
Giant`s Heart — roguelike dungeon crawler with gardening elements. Discover powerful artifacts, make critical path choices - time is your most precious currency. A Giant marches toward the castle... You have just 5 minutes to descend into the dungeons, find and destroy its heart!
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About
Giant`s Heart is a roguelike dungeon crawler with gardening elements.
Pass through 3 unique biomes and reach the heart.

Fill your backpack with artifacts and create the strongest and fastest build.
Collect materials and plant seeds.
Between expeditions, grow plants - they make you stronger.
Craft new weapons and upgrade old ones.
Make critical decisions where the main stake is time - a currency more valuable than gold and artifacts.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, German, Spanish - Spain, Simplified Chinese, Russian
Engagement
Hours played at review time, across 32 reviews with recorded playtime.
Reviews
Pretty much rogue-lite + King's Field, at least on the visual side, but it is lacking that exploration allure that the series is known for. There are some unlocks for the hub like saving various characters that will expand your base features, and other generic rogue-lite elements like unlocking more item variety. The game is somewhat crude looking even by retro standards, I don't have a problem with the monster models, that said, I think the first dungeon specifically could use some more details or objects to make it less generic looking, and perhaps you could add more objects for the hub as well. Very short game, you can complete almost everything under 4 hours, it's slightly challenging but if you keep upgrading your garden it's pretty easy to beat (I just didn't realize where to find the remaining materials at first). The balancing is a little funky, although I like that you can overcome the difficulty in multiple ways, either by going heavily into the movement, life-steal, or armor, all of which are viable if you know what you doing. Essentially the game plays like this, you select one of the 3 rooms, each with different rewards, but not the same difficulty, while also having 5 minutes to complete the run. And you repeat that until you get to the boss, so it's like a time management game where you have to decide how many stats you really need to finish, and find an optimal path. You don't have to kill all the enemies, but you take damage for each enemy you don't kill, making your HP a form of a resource, sometimes it's smarter to skip rooms and lose all of your health if you have some life-steal. Even though I didn't like the game at first, I do think it can get a little addicting, granted I think the depth of the game becomes very shallow once you know the good strategies, and the balancing overall is pretty odd, certain stats like attack speed and attack cooldown are pretty trash compared to everything else (mainly because the game is leaning toward using a charged attack) [h1]Pros: [/h1] (+) I like that King's Field vibe to it, and I think you did a good job with the creature design, however, I think the locations need more character to them. (+) The decision making is pretty fun, at least while you learning the game, it has some design holes once you understand what is happening though. (+) Has okay progression with garden buffs, item unlocks, and a few different weapons [h1]Feedback: [/h1] [u] Visuals/Location design: [/u] - the first dungeon and the hub specifically felt a little too plain, maybe you could add a bit more architecture to them. Also, I think the game would benefit from more run events like the "shop" which you already have, but more events like that with different characters to make the pacing more unique. Consider adding maybe a few more secret rooms either during the runs or even some condition specific events in the hub. The main menu (title screen) and the UI elements were very generic looking, maybe you could do like a scene with one of the characters doing something, something with more personality to it, showing the themes of the world. [u] Balancing: [/u] - those enemies in the forest that place spikes under you, maybe you could nerf their range a bit - I think you can maybe make those 2 sided forest rooms a little smaller, they can eat 40+ seconds unless you super buffed - I felt attack speed / attack cooldown were not practical due to game favoring the charge attack, and overall you can always charge between travel distance. - I honestly could not tell if hammer was that much stronger than the default weapon, I always 1/2 shot all enemies either way (with the charge) [u] Random things: [/u] - was there no sound effect for using parry on the knifes? The attacking sound for knife needs to be louder too - consider adding post-game difficulty modifiers, maybe like 5 different levels, and beat each one to get the next [b] Overall Thoughts: 6/10 [/b] I think it's a good base idea for the game, but in my opinion it's not fully realized, and it feels like there needs to be more character to the game overall, maybe more secrets in the hub, more characters and events during runs. You could expand with post-game modifiers like other generic rogue-lites. Also you could present the game a little better, better main menu title, less generic UI panels, maybe more objects in the hub or during the runs. It's okay overall if you like getting overpowered during lucky runs, but kinda raw still. Not worth $10, but I think the dev is worth supporting, hopefully either a good update, or maybe another Kings-like game in the future. [code]Niche, obscure and underrated games: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
You pretty much will be able to tell if you'll enjoy the game within the first 2 minutes of playing it, and pretty much exactly as advertised, with the price to match it. My only complaint is that I feel like it needed a bit more of everything, just a bit more length, a couple characters, a bit more story, a third act of sorts, but obviously they wanted to keep the scale down. Otherwise, a pleasant evening of a game.
I don't think this deserves a positive review. The game is so unique with such cool ideas but first its the exact same as the demo, as second its so dull with the gameplay. Seemingly the best and only way to get through the game is by just leveling your damage, dont worry about litreally anything else just work on your damage even tough seemingly it doesnt effect the last major boss you can kill every enemy in one hit so its just obvious to go for it. The game isnt balanced lmao.
Really good concept i haven't seen before in a Roguelike. You have 5 minutes, but not for the whole run instead just for the combat encounters, inbetween you can choose your upgrades, shop and bonk some urns. Especially loving the King's field vibes the game delivers with the music and enviroments. Played the demo quite a bad and glad to have the full game ahead of me!
Super charming little dungeon-crawling roguelike. The builds you can create using the relics and garden bonuses offer some endlessly fun ways to break the game. I'm excited to see how other players optimize their runs and there's plenty of opportunities for challenge runs. The way the music (at least in the first area) ticks along with the timer is so endearing to me. I will absolutely be playing this for awhile, especially when I just need to unwind with some simple but still challenging. I'd say it's definitely worth the price, and it's one of those games that makes time melt away. Get ready to start a session and then look at the clock after several attempts and be shocked at how long it's been. Great game
Unfortunately short. Love this sort of atmosphere, good new take on a roguelike, straight forward. Just want there to be more of it.
Really fun game, I hope for more content in the future.
прикольная игруля!!!
It was fun, but I wish there was more to it. Like, I feel like there could've been more organs, endings, and more upgrades. Another thing I'll note, is that it does get pretty repetitive. Otherwise, I enjoyed.
还行吧,3h通关的时候东西都没解锁完,大概再刷个2h就能全收集了。 优化也有点差,中文显示不完全,而且会导致掉帧(估计适配没做好)
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Trends
Concurrent players on Steam, sampled daily since tracking started.
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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