
Evertried is an isometric, tactical rogue-lite where strategic positioning and quick wit in grid-based combat are the key to success. Make clever use of attacks, movement, skills and hazards to clear floors of enemies and advance higher toward your destiny in the afterlife.
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Languages: English, French, German, Japanese, Korean, Portuguese - Brazil, Russian, Simplified Chinese, Spanish - Latin America, Traditional 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
[h1]◆概要◆[/h1] ランダム生成される敵を倒して最上階を目指す古典的ローグライク。 1ターン1回行動なのは変わらないが、なんとその場待機が存在しない。 代わりに一度に2マス移動できるダッシュが存在し、これをうまく活用できるかどうかが重要となる。 ※正確には2マス移動ではなく2マスワープ移動(間の1マスに障害物があっても通り抜けられる)。 この仕様は「かなり序盤で」必須となるため覚えておくと良いだろう。 [h1]◆ゲームシステムについて◆[/h1] 各階層には敵(やトラップ)がランダム配置され、敵を全滅させると次の階層へ。 行動順はプレイヤー→敵→トラップとなっており、最大HPは3とかなり低いため出来る限りノーダメージで行動することが重要になる。 ショップではスキルやモディファイア(パッシブスキル)を購入可能。 スキルは使用する度に熟練度が溜まり、一定以上になるとマスタリー段階が上昇。 マスタリー段階は死亡しても引き継がれるのが良かった。 スキルは最大まで強化するとスタート時に最大強化済みのスキルを一つ装備して開始できるのもポイント。 ショップのアイテム購入にはカケラが必要となり、敵を倒すと入手可能。 カケラの入手量は右上のフォーカスバーの数値に応じて上昇するが、被弾したり時間経過で減少する。 そのためできるだけ速く行動して敵を倒す必要があり、なかなかの忙しさ(設定で時間経過減少をOFFにすることも可能)。 他にはNPCがいる部屋にたまに遭遇し、HPの回復やフレーバーテキスト、カケラを渡して記憶の復元などが可能。 特にフレーバーテキストは読み応えがあり、日本語翻訳も問題ないレベルだった。 10階ごとにボスが出現、最終的に50階突破を目指すのが本作の目標。 途中からスタートは出来ず常に1階から登ることになるが、ボス撃破後に次の階層からスタートするチートコードも存在。 気になったら[url=https://steamcommunity.com/games/1607040/announcements/detail/3059626550263181872]探してみるのも [/url]良いかもしれない。 それ以外にもヘルプやタワーペディアなどが存在し、特にヘルプはしっかりとゲームシステムが説明されているため一通り目を通すと良いだろう。 強いて言えばタワーペディアでは倒した敵の数が見られると良かった。 またヘルプもプレイ画面からしか閲覧できないのは見る手間がかかるため、タイトル画面からでも見れるとさらに良かった。 [h1]◆気になった点について◆[/h1] 基本システムは問題ないのだが、いくつか気になった点があった。 一つはウィンドウサイズの選択肢が少ないこと。 選択できるウィンドウサイズは480*270、960*540、1280*720、1920*1080、全画面の5つであり、1280*720と1920*1080の間のサイズが存在しない。 おそらくSwitch版に合わせて用意しなかったのだと思われるが、もう少し大きなウィンドウサイズでプレイしたいと思ったため選択できなかったのが残念だった。 キーコンフィグは存在するものの、設定画面内の動作→カスタム内とかなり気づきにくい印象。 操作方法一覧もこの画面でしか閲覧できないため注意されたい。 敵やトラップは範囲攻撃の場合は攻撃予測が表示されるが、1マス攻撃の場合は攻撃予測が表示されない(なぜか一部敵の突進攻撃も表示されない)。 システム的には問題ないのだが、全ての敵の攻撃予測表示があったほうがより親切で初心者がプレイしやすくて良かった。 すでに正式リリースしている本作だが、いくつかバグが存在。 階層移動時やスキル演出時など特定のタイミングで再スタートを押してしまうと進行不能になる不具合が存在するため、再スタートを押すタイミングには気をつけると良いだろう。 またこちらの環境依存かもしれないが、プレイし続けているとCPU使用率が上昇し続けて最大50%まで重くなった(PC全体のCPU使用率は100%到達)。 [h1]◆終わりに◆[/h1] 最大HPが低い影響でサクサク死ぬことができ、1回のプレイも短く短時間で遊ぶことが可能。 日本語のクオリティもBGMのクオリティも良く、全体的に欠点が少ない作品だった。 気になった点もいくつかの不具合があるだけのため、それさえ修正されれば文句なしの良作になるだろう。
[quote]A review copy was provided by the developer.[/quote] [quote]Follow my Curator page, [url=https://store.steampowered.com/curator/41363546-Fruit-N-Doggie-Reviews/]Fruit N Doggie Reviews,[/url] so you can be updated whenever I post a new review.[/quote] [h1]Overall Rating - Seriously Flawed ★★☆☆☆[/h1] [h1]First Impressions[/h1] Sometimes, when I start playing a game, I find myself unable to come back to it. It'd be easier if they were always a bad or disappointing game, but that's not always the case. If anything I'd attribute it to general moodiness and bad habits. Either way, when I played Evertried (EV) a few times, my drive for continuing faded fast. In this case I knew I didn't really like it, yet am still amazed it's been more than a year since I left it untried. Let's dust it off and finish matters. [h1]Gameplay[/h1] ET is somewhat of an unusual blend, because it takes the format of a roguelike, but puts a tactics style game over it. Although the aesthetic will vary world to world, you'll always be positioned on a grid with items and enemies scattered around the arena. It's not a real-time system, but instead turn-based, and enemies always move after you take your action. The options available to you are attacking or moving either one or two squares, although you aren't able to move diagonally. A few tiles will alter how your movement works, such as wind currents blowing you over, but these also tend to apply the same effect to enemies. When manipulated right, they can be led into simple traps for you to finish them off. The other main impact on gameplay comes from abilities you can buy from the store, and there's two different types available, skills and modifiers. Modifiers don't gain any benefit from repeated use, and weaken in effect if you don't make your moves fast enough. Conversely, even if you die, the strength of skills will increase over several attempts, which acts as one of the few “permanent” upgrades in EV. No matter what happens, you'll always start at the beginning after dying, and don't get boosts to your stats otherwise. https://steamcommunity.com/sharedfiles/filedetails/?id=2878890511 [h1]Controls[/h1] Due to EV taking an isometric view, it means some people might get confused about which input will go in what direction. There's two different styles available, so you should find one that works for you. Trying it both with my controller and the keyboard, the game functions well enough in both cases. I can't say I ever screwed up because the controls failed me. [h1]Story[/h1] Amnesia rears its ugly head again, as the protagonist doesn't know what's going on, where he is, or even his own past. Being dead is news to him, and since he was a warrior in his past life, he'll have to fight now as part of his eternal judgment. Neither heaven nor hell can lay claim to his soul because he's too neutral to reward or punish. However, if he fails to fight well enough, all his memories will dissipate and he'll turn into a monster. That doesn't really sound like a neutral consequence to me. https://steamcommunity.com/sharedfiles/filedetails/?id=2878890724 [h1]Visuals[/h1] Mainly it was how EV looked that caught my attention and drew me in. The main character looks kind of like a deer, and the splash of green makes me think he'd be related to nature in some manner. Although the regular enemies don't have the undead look, some of the bosses have a similar aesthetic as the main character, suggesting there might be some sort of link between them. While in-game, I'm not too distracted by the isometric view, though I imagine some players might get confused when making their moves. What will trip everyone up is how the environments often conceal important information about enemy attacks or hazards. It needs more contrast in the visuals. [h1]Sound Design[/h1] Something the game did well was in its music composition. You're supposed to be in an ethereal plane, fighting for the fate of your soul, and the songs have a mystical nature to them. It's not overbearing or distracting, and suits the mood and atmosphere well, with each environment having a unique track. Unfortunately, the gameplay doesn't better substantiate these quality songs. The sound effects from attacks and explosions have decent weight to them, without annoying beeps when your health gets low. https://steamcommunity.com/sharedfiles/filedetails/?id=2878890315 [h1]Pros[/h1] 🌟 I thought the enemy designs were pretty interesting, though some people might dislike killing dogs. Also, there's very limited variety in how many enemies you face. 🌟 Enemies can and will friendly fire each other. You don't see that sort of feature in many games. [h1]Cons[/h1] ❌ Gaining more power for moves you use over different attempts isn't a bad idea, but it's not a better alternative than world checkpoints or getting more HP or defense. When you can't afford to make many mistakes, a stronger offense on moves you can only use every so often isn't going to save you from early mishaps that lead to a failed run. You still have to start all over again. ❌ The gameplay and mechanics are in conflict with one another. EV effectively punishes you for not playing quickly, yet with limited health and ways to recover it, you'd be foolhardy to make reckless moves. Plus, waiting for the enemies slows down the sort of gameplay tempo you'd expect for a game wanting you to go fast. ❌ I was breezing through my first attempt at this game, and that beginner's luck led to some of the worst whiplash and disappointment I've experienced. Trying beyond that point felt so unrewarding. ❌ Suspending a run in the store loses all the shards or equipment you bought while there. That's utter bull crap. Why can't you save and quit without being punished? [h1]Tips[/h1] 🔍 Find effective ways to handle foes and then utilize them every time you encounter them. It's the fastest, most assured way to clear enemies you've already dealt with. 🔍 Don't get careless and make sloppy mistakes. That's easier said than done when multiple enemy types and stage hazards are going all at once. 🔍 You can dash without any cost. Use it often. [h1]Final Thoughts[/h1] Having to start back over at the beginning after each failed run is really disappointing. Other games would provide enough stat boosts or your knowledge and experience gains would allow you to play faster and more confidently than before. However, the tactical gameplay is naturally slower than other styles, and you aren't given enough strength so you can breeze past what are old, familiar obstacles. You have to plod through them, much like when you first started EV. Plus, what moves are available to you in the store are RNG based, which will also impact your runs. I found how EV is designed more frustrating and disappointing than fun, so I wouldn't recommend it. If you check the discussion board, it's clear the developers gave up on the game too. [table] [tr] [th]PC Specs[/th] [th]Performance[/th] [/tr] [tr] [td]Ryzen 2700 RTX 2070 16GB RAM ADATA SSD 1920x1080 [/td] [td]The game ran without incident on default settings. 💖 - EV is healthy [/td] [/tr] [/table]
非常に面白く、攻略し甲斐のあるゲームです。 進行不可能になるバグが多いのが気になるので、その点は修正してくれたらいいなぁと思ってます。
I think this game is quite good! Despite the negative reviews and claims of its clunkiness (which I did feel at first), I feel it gets much better with one simple change. Make the movement controls QWAS to match the diagonal board you play on. It will make that learning curve much easier to overcome. After that, the game is difficult, but like any rouguelite the more deaths the better you get at it. Once you find your favorite abilities, you can choose to start each run with one and then it becomes a very cerebral turn based game that forces you to balance good decision making with a short clock that, if done correctly, will constantly empower you. I find the game rewarding and worthwhile overall.
The game doesn't seem that bad, but I bought this turn-based roguelike game to play it in short sessions. Unfortunately, you have to finish the game in sitting. It really needs a save and quit feature, at least between floors. There is a "suspend run" option on the merchant floor. I tried it once and when I came I had lost my skills.
Evertried has all the look and feel of a good game, and I want to like it, but I don't. It's hard to nail down what exactly is wrong with the game from just 2 hours of playtime, but I really can't be asked to play anymore.
I've seen tons of people compalin about the difficulty and the lack of check points but I honestly feel they're complaining over nothing. Yea it's hard and you can get softlocked but every time I get hit I could've gotten out of it. My only genuine complaints are that the focus meter that gives you more money also has a timer so strategizing literally makes the game harder. I wish the meter wasn't timed as fast, however you do somewhat get used to it. My only other complaint is that there's like 2 must have abilites and the rest are almost useless. I feel the abilites could use some balancing. Other than that this game is really really fun and it definitely deserves more praise than it's been getting.
Цена на игру не оправдана от слова совсем, не говоря уж о начинке. Я ожидал интересную пошаговую игру. Немного удивился тому, что пошаговость активная (т.е. вы двигаетесь вместе с монстрами одновременно) после запуска, но тому, что процесс полная дичь я удивился еще больше. Все монстры двигаются рандомно, хрен пойми как. Анимация передвижения всегда одна, и поэтому непонятно вообще ничего. Помню в крипте есть один враг с похожим геймплеем. Так вот, там приходилось танцевать и молится, чтобы он нарандомил в вашу сторону, дабы его убить. Здесь ВСЕ враги такие. И это о многом говорит. Так же стоит отметить, что для активного рогалика отсутствие быстрого перемещения это полный сюр. Если хотите поиграть в хорошие игры такого типа, берите Shovel knight pocket dungeon или Crypt of the necrodancer. А эту игру я бы даже за сто рублей покупать бы не советовал. Тут даже дизайн менюшек гипер убогий. Не ведитесь на картинку.
I have to be honest, this game has a decent amount of bugs. But if you can get passed that, this is one of the most fun, engaging, and addictive roguelikes I've ever played. With a bit more polish this is a contender for my favourite game of all time. I love it so much I just wish it didn't have this many bugs. Please update this game I miss it
just bad
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