
Dragon Marked For Death is a 2D side-scrolling action RPG game where up to 4 players can play together in online multiplayer. The characters, known as the Dragonblood Clan, have forged a pact with the Astral Dragon, which granted them special new powers.
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About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Traditional Chinese, Japanese, Korean
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
I play [b]Dragon Marked for Death[/b] mainly on [b]PC[/b], [b]online[/b], as a [b]casual player[/b]. I currently have around [b]32 hours[/b] played with a [b]Level 75+ Warrior[/b]. [b]The good:[/b] [list] [*] The [b]gameplay feels great[/b]. Combat is satisfying and responsive, with a strong old-school feel. [*] The game clearly takes inspiration from [b]classic titles[/b]. If you want optimal builds or efficient progression, you’ll likely need to keep a [b]wiki[/b] nearby, which can be either a plus or a downside depending on the player. [*]There is a [b]solid amount of content[/b], especially considering I mainly focus on a single character. [/list] [b]Music:[/b] I actually like the soundtrack, but the game [b]doesn’t offer an option to disable it[/b]. Thankfully, the [b]community has stepped in[/b], and it’s possible to turn it off using a [b]script available on GitHub[/b]. Still, this really should’ve been a basic in-game option. [b]Performance:[/b] [list] [*] [b]Single-player runs great[/b], locked at 60 FPS. An uncapped option would’ve been nice, but overall performance is solid. [*] [b]Multiplayer performance is still a mess[/b]. Frame rates often drop to around [b]30–45 FPS[/b], even on relatively modern PCs. [*] Online performance can be [b]slightly stabilized by forcing the game to use a single CPU core[/b], but this is more of a workaround than a real fix. [*] This isn’t just my experience — the same thing happens to my friends as well. [/list] I usually recommend games like this when they can be [b]played with friends[/b]. However, in a game where [b]coordination and precise inputs matter[/b], especially during high-level boss fights, [b]inconsistent multiplayer performance[/b] completely ruins the experience. Because of that, I [b]can’t recommend this game[/b], despite its strong gameplay foundation.
I would love inti to create a sequel to this game. seems like they had a vision for this game that they couldn't quite get out. Would still recommended it. Witch is goated
The amount of playable characters, the build variety, the character designs, and multiplayer were all standout aspects of this game. The game has a massive scope for just being a 2D action platformer/RPG, and if you engage in everything this game has to offer, you could very well have over 100 hours in it. This game is the definition of a hidden gem, it is crazy underrated, but unfortunately some people who play this just don’t see the magic or were expecting Monster Hunter for some reason. [Gameplay] In terms of gameplay, there are lots of pros and cons, but overall ends good in the end. I’ll begin with the pros; the sheer number of playstyles and player freedom is great. 6 playable characters with their own unique playstyles, and on top of that each character has 5 elemental contracts to pick from, which all change how the character is played. Not even to mention that certain weapons or equipment also form all new strategies. AND in multiplayer, more unorthodox strats are possible because of the parties shared DP. There is fun to be had in mastering a combo or playstyle for a character to deal max damage. It was fun learning how to use every character. With how complicated some characters movesets are, I feel the game does a good job with the “Tips” and “Control Help” menu’s telling you everything you need to know for a character, to how to use their attacks to what their contracts do. I rarely felt like I needed a wiki open while playing this game. On that note I'll mention that I did in fact have the wiki opened while playing because for the life of me I couldn’t remember the main story missions for each playthrough for the True Ending. And I also had the discord server notes open too, but only because I wanted to know the best builds for characters in the early game, and what my level up roadmap should look like. The game plays like most 2D action –platformers, but with a twist of MMO influence. For example, the dash is held instead of pressed for a burst of speed like in most 2D action platformers, and the game’s push for multiplayer. The game tries very much to be like an MMO with the damage number showing up on screen and the incentivized grinding with words like “drops” and a LUC stat. Not to say it fails at this aspect, just for someone like me who doesn’t play MMO’s but does play 2D action platformer, I felt the difference the devs were going for when making this. But I unfortunately played most levels solo because everyone in the discord is just grinding for loot, while I was simply completing story missions. Only once did I play with a friend to beat new levels together to further our saves, and that's probably the best way to play, unfortunately I just didn't do that much. The cons of the gameplay is that it can get repetitive with having to play missions in the same locations multiple times and have to play those levels multiple times for your other characters. In levels it feels like the devs just threw enemies in the level instead of carefully placing them in specific places. The only well-done level in terms of level design in enemy placement was the The Dragonblood Clan, and Soul Vessel. Another issue is that this game’s difficulty feels very all over the place and suffers from the RPG issue of "If you're above the enemy in level, easy as pie, if you're below the enemies' level, prepare to die in 2 hits". This game’s auto-save unfortunately has the consequence of making players unable to test out new contracts before permanently switching to them and costing them Dragonite. So you can’t test a contract before dedicating yourself to one. The status effects last too long and are a bit too lethal. Perhaps this is solved by not playing solo and having someone cleanse you or just packing proper equipment that will heal the status condition. But since my build was almost always 3 Potion +1/2's and one of every Fruit to beat the game the fastest for each character. I would sometimes run into status condition feeling unfair, just wish their timers were shortened. Though Witch and Oracle don't gotta worry about this. Having to beat the game 4 times is a bit much to get the True Ending and having to play the same missions with the same flags over and over got tedious. [Controls] This game’s controls were snappy and as satisfying as Inti Creates’ other games. Only issues were that Empress’ grappling hook was a little too stiff, and Warriors charge attack while grounded and his dash felt clunky. [Story] [STORY SPOILERS] The story could have been better told, but for a MMO inspired game with grinding and non-linear missions, it's not bad. I just think it suffers from most missions not being compelling stories, and the overall narrative is slow. Overall, nice story but would have been better if the main characters backstories from the game’s animated trailers/intros were present in-game, and if in the True ending, considering to unlock it you must beat the game with the first 4 characters, it would have been nice if all the heroes were present at the end. [Story Spoilers End] [Audio: OST and Sound Design] I noticed this game's music often got stuck in my head after a session of playing it, whether the shop themes, the town theme, or the credits. I do think it is noticeably different from Inti's other games OST's, but not in a bad way (They do still have Electric Guitar in the credits song). Overall great consistent OST, but nothing groundbreaking that made my heart move or made me listen and go "instant playlist add", though those types of songs are more present in other games anyways and wasn't what I was looking for or expecting from this game. Sounds effects in menu's are a little too noticeable (Loud crinkle of weapon when equipping, loud bang as confirmation), but otherwise everything is fine in sound design. [Value (Bang for Your Buck)] While I do believe this game has an insane amount of content for a 2D action platformer, I probably wouldn’t want to pay 40$ for it. While I love this game, I would reccomend waiting for a sale of 40%-60% off like I did when I got it. If you clear the story with all 6 characters, finish the free DLC missions (The bandit quest), clear the True Ending, and clear the mission “Ancient Gods” (unlocked by clearing floor 110 of Cavern of Torment), you should finish the game with 100 hours of content consumed and one character at level 100. A weighty game with lots of content even for 40$. [Visuals] The games visuals were about on par with the Gunvolt games by Inti Creates, though I’d say Gunvolt more often had cool and noticeable stages and scenery, while her it felt like nowhere really wowed me with a good view or noticeable pixel art beauty (Aside from cutscene pictures). Maybe the Soul Vessel stage would be the only example, because I liked the bloody dungeon with bodies in the sewers as you climb through the floors of the castle, and you find a room with a massive painting of the King. I liked the waterfalls in the intro stage/true ending area. Cutscene visuals were very nice when we got a picture, I just wish the only places they were weren't just the beginning and end of the game. Character designs were well done and memorable. When I beat the game, there wasn't a character that I'd completely forgotten about when they appeared in the True Ending. The enemies stood out from the background and were easy to spot. I enjoyed the game very much as an Inti Creates fan, I felt the passion put into it, and I hope this sold well. This is a hidden gem worth finding, a good 7.8/10. Better than World of Warcraft/10 7.8/10, Amica forever. Gameplay: 16/20 Controls: 9/10 Story: 13/20 Audio (OST and Sound Design): 15/20 Value (Band for Your Buck): 18/20 Visuals: 7/10 Total: 78/100
It's basically storyless after the intro, and hugely grindy. Grind quests, grind more quests, and grind even more quests so you can grind more quests. The combat feels alright but there is a lack of enemy variety due to repeating the same few areas over and over at higher levels. Loot is mostly uninteresting, either you can use it right away and it barely gives a stat increase, or it requires a higher level and you'll probably have better loot by the time you reach that level. Levels are HUGE for no good reason, making missions like the balloon mission extremely annoying if you miss the tiny balloon wedged under a platform. The multiplayer is probably somewhat entertaining, though, if you play it that way. But as a single-player game it just feels like a job. Can't believe this is $40 at full price, I paid $16 on sale.
我的小心肝要炸了,这游戏玩起来就像一个月三餐早中晚吃白馒头.打个全成就给我干力竭了. 不推荐不推荐!!!!!!原价116史低46.4都不推荐!!!!! 很难想象2018年发售的游戏设计思路是1990年~2005年的游戏.主线打到30级左右就没了,剩下就是无尽的肝刷东西,实际内容少的要死,怪是换皮的,武器的纯数值加成的.还有地图除了一些直接打boss的,剩下的你就跑图吧一跑一个不吱声(肝的要死还有一大堆跑图的垃圾时间我服了) 游玩80小时里给我有点意思的就只有魔女这个角色了,我说法爷是劲舞团. 但实际暴露了好多问题,因为全部怪的攻击方式都要去适配全部角色,导致打起来就是回合制,但因为有RPG升级要素你数值够就能莽,但跨15级打本也不能让你一下子升3级(经验数值需求是用脚填的,气笑了). 游戏内的debuff巨恶心,吃了debuff就和死人没区别了,你带免疫某个debuff的饰品后面的boss还能上多个种类的debuff哈哈 带药解debuff不如带一瓶加血上限的,剩下带缓回药剂(这游戏的缓回药剂是能叠加的,并且是按百分比回) 我用这办法55级皇女和70级冠名怪疾风神马直接站撸,缓回1秒回200血,我是这个的👍 从NS移植过来PC端也没有优化,按键全手柄按键提示的,我搁着猜按键呢?(默认按键还阴间的要死不改建是给人类玩的吗?而且PS4手柄不会被识别) 如果你是奔着联机的话,你最好想想你的朋友能不能受的了这么肝. 最后说一下,没有云存档!没有云存档!没有云存档!
Controller support is non existent. I tried three controllers, two third party xbox controllers and a ps5 controller. Nothing. Used DS4 Windows after on all three controllers, and still nothing. I cannot imagine the ball you have to drop on something like this, and what ive seen on other reviews, there is a large number of people having the same problems.
The core gameplay is fun but it becomes too grindy too fast and the characters don't have enough depth to carry the monotonous missions on their shoulders. There's a bit of variety with how contracts alter the core mechanics of the classes but nothing that will get you more than a few hours of fun before it becomes repetitive again. Maybe on multiplayer building a party with friends could patch some of these issues but online was mostly dead save for a few max level players running end game missions. Visually it's actually very pretty and the music I found to be decent, but the story is also very bland and doesn't offer enough to cover for the shortcomings of the gameplay. The lacking enemy variety, character depth and customization, and very surface level combat make this a 4/10 for me, only buy if on discount
Full coop gamplay but can't play split screen sounds stupid to me
It's a decent mission based metroidvania rpg. The 6 classes play completely differently from one another and brings a lot of variety to playstyles and there's also 5 sub-types to each of the classes. The sub-types are not too different from one another but each one specializes more in specific interactions within the moveset. However, progress is per character/class and not shared so you can't freely switch. Thankfully items and loot are shared but rewards are character-based so you'd never get an axe as the witch for example so even if loot is shared you can only really progress one character/class at a time. (though the added oracle and bandit class share weapons with other classes). The game is MASSIVELY grindy. And enemies become HUGE damage sponges by late game. And getting and playing end-game is monotonous as hell! If you're focused on just the main story then it's actually not bad and while the grind to level 30-40 is certainly nothing to sneeze at, it's still doable and it's around that level that you can confidently beat the main story and added bandit storyline. I will recommend the game for those looking for a challenging experience and it certainly is fun for many hours. But the game will eventually overstay its welcome.
为什么没云存,为什么没云存,为什么没云存,我小游戏都有云存,你个联机游戏为什么没
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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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