
A dungeon-crawling, world-hopping roguelike adventure! Grab your friends, stick dynamite to your sword, throw candles at your foes and die in various exciting ways!
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Languages: English
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Reviews
This game is an absolute blast! The dev is also extremely responsive and even plays with players sometimes. Thank you so much for the fun times!
Great foundation for a really solid co-op game!! The physics and systems are really slick and movement feels great. Not a vast amount of content available yet, but there are semi-regular patches. Solo play has a bit of a steep learning curve, expect to die a lot on level 1, get the hang of it, and then rarely drop a run afterwards. Co-op mitigates this with a generous respawn system, but you may find yourself dying to the sheer chaos. Feels like a mix of Spiral Knights and Spelunky. If you feel like adding a promising project to your library and supporting a small dev, give this one a shot!
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Hours played at review time, across 40 reviews with recorded playtime.
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Fun game!
Gatedelvers is a fun little co-op roguelike, with a focus on interactive objects. Progression through a variety of levels is done through different methods depending on your character and current available items. Positives: Very interactive environment, with most things able to be picked up, or destroyed. Levels are randomly generated, so moving through them is a different experience every time. All the items can be modified to have extra effects by infusing other items onto them for a scrap cost. Developers are very active in Discord, always looking for feedback and are quick to fix bugs. Negatives: This game is still early access, so we currently only have access to four main levels, with a temporary almost never ending "Pit" to progress through if you're strong enough. There are still a few bugs, and latency as client in multiplayer can be punishingly painful sometimes. I highly recommend trying this game out, there is a free demo available, with which you can play multiplayer through the first boss. Check it out!
[u]Fun singleplayer[/u] with many things to discover and challenges to complete. [u]Co-op[/u] with friends is pure chaos that can make or break friendships - to be clear, it's good chaos. At times (in co-op specifically) it elicits laughter-fits that rival the stupidity of Spiderheck. [b]If you're looking for a fun co-op game to play with a friend[/b], I highly recommend this - HOWEVER - this game is still early access and until they refine the networking/multiplayer stuff I advise you to consider how far you and your future frenemy are from each other before playing. [u]For example...[/u] Being in the same country as a friend has some syncing issues that make me sound like a paranoid schizophrenic. Playing with someone in a nearby country is surprisingly more playable than other more popular indie games as long as you can turn a blind-eye to the odd syncing glitches that occur. I am serious though, lag is hardly an issue between me and friends - it's just the synchronisation of items and more complicationed actions that make it [i]interesting.[/i]
[h1][b]精致小巧丰富有趣的探索型肉鸽游戏[/b][/h1] [h1]前言[/h1] 《Gatedelvers》精心构造了一个以物理交互、枪与魔法交融的趣味世界。 游戏中玩家将要穿越一个个随机生成的关卡,在多层场景间穿梭探索,夺得宝物,击败敌人。 [h1]基本操作[/h1] 本作目前处于抢先体验阶段,暂无中文,因此上手会有一定的困难,以下是简洁的操作指南。 - E键捡起道具,普通道具可以收起在道具栏,大道具如巨石只能暂时拿在手里,道具栏的UI和《我的世界》类似,使用数字键1-0可以快速选取道具,使用滚轮也有同样效果。 - 左键使用当前道具,对应武器就是攻击,对应药水就是使用,对应炸弹则是点燃,以此类推。 - 右键扔出当前道具,由于本作基于物理交互,这个操作很有用,简单的如扔掉道具,高阶的如扔出道具对敌人造成伤害、触发道路机关、击爆炸药桶等。 - R键给武器附魔,按下后系统会显示场景中可用于附魔的道具,走到旁边长按左键即可,比如蜡烛可以为武器附带火焰伤害、可附魔的道具有很多,甚至可以将武器绑定到另一个武器上。 - Shift键奔跑,起跑前有个超慢的缓步阶段,比走路还慢,因此尽量避免在一些危险的边缘起跳,需要尽可能将助跑道路拉长。 - 空格键跳跃,可用于躲避一些陷阱,如尖刺陷阱等,通常和奔跑配合跳过深坑,一些只有一个格子的障碍也可以用跳跃从旁边过去。 - Z键旋转视角,由于游戏是3D俯视角的,一些情况下重要信息可能会被场景挡住,此时旋转视角即可。 - X键重置视角,对应旋转视角,没什么可讲的。 - Ctrl键查看场景,类似于望远镜,按下后移动鼠标便可以超出屏幕查看角色周围大范围的场景,是用于提前观察敌人、地形、陷阱、道具的好工具。 - 长按F键回到个人空间,每到一个新的楼层,个人空间都会多出一个传送阵,方便玩家来回跑图,一些物品暂时用不到也可以丢到个人空间中。 - Tab键打开角色菜单,可在此预览角色当前状态信息和进行选择卡片等操作。 [h1]充满未知的随机关卡[/h1] 《Gatedelvers》包含了多个大场景,如矿洞、图书馆等,每个场景又以数个小关卡组成。 每进入一个新的场景,玩家需要从最顶层开始,一步步寻找连接每层的孔洞以安全穿行,最后直至通往下一个大场景的传送阵,也可以选择从开阔的边缘直接跳下去,这样做的代价当然是掉血了。 前进的路上自然不会一帆风顺,除了有手持匕首、斧头、铁镐、长剑、枪械、魔法书的敌人镇守,还会有各种陷阱和机关挡路,如尖刺陷阱、落石陷阱、火焰弹机关、道路机关、随处可见的炸药桶等。 [h1]无限可能的物理交互[/h1] 所有陷阱同时作用于敌我双方,玩家可以利用这一机制将敌人勾引到陷阱之上或是干脆将其击飞到陷阱里,那自己如何通过呢? 游戏基于真实的物理机制给出了多项答案,用巨石铺在尖刺陷阱上可以创造道路、或是干脆助跑一段时间跳过去、用石头阻挡不断飞射的火焰弹、用稿子直接凿出一条通道来。 如此这般的方式在游戏中比比皆是,相比单纯的探索前行,这些优秀的交互让游戏充满了趣味性和可玩性,再辅以随机生成的关卡,每局都有不同体验,步步惊心见招拆招的游戏过程给人的感觉就像是一部3D立体版的《洞穴探险》。 [h1]丰富百变的道具系统[/h1] 《Gatedelvers》当然不止于此,战斗也是非常重要的组成部分,游戏中提供了大量武器、机制等帮助玩家通关。 首先是掉落系统,击败敌人后就可以获得其所持的武器了,冷兵器有匕首、长剑、斧头、弓箭等,枪械有手枪、霰弹枪、火箭筒等,还有冰箭、冲击波等各种魔法书,可供投掷的炸药等。 这些内容还可以经由宝箱和商店获取,众多道具为战斗提供了诸多可能,需要注意的是为了限制远程武器,系统为枪械、稿子等道具赋予了耐久系统、为魔法书增添了魔力限制。 另外一个非常有意思的系统是主动道具,比如有个拳套便可以在蓄力后带领角色冲刺向前,各式药水能为角色提供回血、瞬移至随机位置等功能,随处可见的木头还可以供角色钻进悄悄移动避开敌人。 此外,还可以选择为武器附魔,增添诸如燃烧等各种效果,这些丰富有趣的道具和机制让游戏迸发出了百变的魅力。 场景中还可以获得一些强力的技能卡,赋予角色各式技能,比如跳得更高、力气更大、增强伤害、增加移速、二段跳、获得随机魔法书等。 技能卡的获取方式是找到关卡中的彩色水晶,长按E获取后进入角色菜单,就能看到可供选择的卡片了。 [h1]结语[/h1] 《Gatedelvers》用精心打造的随机关卡、拟真的物理交互、丰富的道具系统带来了一段充满了挑战的旅程,整体体验下来,有成为神作的潜质。 游戏难度颇高,非常适合喜欢《洞穴探险》、《盗贼遗产》等老式Rogue游戏的玩家,目前无中文是个大问题,期待后续更新。 [quote]关注[url=https://store.steampowered.com/curator/36224058/]老实人鉴赏家 [/url] [url=https://steamcommunity.com/groups/laoshirenLSR]老实人评测[/url]:独立游戏爱好者聚集地,黄油绅士交流中心。 不错过游戏的亮点,不放过游戏的槽点,带给玩家最直观的测评感受。[/quote]
fun game to play with friends!!! We have like 20 hour in of just trolling each other. throwing tings or mobs at your friends is HILARIOUS! or throw them into the pits is fun also.... i like the mage a bit XD
This game is in early access and is not in a complete state. As of the time of writing this, there are only three characters available (Librarian, Deckhand, Miner), access to the first four levels, an option of 2 different 4 level follow-ups, and then "The Pit" which is a semi-endless mode in which you progress through levels, clearing enemies, and gaining power. I will revise this review once the game is more complete. Gatedelvers is a 3D, isometric, rogue-lite platformer with elements from various different games mixed into a solid and entertaining base. Every game starts with you (and any friends you are playing with) spawning in the starting level. You defeat enemies, collect level-ups, and items to increase your power level. There are a variety of different weapon types, such as daggers, swords, crossbows, spell tomes, guns, and more. Many of these weapons have unique interactions with each-other through a mechanism that allows you to use any item as an infusion into many other items, adding unique effects. Level-ups also offer power increases in the form of cards that you can draw from your selected decks that offer bonuses such as extra jumps, more health or mana, movement speed, defense, as well as unique abilities such as the ability to convert mana into bullets or item durability. Many of these seem very unique and impactful and it feels very nice to get them. The game has a very solid core and is very enjoyable to play, and takes a while to master. The sound design and music are satisfying and the weapon fusion system is excellent. When it comes to the bad things about the game, they are pretty much what you would expect from a game in early access. The game is not in a complete state. Three of the six characters are not yet available, along with a lot of content that is currently in-progress. I eagerly await this content. There are also a higher than average amount of bugs in the game, as one would expect in early access, but I would expect them to be removed and a more polished experience by the time the game is out of release. The devs are very responsive to bug reports and many issues are fixed with a very short turnaround time. Overall I would definitely recommend the game and, as you likely can tell from the 173 hours I currently have in the game, it's definitely worth checking out, even in its current state and I have no doubt this game will see success.
Played this some friends for the first time the other day, was really fun! Excited to see where they take the concept going forward, it has a lot of opportunity to really shine!
Cool, roguelike, good, enjoy, recommend, gg.
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.
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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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