
Farstorm is a 3D Action Anime RPG (AARPG) where you control Kazuko, an elven princess with a tyrant father dominating the Elven land.. Go back in time and stop your father from taking the throne, even if it costs you your life. For the people of Farstorm!
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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 41 reviews with recorded playtime.
Reviews
Themes across 41 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
[b]Farstorm[/b] is a decidedly linear Unity exercise that has a nice surface but lacks substance. Its 5 or so quests and 3 bosses will take no more than an hour to defeat, and don't so much as treat you to any sort of ending. In short, unless you're a game collector or achievement hunter, there isn't much here to warrant your time. [i]Edit: Take note of this review's date, because it might not apply to future updates.[/i] [h1]Pros[/h1] + Simple poly models look good with smooth shaders + Customizable skill tree + Customizable character stats + Customizable equipment [h1]Cons[/h1] - Repetitive. The entire game is one kill quest - Rigid combat with a narrow hitbox. Click and hold to repeatedly attack, without any variation - Melee seems to out-dps magic especially with casting delays and fixed area attacks. Easy to miss with projectiles - Only one weapon, the starting sword. Why are arrows in the game? - Useless loot, only exists to sell. You need to backtrack to start to reach the game's only shop. - Large, empty maps. The worst offender is the Dungeon which is nothing more than a box - Incredibly easy. Circle around enemies to kill them without effort. As mentioned in the outset, the game is a start-to-finish series of "defeat the enemy" quests without much variation. Your reward for going through with all of them is not so much as a credits scene. Other than unlocking all of the achievements, the game has no purpose or direction. There's more lore to the game on the Steam store page than inside the game itself. Perhaps this criticism is harsh, since [i]Farstorm[/i] appears to be a work in progress. [strike] But if that's the case, why on earth is [url=https://steamcommunity.com/games/923420/announcements/detail/1608260391577137117]a sequel in development[/url] when this one isn't close to completion?[/strike] A character DLC is on the way, but what this game needs isn't another facelift, it's content. [i](Update: Developer reply indicates sequel is canceled)[/i] Wait for a bundle, steep sale, or watch for updates. In its present state, it's difficult to recommend. [u]Achievement Hunters[/u]: It was broken for a few months, but the most recent update has repaired all achievements. Start a new character, complete a quest, defeat enemies for 100% within an hour.
I went back and forth in writing a review. Mostly because it's impressive to see young people put such together. As a product, it's bad though. Yeah, anime girl action RPG is cool and a good point to draw you in. The setting is generic, but that's fine. It pokes some fun at you with winking dialogs to read in the quests. Apart from that. Well. The hit-box doesn't match the swords, the combat is fine, but not good. It's kind of a stiff variant to TERA. There are some balancing issues that make some fights a bit tedious. My play-time represents 2 full play-throughs and some roaming around. At last, there is the issue with some menues not being updated when you go to the next site. So over all: It's a good tech demo for someone who's put together something after completing all tutorials. Therefore it was interesting to me - and might be to you. If you expect a game to buy & play, then stay away. That much should be possible to conclude from the trailer as well, trust your judgement. [b]Edit & Update (25th aug. 2019), should be v.1.1)[/b] Alright, I gave it another spin. But here's an update. As I made a little program myself recently, where I had 300 users (nothing as complex as a game, but it did what it was made for), but only feedback from 4 people, I'll try to lay out a bit more of what I think. First. Heads up to the dev for keeping at it. I was surprised to hear from this again. Props for your dedication as this seems to be completely rebuilt. The trees are different, the shaders are different, the buildings are different. So. Wow. The developer stated at some point that the source code was lost - so this underlines that. Well. First I played with my old save and didn't see much difference. I just had a hunch that Kazuko used 2 swords. Seems that was the case, she uses one now. Her stance seems more agressive now. Gameplay seems unchanged, the jump is just very awkward. I'm aware that animations are very time consuming and hard to get right. It's not something I expected to be improved. But this is something that should be considered as improvement - probably later in a successor, but an improvement would be nice. I restarted with a new character to get a better impression and comparison. I still don't particularly like the combat as it's quite stiff and clunky. Part of it is that it's not easy to read the hit-boxes, a part is the animations. Not sure, but I think this version is a bit more dynamic - so probably there was some honing. As an example: Early on you fight a hobgoblin. That's where you find a first design flaw. You could go with the mechanics of the game and attack - block, but you'd loose. More efficient is attacking two times the shins, and when the hobgoblin turns, just walk two steps to the left. While the Hobgoblin is in his attack animation, you can poke his shins two to three times. So. Walking aside is a winning strategy, the mechanic with blocking is useless. It's slower, traps you in hit-drag for so long that you get hit a second time and costs you stamina. Why would this go through to a release candidate? Sure, the walk-aside strategy could be seen as a more advanced strategy as you need to understand the hit-boxes, so there should be a benefit to finding out. But at the same time, the dev build a defensive mechanism that is always to your disadvantage. That's bad in the most basic and very primal game-loop. There is a lot more to find and improve, but that's the job of the dev team. But such a mistake means the dev doesn't balance out the primary game-loop. What I described is not a diamond in the rough, it's an error. I didn't expect that this game would be rebuilt especially considering that a successor seems to be coming to first alphas. The most common feedback that I remember reading was about menus. There is a shop in the first town. It's a list of items you can buy, ranging from potions to armor and accessories. When get to the second page, it has less items on the page. But. As it doesn't clear the items from the first page, they stay on the "empty" spaces. If I tried buying an item it would be 999999 Cash. I bought something later on and from there on the empty spaces with the items of the last page just had the price of the last item bought. Why I get so much into detail with this? Well. This is the kind of bug that I expected to be fixed. It still works as described. A lazy solution would have been to not ever have any empty fields on the second page. Still there. All the menus seem to be rebuilt. Some look nicer, especially the skilltree is worth mentioning. Maybe the quest dialogues too. If you walked up to an NPC, there was an indicator that said [E], but it was very hard to read. Now it's in a turquoise box (much like speech bubbles in old Final Fantasy games), so that's good. You need to get really close to the NPCs to get it, but okay. The quests and dialogues are very basic and only send you kill 5 or 10 somethings. Afterwards the NPCs will only ever say "Thank You". Even dailies in MMOs tried harder to provide a little bit of story. It's fine, but it wouldn't have hurt to have one quest-giver telling you to walk to the other NPC because they've heard that they have some trouble too (for example the Hobgoblin). The way it is now you sometimes roam the land without any purpose but killing what stands in your way. It's more flexible, but less engaging. Knowing where to go and still going on a killing spree is different to walking around killing and then stumbling on a quest-giver. Another short annoyance is that I only noticed level ups by the number of my level. I didn't notice any notification. Although it's not my first playthrough, I forgot about the character stats again. I just wanted to check if I had any stats and pressed [C], where 30 points waited for distribution. I cannot remember any mention of [C]. Yeah, it's expected to be [C], but not every game has +5 points for level up. A similar problem goes for notifications for a skill learned. Although there is a notification that I saw, it's plain black text in 12pt. So it's really easy to miss. Not that it needs to be there (as the skill gets available anyways). But if it pops up, I want it designed in a way that it really pops. Also: Why does the menu have no option to go back to main menu or quit the game? Is [Alt-F4] really the intended way to quit? A last example will be the spider cave. There was an improvement as far as I can tell. The old spider cave was interestingly hard. You see, if you killed a spider, it respawned again. But if it respawned, it knew where you were and followed you. That means, if you went through the dungeon, there'd be more and more spiders following you. Spiders have a ranged attack (a spider-web), that stuns you for some time. So it got extremely annoying. That kind of mechanic isn't "difficult" or "challenging", it's just bad. Gladly, it's gone in this version. But. Spiders still respawn quite fast. They don't respawn and track you down, but there'll be a spider every few steps. I haven't played further yet. The problems that brought me to not recommend this game are still there. I can see that there was a lot of work spent - considering that many models looked different. But imo the effort was spent on the wrong issues. All these lines should be taken as feedback and possibilities to improve - most likely in the upcoming successor (I don't think it's viable to patch all the things I mentioned, although one might consider the one or other little thing to improve). I'll basically repeat my statement from my original review. It's impressive as a first project. Considering there was another game done in the time since it's release, an alpha for Farstorm 2 and the rebuild for this - keep at it, that's impressive. Looking forward to where the dev takes his games in the future. Sorry, Cory, my impression did not change with the updates.
[i] 'Look mom! I made a game!!!' 'That's nice hun, I'll put it riiiight here on the fridge... '[/i]
Oyuna baktım açıkçası biraz hikaye ekleyip az biraz uğraşsalamış SAO ya rakip olabilirlermiş tabiki oyunu sadece çalışabilir hale getirip bomboş satarak kazanabilecekleri para ile yetinmişler.Ben açıkçası çoğu boş oyunu Trading card yada grafiklerine bakarak alıp sıkılıp silen biriyim enazından bakaları görürde yazdıklarımı almazlar diyede iyi niyetim var.
This seems like a pretty good low cost game, but I tried playing it for a few minutes and the combat seemed like it was too difficult. The enemies can kill you too easily. I tried playing it a few more times and it looks like I was only having trouble because more than one enemy was attacking me at the same time. You have to lure an enemy out after you away from the other enemies before you try to fight it.
The game is wayyy better now, and actually feels good and looks good. Glad the game is back!
Achivements are bugged.. And when you are max level you will still get rekt by some mobs... Glad i recieved this for free, would never waste a quarter on this garbage..... How did this game even came out on steam? I guess they let everything get released nowadays.... /puke
[h1] Farstorm [/h1] [b] "Farstorm" to kolejna produkcja, której można zarzucić szybkie i tanie wykonanie, charakterystyczne dla wielu niskobudżetowych tytułów. W tym przypadku również nie różni się to od reguły. Gra jest przedstawicielem gatunku RPG, jednak z bardzo ograniczoną mapą, która jest mała, pusta, i brakuje jej różnorodności w terenie. Przejścia między obszarami są nieoznaczone, co sprawia, że trudno jest się zorientować, gdzie szukać. Walka z bossem nie różni się znacząco od zwykłej walki z potworami, a różnice polegają jedynie na zadawanych obrażeniach i zdrowiu przeciwnika. Wrogowie są podstawowi, niewyróżniający się strojem lub wyposażeniem, co powoduje brak zróżnicowania. Drzewko umiejętności w grze prezentuje się przyzwoicie jak na taki tytuł, jednak celowanie umiejętnościami jest słabe. AI wrogów w różnych sytuacjach pozostawia wiele do życzenia, a system handlu jest prosty, oferując możliwość kupowania i sprzedawania przedmiotów. Fabuła gry, szczególnie pierwsza część, jest krótka, trwając maksymalnie pół godziny, o ile gracz wie, gdzie iść. Druga część fabuły była w produkcji od 2018 roku, ale do dziś nie została opublikowana, sugerując, że projekt został porzucony. Osiągnięcia w grze są uszkodzone, nie zawsze się odblokowują, co wymaga cierpliwości lub szukania alternatywnych rozwiązań. Brak kart kolekcjonerskich. Graficznie gra prezentuje się przeciętnie, jest jaskrawa, a animacje są słabe. Minimapa jest ciekawym dodatkiem, choć nieco przeciętnie wygląda. Soundtrack jest ograniczony i niestety nie oferuje wiele do posłuchania. Ogólnie rzecz biorąc, gra kuleje pod wieloma względami. [/b] [h1] Podsumowanie [/h1] [b] Nie można oczekiwać wiele od gry, za którą zapłaciło się jedynie 50 groszy. Brakuje jej treści, a oznaczenie przez Steam jako gra z ograniczonymi funkcjami profilu i brak kart kolekcjonerskich nie wpływa pozytywnie na jej atrakcyjność. Gra w wielu aspektach nie spełnia oczekiwań i niestety nie zasługuje na polecenie, nawet biorąc pod uwagę niską cenę. [/b]
3Dの世界でMOBを殴り倒すゲームでしょ! っと軽く思って購入しました。 ・ゲームパッドで多少キャラを動かせますがプレイは出来ない ・MOBからDROPアイテムがあった場合、どうやってアイテムを拾えばいいのか解らない。 ・マウスで適当にクリックするだけではプレイ出来ない ・ゲームで使用するキーが解らない。 ・BGMがない やっぱアーリーアクセスはこうでなきゃw (2020年夏ぐらいに購入) っと思える人にはお薦めできます('ω'*) ってー!! 何時の間にかリリースされてるー!!(2020/11/3) でもゲームアップデートないぞ・・・。
spin in circles & hold left click the game
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Trends
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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