott Pilgrim and Castle Crashers come to mind). Mastering each character feels rewarding, and that is no small feat. Devil’s Dare has some good ideas and is fun for a majority of the time. There are just a few issues and bugs that are holding. Seeing a good game suffer so much from some minor issues is worse than a game just being fundamentally bad. Knowing that it comes with its flaws, this is a game that could be great but is still enjoyable enough to be worth a look. Edit: After playing it again with 3-4 people, I have to say that the money doesn't scale and it is pretty awful for any more than 2 people. Yet another issue that quick update could eliminate.
This game is a nice idea with a lot of charm, and I'd been looking forward to trying it for a while, but Devil's Dare has too many problems for me to recommend it. First off, money is extremely important in the game but the only reliable way to get a lot of it is killing monsters with special moves, meaning combat is all about spamming them constantly. Feels restrictive, not to mention that some of them just aren't worth using, or can even miss, since two of them are used by holding a direction and pressing the button. If you die in a stage you can only come back if you spend money, and the cost goes up every time. Don't have enough or an item to save you, and your whole run is gone. Compounding this is that everything about the game seems designed to punish you if you make any mistake. Get hit by an enemy, and you're stunlocked for a bunch of damage unless you use a move that drains your special bar, keeps you from using them until it completely recharges, and is pretty unresponsive. Die in a stage and you probably won't get a proper upgrade for it. Even helpful things can screw you over, as a lot of the time I got hit because my character decided to pick up money instead of attacking. It feels like they wanted to take everything from the old arcade beat-em-ups, even the frustrating parts that were products of the time. It does have an easy mode, but even then the game doesn't really feel fun or satisfying to play. This review is done from the perspective of single player, granted, but it's probably not all that likely you'd play it with others, since there's no online co-op. If they added some, maybe it would be more fun, but as it is there are beat-em-ups on Steam already that do grant that option, like Castle Crashers or Double Dragon Neon. I'd try one of them before this game.
Devil's Dare is a love letter to the 80's and 90's kids who grew up playing classic beat-em-ups like Final Fight, Double Dragon and Turtles in Time. The main twist to the formula is roguelike elements, but it doesn't feel as refined as other games in that genre. Players must acquire money from monsters, objects and kill bonuses, and said currency is used to purchase continues upon death, as well as upgrades at the end of a level. There are four stages to choose from, and the order they are completed in determines both their overall length and the boss fought at the end of the run. The combat is standard beat-em-up fare with some modern additions. Each character has three special attacks that can be used as long as the SP meter is full, and the standard combo breaker move at the expense of a full SP bar. Dash attacks round out the moveset, and each special attack can be upgraded via post-level purchases. There is also a unique kill bonus mechanic where killing several enemies at once with an SP attack yields money and/or healing items. Mastery of this mechanic is probably what causes the discrepancy on this review page in terms of players saying that the game is too easy or too hard. A player who mastered older beat-em-ups will be able to use those old tactics here to get an abundance of money and healing items, while someone newer to the genre will struggle to get a run past the first level. The combat is nothing innovative for the genre, but all the systems work in conjuction with each other. Sadly, the roguelike element of this game needs some work. Unlike other games in the genre, there are no unlockable items in this game; everything is unlocked at the start and there isn't a large selection to choose from either. This indirectly means that the game doesn't have as much replay value as the games it will be compred to. Character builds will always end up quite similar regardless of how many times you play through the game, and there's simply not much to do after unlocking both endings aside from achievements. I played this game for three hours and was able to learn the game, unlock both endings and fight all but two of the ending bosses, and there's not much else to see. I feel that it's best purchased during a sale where one wouldn't feel pressured to get tons of hours out of the game, but it's good for a couple runs. Each run is a little over an hour long, so it would probably only take 8-10 hours for the average player to see everything the game has to offer. Multiplayer runs apparently make the game harder since money management comes into play, but your mileage may vary with that as it's local only. Overall, I don't regret my purchase, but I do wish the game had more to offer. I have already seen 80% of the game's content, and I've also tried out the majority of the items in just two full playthroughs. Check it out during a sale for sure, but don't expect to dump dozens of hours into this game like other roguelikes.
Condiciones para que te guste (debes cubrir al menos una para que te guste) este juego: - Haber conocido algo de entretenimiento de terror de los ultimos 30 años - Tener amigos con cual jugarlo - Tener curiosidad por como sobrevivir - Haber jugado un Beat Em' Up - Ser persistente - Confiar en ti mismo - Tener orgullo Razones por las cuales te puede desagradar el juego: - es arte retro, no a todos les gusta este arte - el control se basa en 2 botones (3 si cuentas el de correr en lugar de hacer dobletap) y la palanca, si no eres habil con los pocos controles te pueden matar mas facil de lo que crees - si no controlas los gastos del dinero dentro del juego (moneda del juego, no moneda real) facilmente puedes perder y se borra tu partida grabada - Jugarlo pide de ti que comprendas completamente las herramientas de tu personaje, si estas jugando en multiplayer este no es un problema, pero si lo haces de una persona lo es por mucho - todos las mejoras gratis de este juego estan bugeadas (o pudiera ser que te engañen aproposito con estas), no funcionan, no las consigas - el final bueno ocupa que tengas una buena cantidad de dinero ahorrado para que puedas acceder a el - el dinero juega un papel muy grande en este juego, aprender a ganarlo es una necesidad - recibir un golpe en este juego puede ser algo fatal, cada que recibes uno quedas en animacion de aturdido y los enemigos tambien pueden hacer combos Conclusion: ¡¡¡ESTE JUEGO ES GENIAL!!!, pero es solo para aquellos que pueden apreciar el esfuerzo de un juego difficil (:
Awesome game! There isnt much more to say about it... If you love beat'em ups then this game will be a Christmas feast. Especialy if you have someone to sit down on the couch and play with. Coop supports up to 4 players. UPDATE: There is a new version of this game and developer is giving it for FREE to original owners If that isn't and awesome developer then I dont know what is! Be sure to check out my steam curator and subscribe to take part in giveaways for group members! https://store.steampowered.com/curator/34358741-Coop-Wolfpack/
pros: - graphic's nice - some 90's reference if that's your thing - a few characters to choose from with different move sets - in-game voice acted and sound effect is nice - there's this ninja kid with sai. he's pretty cool. cons: - control's stiff I'm not sure if I just have bad fist impression because I used some girl in tank for my 1st playtrough, I tried playing ninja kid after beating the game with the girl and it did feel a bit better, but still doesn't feel street of rage remake tight. -you get stunlocked pretty easily and some enemies don't get stunned by combo. and special doesn't give invincibility, nor do you have invincibility frame after getting up. - pickups dissapear after few seconds so you get pickup if you execute 3 or more mobs with special attack, which means bunch of pickup's gonna drop, and you can't get those without getting hit by remaining enemies because taking them takes quite a while, but you can't finish the remaining enemies first because pickups dissapear. not to mention with bunch of money pickups dropping on 1 spot, if there's HP recovery item in that stash, it's gonna be hell to try to pick it up. -no jumping and no grabbing for me thoe 2 are essential in beat em up games. even if there's no jumping AT LEAST I'd like some grab attacks. ninja kid has grab special attack but that's just his special attack, not a grab mechanic, so it doesn't count. -buggy I had to close the game quite many times because I encounter bugs preventing me from going on, like dissapearing from screen or enemy being stuck on air (where it's supposed to fall off the map). a quick goole shows some, or an achievement is bugged too. not sure if they fixed it. unfortunately for me, I can't get a refund because I left the game running when I went to watch avenger movie, and fell asleep when I got back. oh well. I mean, it's not the end of the world, the game isn't ♥♥♥♥♥♥♥♥♥ terrible and I DO get some enjoyement out of it, might even end up playing it again after I 100% it from time to time, but to recommend it.. I can't. btw, sorry for my English, it isn't my first language.
Кривобокая, будто только выбравшаяся с 𝐏𝐒𝐨𝐧𝐞, где похeрила нормальное разрешение с управлением. А ведь внешне она выглядит чертовски приятно. Представляет она из себя своеобразный рогалик, где вы проходите "волны", после чего встречаетесь с боссом, а если встреча прошла безуспешно, будьте уверены - второе свидание гарантировано. Играя в кооперативе на боксовских геймпадах, мы дико намучились с разрешением игры и ее управлением, которые делалось для девятируких мутантов из Индии. Что же до разрешения, так нужное мне разрешение в 1920x1080 было с дикой толстой мерцающей полосой справа экрана, соответственно кусок такой же полосы слева [i](который с самой игрой)[/i], был где-то за пределами вселенной. Возможно, если бы я дольше провел времени в игре, то я не так сильно раскритиковал ее, так как были такие игры, где я плевался вначале, а далее ставил хорошие оценки. Но рыться в очередной недоделанной игре, выискивая причины и тратя свои нервы на некачественный контент я устал, посему рублю с плеча. [b]3/10[/b]
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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