
Embark on an adventure to explore the corrupted school, solve puzzles, and battle evil monsters in turn-based combat with the power of FAITH.
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About
In a remote countryside of Brazil, Arthur and his friends have their return to school interrupted when their school becomes corrupted by the forces of SIN. Embark on an adventure to explore the corrupted school, solve puzzles, and battles evil monsters in turn-based combat with the power of FAITH.
This game is a tribute to Brazilian culture, religion, and wildlife, especially from the rural countryside and backlands.
FACE YOUR SINS
In a remote countryside of Brazil, Arthur and his friends–Angela, Junior, and Lucia–have their return to school interrupted by a Delusion: a twisted force that corrupts a place with the energy of SIN, turning animals hostile and distorting reality based on traumas and nightmares.
FRIENDS OR FOES?
To survive the Delusion, Arthur and his friends rely on the power of hope, an energy known as FAITH, and their imagination. But hope alone won’t help these defenseless children, you will meet mysterious entities that might give you tips on how to stay on your feet while facing monsters.
DANGER EVERYWHERE
With a linear gameplay flow focused on dialogue and exploration, you must solve puzzles and face enemies in turn-based combat within the corrupted school. The more enemies you fight, the stronger you become by accumulating FAITH and coins, used to upgrade your characters to unlock new skills and increase parameters.
This game is inspired by horror games made in RPG Maker and adapted into a 3D perspective, with strong influences from retro PSX-style graphics.
Features:
- A sinister and distorted atmosphere;
- 4 playable characters, each with unique stories and mechanics;
- Turn-based combat featuring unique SIN and FAITH systems;
- Sacrifice Coins of FAITH to upgrade your characters;
- Nostalgic visuals with original, hand-painted digital textures;
- An original and distorted soundtrack.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Portuguese - Brazil*, Simplified Chinese**languages with full audio support
Engagement
Hours played at review time, across 23 reviews with recorded playtime.
Reviews
It's a pretty light and simple RPG with puzzles, with nice story and really cool aesthetics and designs. There are many interesting references to Brazil's culture, and the whole system and the mechanics based on sin, faith, demons, etc. make it really engaging. As I said, the RPG part is not that complicated (given how short it is), most battles at the beginning are a bit repetitive, but the BIG fights feels more like puzzles to resolve. It's fun to play for less than 2 hours, pretty good and made with love, very recommended. Esp: Es un RPG ligero y sencillo con puzzles, con una historia agradable y una estética y diseños increíbles. Hay muchas referencias interesantes a la cultura brasileña, y todo el sistema y las mecánicas basadas en el pecado, la fe, los demonios, etc. lo hacen bastante atrapante. Como ya dije, la parte RPG no es muy complicada (por lo corto que es), la mayoría de las peleas al principio son un poco repetitivas, pero las grandes se parecen más puzzles que hay que resolver. Es divertido y se puede ganar en menos de dos horas, muy bueno y hecho con mucho cariño, muy recomendado.
It could use a few updates, there are some random technical and design problems, but overall it's not too bad, kinda like a retro JRPG with some psychological elements and third person exploration, can be completed under 2.5 hours or so. I will say I love the aesthetic, it gives me those old survival horror vibes with the low poly modeling and the textures, there are some dark themes but they are not very intense relatively speaking. The JRPG portion of the game was a bit underwhelming, and the thing is, the system by itself isn't bad, it's just that combination of poor stat progression and short run of the game made it kinda pointless in the end. I went from 150 HP to like 1100 HP the moment upgrades were introduced, effectively removing all difficulty from the game, while the game has no enemies that can keep up with that, so I am not sure what you were thinking with the numbers, maybe you should reduce the points gain by 75% or so. I don't mind that the game is short relative to its cheap price, however it feels like the game is teaching you all these different JRPG mechanics, but has no length for it to fully take effect, not sure if you planning to make more content for it, it feels like it needs another 2 areas and another 2 challenging boss fights so you can actually apply those mechanics. For the most part the puzzles were not too bad, although sometimes I felt like there was something basic left out from the hint, making them more confusing. For example you didn't have an interactive spot near the statue, you just assume it has one, or from which direction you have to jump on the rocks. [h1] Pros: [/h1] (+) Some of the best retro visuals that I have seen, nice modeling, good colors and room design, smooth gameplay, nice character portraits, lots of cutscenes. The only thing I didn't really like the look of the dungeons. (+) Decent narrative & character interactions (+) The puzzle design was not bad, just could use a better wording on the hints and pictures so there is no space to apply your personal logic [h1] Feedback: [/h1] - when the upgrades are introduced you can go from like 150 HP to 1100+, completely making it pointless to fight anything or have JRPG mechanics in the game. Ideally maybe slow down the progression, and perhaps the game could use a bit more content, a few more enemy types and challenging bosses to make use of those mechanics - the keys are not used on the doors automatically, it might be very confusing, you should add an interactive spot on the statue, like being able to inspect it - there might be a trigger bug with both valve puzzle and the jumping puzzle, you can do it correctly and not trigger it - the update fixed some of the achievements, but not all of them - the skill description covers the model of the enemy [b] Overall Thought: 6/10 [/b] In theory this should have been a great JRPG game, but I feel like you added all these game mechanics, and didn't implement proper progression or enough challenging content for JRPG to have a place within the game, making it kinda pointless in the end. I like what you doing with the narrative and the visuals, I almost wish you would make like a survival horror game. So I would say fix those last few things, and maybe make the stat progression more smooth, perhaps with another area or so, there is not enough length for the JRPG mechanics to justify their existence. [code]Niche, obscure and underrated games: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
Full Walkthrough: https://youtu.be/sBgXlSeoXUc Gameplay: Good Story: Very Good Graphics: PSX Style PC Requirements: Low Game Time: 1 - 2 hours Here I will leave the cat, friends who pass by can pet it and give it a thumbs up /> フ | l /` ミ_xノ / | / ヽ ノ │ | | | / ̄| | | | | ( ̄ヽ_ヽ)__)
Русский: Нет Мультиплеер: Нет Геймплей: Боевка по очереди / Приключение / Триллер Графика: Как же я обожаю лоу поли Цена: 240 рублей, за небольшую, довольно неплохую и стильную jrpg like игру? Дайте две! Спойлеры: [spoiler] Колобок и сюда докатился... [/spoiler] Оценка: Да.
Good game that was well designed and has a decent story. My only real complaints were that your friends disappear after your done talking to them and then reappear out of nowhere in certain situations which is very confusing on where to go since you can't follow them and they don't follow you ruining the immersion. Dialogue box felt unfinished in my opinion as well and enemies are pretty repetitive too and you can honestly avoid all encounters with them except with the ones you are forced to fight. Didn't like that you couldn't use keys and soon as you interact with a door and you are forced to go into your inventory to use them. I did like the design choice in the game for the characters, artwork, and cut scenes. I do feel like the game does need a bit of polish to be a 10/10 game and it is pretty short with not much of a long story or character development between you and your friends but overall I did enjoy it https://youtu.be/dEeQKWXwXOs
Enjoyable bite sized RPG. Not mechanically challenging, but personally prefer that. Essentially 1 hand crafted dungeon with 3 puzzles and 3 bosses each with 2 phases inside, plenty of cutscenes sprinkled about. Took me about 90 minutes to run through, though if you're trying to get 100% you might spend a little more time grinding. As you wander back and forth across the map you'll stumble across 2 main enemy types on the map. Though sometimes a 3rd enemy will spawn with them as their support. The progression in the game is a little poorly paced. You start with one character with one move, and you're stuck with that for quite a while. This lack of decision making in the early game made me start avoiding encounters all together. Which thankfully is pretty easy. You get a good feel for what fighting 1-2 enemies is like while alone. Unfortunately, after getting all your companions together, when you get into a scrap with 1-2 enemies, you think you'll wipe the floor with them cause you've quadrupled your action economy, but the enemies grow in strength so the pacing of battles feels about the same as being alone, just now you make more people hit. This feels bad. At the very least a visual update like their color would have made this pill easier to swallow. Though I believe it would have felt best if sheep kept the same stats throughout, so they're a struggle alone, but easy with your friends. Then the Mane Wolves could be a mini boss to unlock a companion that leads into them being regular enemies you struggle against for the rest of the game. Anyhow, once you get all your companions a third of the way through the game, you finally unlock the ability to upgrade stats. By then I had enough money to max out one of my characters. I do appreciate how each character filled a specific role. Your main character, Arthur, being your bread and butter damage dealer, Angela playing support by increasing another character's damage, Junior being the medic, and Lucia being crowd control. Of these, I think Lucia was the most fun to use, cause she's absolutely broken in your favor. I literally had her 1 hit kill the final boss's 2nd form. This won't be a good game if what you enjoy about RPGs is mechanical challenge. But I came for the story and aesthetic. So how are those? The aesthetics are great, but you can seem that in the screen shots and videos. The story is.... okay! You are introduced to our main hero, he goes to school, some other kids are there, but no adults. They split up to find them, when suddenly monsters attack. Sentient Food tells them they're stuck in delusion full of SIN and only FAITH will get them out. I do think the final emotional beats fall flat cause we don't spend enough time with these characters to really understand their situations and see how that's effecting them. I think our main character gets it the worst. At least everyone else's damage you get a hint of before the ending where they're confronted by despair. And it sucks we didn't know Arthur's troubles better before the scene [spoiler]with his mom, cause it's a good scene. I really liked how he answers a funky looking Brazillian payphone with two spaces on either side, and his mom appears on the other, but we don't see her face cause it's covered by the egg dome. It's such good imagery that evoked this feeling that he never really knew her, and this is just his construct. [/spoiler] The game is rough around the edges, but I think this dev is worth keeping an eye on to see what they do next and how they improve their craft.
I wouldn't say Esprito Delusion is a really good game but you can tell the developers poured their heart into it. What caught my eye in this game is mostly the graphics, I really enjoy an n64/psx style game and I thought they were great in this game too. The game starts you off with a cutscene of Arthur, the main character being woken up to get ready for school, as you arrive at the school you notice it is empty and something is off. You find out you are in the 'delusion' world with a couple of your friends/classmates. From here it is mostly find a key, use that key to open the next room, do a really simple puzzle perhaps and go to the next room. There are some enemies scattered about that you have to fight in turn based battles, these are super surface level and easy. I never really had to think much about it and feel overall very lackluster. The UI is not great looking and the sound effects make everything feel very cheap. One thing that almost made me quit very early on is being unable to open any doors or continue, turns out you have to go into your inventory to select an item or a key and use it at the correct location (like a door lol). Keys and items are not automatically used. It might also not always be obvious when an item can be used, for example the statue in the library. It wasn't too hard to figure out but it could use some kind of prompt to let you know an item can be used there. Overall everything can use a bit more polish, I died to the final boss and when I clicked retry I was sent all the way back to the previous boss. Not too much progress lost as the game is short but still weird. The music puzzle was a bit laughable with them playing 3 notes and that was it, would be nice if they played an actual tune at least. The story beats felt quite sudden too, I felt no attachment to these characters because we didn't really get to see them build up. We just have to assume they are close friends and perhaps trauma bonded. Everything happening just made me go "ok that happened I guess". Especially at the end when everything happens super quick. There are also quite a bit of grammar mistakes but I can excuse that. The game ran well and had no performance issues! Not great, not bad, will give it a thumbs up to support the devs,
Need to put some time into it, but for sure an awesome game! Love the graphics style ad how faith is included into it.
一点点生存恐怖要素+回合制战斗内容,战斗系统其实相当有新意,故事虽然短但是很感人,强烈推荐!!
Espirito Delusion é um RPG brasileiro desenvolvido por Aura e Flavo, e distribuido pela Gigantic G, que também é uma publisher brasileira. Esse jogo foi um dos ganhadores em um projeto dessa publisher chamada Gigantic Jam, que é tipo uma “maratona” de desenvolvimento: os desenvolvedores (em grupos de até 6) tiveram por volta de 45 dias pra desenvolver um jogo. Nós jogamos graças a uma chave liberada pela Gigantic G pra gente via Keymailer, então um abraço pra galera! O jogo é uma mistura de RPG de turnos com exploração baseada em puzzles - em uma atmosfera de suspense e terror. Ele se passa inteiramente em uma escola e conforme você vai explorando as salas, encontra chaves para ir liberando as outras. Na maioria delas tem algum puzzle para prosseguir. Nas batalhas contra as criaturas na escola, vão ter 4 personagens na party, cada um tendo seu papel no combate - como um bom turn-based. O jogo tem 3 mecânicas que envolvem esse sistema: o Pecado, a Fé e a moeda de Fé. Ah, e não há encontros aleatórios: os inimigos estão todos no mapa e você pode escolher que se quer atacá-los ou fugir pelos corredores. O Pecado é tipo um MP; com ele, você utiliza diversas skills dos personagens, e é acumuladoutilizando as skills basicas do grupo. O interessante é que essa pool não é individual, mas sim progrupo inteiro. A gerência do que você vai fazer com cada personagem pode impactar mais aestratégia. É melhor causar dano, ou curar? Stackar passivas ou buffar o time? Usar o ataque deum personagem pode impedir o uso da skill de outro; nas lutas de bosses, deve se pensar umpouco no que fazer. Uma coisa negativa é que quando você seleciona a ação de um personagem,não dá pra voltar atrás. Mas o jogo não é muito punitivo, então dá pra relevar A Fé é uma barra e um atributo. A barra de fé também enche conforme o combate rola, e quandoela chega no máximo, um ataque especial acontece. É um ataque único, que causa dano em todosos inimigos, e o dano que causa é baseado no atributo “Fé” do personagem da vez - pois nomomento que enche a barra, o ataque é executado automaticamente. Este atributo, diferente dosoutros é aumentado através do combate: todo final de combate se ganha Fé. Já os demais atributos são pelas Moedas de Fé, que são encontradas nos mapas e baús do jogo.Uma alternativa a XP convencional, cada personagem tem 8 melhorias que podem ser compradas.Essas melhorias são compradas em uma linha progressiva - pra comprar a terceira, tem quecomprar a segunda, e assim vai - e são específicas de cada personagem. Nessa progressãotambém são liberadas mais 1 skill para cada personagem, dando maior variação em o que fazer nocombate. Um ponto importante é que todas as lutas são “individuais”: terminou o combate, HP enche e asbarras voltam ao zero. Isso pode ser bom pra quem busca algo que precisa de menos gerência ou quer focar na estratégia por combate, mas um pouco ruins pra aqueles que preferem desafiosmaiores. Outro ponto é que não há itens para os personagens nem equipamentos: os únicos itensque usamos são aqueles para prosseguirmos com o jogo. Os puzzles são bem feitos, bem diferentes entre si, mas nada tem uma alta complexidade. Assimcomo as lutas: são dinâmicas - tem até opção para acelerá-las - : nem de fritar neurônios, nem dedensidade estratégica. O sistema de combate, mesmo não sendo muito desafiador, tem sacadasmuito boas pra sair do escopo do turno convencional. Essas características não sãonecessariamente coisas ruins ou boas, depende da perspectiva. Visualmente, temos aqui um estilo low poly, bem inerentes de jogos da geração 32 bits. Não só osgráficos, mas os bonequinhos cabecudinhos, e os cenários com esse filtro, remetem o passado etrás até uma certa nostalgia ao jogarmos. Mesmo com estes gráficos, o jogo consegue passar umaatmosfera densa na escola, sempre deixando claro a Desilusão que assombra o colégio. Nos cenários, é nítida a angústia nesse ambiente deturpado. Locais destruídos, algemas de prisão,sangue em alguns lugares; até a iluminação muda de acordo onde você está - tudo isso pode tedeixar constantemente desconfortável durante a jogatina. Parte dessa atmosfera é gerada pela trilha. São poucas faixas, e não é uma trilha super envolventeou que marca, pra ser lembrada depois que termina o jogo. Contudo, ela sempre está presente comesse ar estranho e aflito. Na exploração fica tocando um sino constantemente, muito agoniante; se tem algo que não da prafazer nesse jogo é relaxar. Em suma, ela cumpre seu propósito, e cumpre bem, principalmentequando partimos do que é a proposta do jogo - mas não entrega algo memorável O jogo começa com o Arthur tendo um sonho sinistro. Ao acordar, seu pai o oferece um Bolo deFubá, e o Tótó (sim, o seu cachorro) lhe tras sua espada de madeira. E assim, com seuchapeuzinho de jornal, Arthur parte rumo a escola numa kombi. Chegando na escola, Arthurencontra seus 3 amigos - e descobre que não só a sua sala de aula tá trancada, como quase aescola toda. Não há ninguém lá, e tá tudo muito estranho… Logo no começo do jogo acontece um evento sobrenatural, e o Fubá Mimoso “Sênior” explica queas forças do Pecado estão corrompendo todo o lugar e causando uma Desilusão; com isso, paraescapar das garras do Pecado, os pequenos precisarão da Fé para vencer os obstáculos. Pecado, Desilusão, Fé, até o Fubá: todos esses termos são de fato termo que o jogo utiliza. O seu storytelling é quase todo contado através dos diálogos que existem entre os personagens jogáveis e alguns poucos NPCs que existem - como os Fubás Mimosos e a Dandara. Como podemos perceber, o jogo também trás muitas referências: por se passar no interior do Brasil, temos diversas: a Kombi, o bolo de fubá e os fubás, a própria Dandara, que é a Dandara dos Palmares; e não foram referências forçadas, ou exageradas: o jogo traz isso bem, de forma orgânica. Eu acho que o jogo é em Minas, hein, diversas vezes as crianças soltam um “trem”; achei maravilhoso! Não só referências, mas percebe-se que todo o contexto do jogo é cheio de alusões e metáforas, simbolismos com os termos que o jogo te apresenta em sua história a coisas da vida real, passando uma mensagem de esperança, superação dos próprios traumas, e de fé. O interessante é que, mesmo com poucos diálogos do jogo tem, dá pra entender os problemas queas crianças passam, o ambiente em que vivem em suas casas, os traumas que elas tem consigo ousofrem com os pais por exemplo; pra mim isso é uma aula de storytelling. Em poucos detalhes, dápra se conectar com os personagem. Assim, eu gostaria que isso fosse melhor trabalhado com cenas ou diálogos pra eu ter umaconexão mais densa com a história e os personagens. Embora eu entenda as circunstâncias dojogo, dava pra dar um pouco mais de profundidade na construção deles, já que parte do jogo setrata sobre o que eles sentem e a forma de superar suas turbulências juntos. Eu zerei o jogo em um pouco menos de 3h; não tem side quests a fazer mas tem umas interaçõesextras. Eu fiz quase tudo, mas sei que não tudo devido a algumas conquistas que não realizei. Valeressaltar que eu presenciei alguns bugs: sendo um problema de progressão na primeira vez quetentei a primeira meia hora, e depois uma moedinhas de Fé que não consegui interagir. Espirito Delusion é um jogo que mistura suspense, um storytelling tocante e cheio de mensagem eum combate por turnos simples, mas funcional. Seus gráficos vintage e suas mecânicasdiferenciadas fazem com que o jogo tenha um design criativo, mesmo com suas poucas horas. Vale dizer também que apesar do curto tempo de jogo, o preço cheio é vintão na Steam.
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