
Gone with the Demon is a first-person modern dungeon brawler game in which the player explores a creepy labyrinthine environment, battling vicious demons and possessed enemies who grow stronger every time the player dies in a directional, fluid, solid combat system.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian
Engagement
Hours played at review time, across 24 reviews with recorded playtime.
Reviews
I am writing a negative review only to warn that this game was left in early access with the devs apparently abandoning it. The last update was early in 2018, it's the middle of 2019 and no update since then.
[h1]Preview[/h1] [h1]Gone with the Demon[/h1] Gone with the Demon is a first person melee based game with RPG elements. Does it provide a scary encounter with the demons or falls flat on every aspect, let’s find out: [h1]Gameplay: [/h1] Gone with the Demon puts you in the shoes of a unknown man who starts out in a broken elevator. From here he has to search the various rooms in the building and has to eat, sleep, open doors, fight, rinse and repeat his way to the basement. At the time of writing, there is barely any sort of story present in the game. There are a few notes lying here and there which provide a few bits of lore but the game seems to be begging for a good, fleshed out story. You start off unarmed with the game requiring to go and investigate the various rooms and take anything you find of importance. You fight off against various zombie like creatures with red eyes who are intimidating at first. Initial versions of these guys are essentially punch bags with them doing almost nothing to actually hurt you. Slowly as the game starts to picks up the pace, the difficulty rises. Enemies start holding different melee weapons and start to block your attacks. The combat though somewhat slow and clunky, slowly turns out to be actually interesting as you have to time your attacks and blocks to fight off against oncoming hordes of enemies. There is a learning curve to the combat and you will need to bear with the game for its starting half an hour to actually get going. Gone with the Demon is a game that relies on looting heavily. If you try to rush the game and leave without looting the bodies or exploring the rooms, you will soon have the odds stacked against you. While the AI is dumb and needs improvement, when you come across a lot of armed enemies you can’t help getting overwhelmed quickly. Now the RPG system present in Gone with the Demon is one of the more interesting systems I’ve seen in quite a time. While exploring the rooms, you find rooms with beds in them. You can sleep on the said beds and upgrade various aspects of your characters. While there is a very certain logic fail in sleeping in a strange bed in a building which is crawling with zombie like demons, they act as very important checkpoints. When you are killed by enemies you respawn on the last bed you slept and your enemies grow a little tougher. To turn them back to normal you will have to find a totem in your way and spend some essence points to do so. This seems to be inspired by the nemesis system in Shadow of Mordor and is a nice little touch to them. The game is very repetitive though and the combat is slow and clunky. If you are looking for melee combat like Warhammer End Times; Verminitide or something like that, you won’t find that here. Here the combat is far more methodical and requires you to time your attacks and blocks carefully. There are a few bugs present in the game and it crashed on me a couple of times but it is kind of expected from an early access title. [h1]Visuals[/h1] Gone with the Demon runs on Unreal Engine 4 which is a good thing for the game. Visually the game creates a claustrophobic atmosphere and looks generally good throughout. The enemy designs are all right but the boss designs truly stand out and visually create an impact. Though the game looks good and the animations of combat looks fluid, the game suffers because of repetition and the movement of c haracters. The way the enemies move simply make them non intimidating when they are alone. The rooms are repeated way too often and there is a certain of lack of distinguish between the said rooms. It is not helped by the fact that these rooms are mostly empty and lack enough details. [h1]Sound[/h1] There are two parts to the sound design of Gone with the Demon. While the main soundtrack is good and compliments its atmosphere by creating a creepy vibe, the grunts and other sounds made by the player and the enemies are absolutely trash. They need some changing to feel actually scary. [h1]Overall[/h1] Gone with the Demon is a game with huge potential. It is still in early access and has a long way to go before it is ready to release. But it does have a very interesting combat and RPG system and requires to think before you start mindlessly swinging around your knife. It is in dire need of some polish but it can turn out to be something special in the future. [h1]Pros:[/h1] [b]Solid Melee combat[/b] [b]Interesting RPG system[/b] [b]Creepy atmosphere[/b] [h1]Cons:[/h1] [b]Lack of proper story[/b] [b]Difficult learning curve[/b] [b]Lots of repetition[/b] [h1]Rating: 65/100[/h1] This review was brought to you by SaveorQuit. For more amazing reviews, previews and gaming news visit: [url=http://saveorquit.com/]SaveorQuit[/url]
I have completed what is available on the early access release, here are some thoughts: Pros [list] [*] Strong melee combat system, with some innovative ideas (combining dodging with counterattacks as well as combos -- combos are unique for each weapon) [*] Buffs for boss fights make them doable yet challenging [*] Very few glitches (game never crashed on me, no notable visual bugs -- one time I was drinking some Soju when I entered a boss fight and the cutscene showed a floating bottle, not a big deal) [*] Challenging -- get punished for not being thoughtful about attacks, combos, use of stamina, etc. [*] Multitude of enemies each with different strategies and attacks (for the short game that it is) [*]Fun progression and death related challenge (the more you die without finding a totem, the higher the enemy morale -- meaning they become more aggressive but I am unsure if they deal more damage or not?) [*] Eerie atmosphere and enemies (from demonic humanoids to worms) [*] Souls-like RPG elements (sleeping to level, resets enemies except minibosses) [*] Price, for this gem the 9 dollars I paid for it was well worth it [/list] Cons -- there are very few and they do not really take away from the game experience [list] [*] Short, but could be expected from the early access -- kind of seems like a tech demo in some ways, an introduction to the combat system and world [*] Minor development of story -- mostly focused on the combat and dungeon crawling [*] Some funny translation when talking to the NPC [*] There's one NPC who says the same thing each time you encounter him [/list] Overall, I give the game a solid 4.5/5 for what it is. Again, it's short but it was very fun. It does remind me of Dark Souls/Souls series type games but that is not a bad thing for me. It is a first person variant to the challenging RPG, which feels innovative and fun. Looking forward to more. Well worth the 9 dollars.
A solid brawler with suprisingly well-done attacks, animations and combos. Think Condemned but requiring more skill and timing. Every weapon feels and attacks differently and has different animations for backstabs counters, combos, etc. So far the combat is essentially the only thing to the game but for an early access title it's solid. I hesitate to use "dark souls"-like as that phrase has lost all meaning but the game clearly is channeling and trying to capture that same concept of skill, timing and difficulty that Darks Souls series provides. Eager to see the game develop and use its potential. Graphics so far seem mostly placeholder and most rooms look the same. Make sure to read the how to play section and practice the timing on counterattacks and dodges otherwise you might end up feeling like the combat is all flailing and spamming attacks.
连续5个多小时终于通关了 期待能有第二部 出一些地狱困难模式可能更有挑战 个人觉得蛮好玩的 [b]推荐给喜欢玩近战的玩家[/b] 这款游戏可以归纳为第一人称近战魔塔(就那个2d小游戏魔塔有50层) 需要通过判断走位 距离 出招速度来击败怪物获得经验值 升级自身属性 游戏中和魔塔很多相似之处有商人商店 有红蓝黄钥匙开指定的门 不过地图是需要你自己探索的 画质如图 几乎全程都在探索过道房间和开门打怪中度过 可能有点枯燥 但是总有一种好奇和未知感让我不断前进 从一开始萌新“我x 这怪怎么打得死”到后面上手之后“哈哈哈哈一群垃圾”心态的转换 感受到自己强大的操作 就很爽 喜欢近战操作和魔塔的玩家一定不要错过!!玩通关后真希望有50层 还没好好秀操作呢就结束了 下面我讲一点攻略 给后来的玩家 [u]推荐当你绝望的时候再来看[/u](其实我刚进去玩第一层的时候就挺绝望的。。死了大概10次T T怀疑人生 1.属性优先升敏捷 高级武器对敏捷有要求 怪物掉落的武器无法拾取 只有个别背包会出 2.踹脚很多时候比平a好用 速度快 3.最远距离开门 鬼知道门后面有什么 4.进门前观察地面和天花板 5.近战游戏solo 先出刀的一方80%先死 6.去下一层后最好找个最近的复活点存档 7.留两块石头在身上 或许后面有用 8.左右格挡并没有什么卵用 较难触发 9.后撤技能(瞬身技能)要好好利用 1s无敌 10.死亡后会叠印记 每层印记会给所有怪物提升 可以用经验祭祀消除印记 11.资源是够的 可以随意点用 好吧血瓶还是不太够 节约点 12.每种武器有不同的连击combo 伤害差不都多但更炫酷 下面是针对各个怪物的击败方法[u](实在打不过再看哦)[/u]: 排个名次吧 No.14拳师 没什么可说 底层却给了个这么炫酷的名字 因为他们有老大 NO.13修理工 小老头只会乱砍 NO.12棒球仔 攻击距离比修理工远而已 NO.11蓝盾 只接受打左脸 右脸死都不让碰 攻击距离同修理工 NO.10双刀猴 初期直线连砍 后期西天成佛拿斧子 筋斗云啊乾坤斩什么的都会 旋转跳跃我不停歇 NO.9腿早已被前面通关的玩家踢弯女 后撤 旋转斩 防御 游走 后撤 旋转斩 算好旋转斩过来的距离 边缘ob就好 NO.8单刀婊 会闪避侧身刺 正面3连刺 突进刺 喜欢站门后面 NO.7锤哥 进攻姿态有霸体效果 最好别正面刚 等他防御姿态上去踢他 砍一刀就溜 NO.6锤锤猪 擅长小跳锤连击 距离刚好和后撤一样 意味着你每次后撤 就会被锤 如果你一直选择后撤 那你会被锤到死。。要用加速后退 而不用后撤来躲避 NO.5毛毛 普攻是左右后撤突刺 距离较远 需要在他普攻到最远点前一点起刀 连击到死 NO.4剑姬 所有平a带突进 且是横斩攻速快 还有突进斩(等于1.5倍其他角色突进距离 正面几乎必中 正面刚没赢过。。 秘籍(最终奥义):[spoiler]引怪仇恨后R锁定目标 往安全的来路快速后退 直到锁定消失 怪物仇恨也会消失 这时他会往回走 你就可以看着他的屁股微笑了 需要小碎步接近 注意锤哥不会受背杀 你需要算好攻击距离 不触发背杀的情况下砍到他 循环这套奥义 还有谁??祝各位偷鸡愉快[/spoiler] NO.3镰刀女(单刀婊双刀猴一脉) 双刀横斩 闪避斩-边缘ob 瞬身斩-往一个方向加速跑 注意打boss喝药加防御的 NO.2赛亚人(拳师一脉) 后撤上步拳 突进连拳 格挡-老规矩边缘ob 和打毛毛一样 龟派气功波-左右横移即可 NO.1大屌鬼(棒球仔修理工剑姬一脉) 横斩 前冲五连捅-左右闪避 震地波-后撤出范围 NO.?双锤猪(锤锤猪一脉) 雷神锤 突进连锤-? 我被打蒙了 靠bug 他站着不动让我打才过的。。 [b]总之 边缘ob后出刀就对了[/b] -------------------------------------------------------------------- 游戏小细节(和魔塔一样的一些密道位置):[spoiler]血迹从墙内流出 说明是隔间 可以打开那面墙 有的石门不会显示F 但可以打开 具体记了两个: 4L通往5L楼梯处有面石门 可以打开 但我不知道怎么开 后面打开了的玩家麻烦留个言 7L第一个商店旁边红骷髅石门可以打开[/spoiler] 就这些密道 靠bug半透视找都找了我俩小时 贼累
It's not a bad game. If you're looking for fast paced combat you'll be disappointed. Take your time, plan and be patient. It's great for an alpha. The game has some serious potential to grow into a unique experience. So far the RPG elements seem to be fairly basic and the combat could feel a bit more fluid but as of this review it is only day two. I'm excited to see where this goes. I'm glad I have it and you likely will be too.
This game is pretty good. You wake up in an elevator and kill the first thing you see. sounds like a typical saturday night to me. Okay here's the actual review. So the combat is slightly slower than most games so if you dont like that it might make you dislike this game. The blocking mechanics are neat, you can block the left center or right side of your screen. You can make baddies stagger with a well timed block. The graphics are good even though most of the game is coridoors. I played the closed alpha build and it has went in the right direction so far. For right now in Early Access the game is a 7.5/10 For me.
Punch them demons! upgrade, level up, find more and better weapons, go from room to room punch more demons. Looks visually nice, fighting animations a bit stiff, but its an ok game, you can easily get a bit addicted. Try it out. https://youtu.be/A7UzdTdpx_s
The game isn't bad, but it feels like it's been abandoned. Just to warn you.
After playing through the demo, I was already underwhelmed and frustrated. I figured that it may just be an earlier build and the game itself was improved, right? I bought it on sale and gave it benefit of the doubt after my thoroughly ♥♥♥♥ demo experience. Nothing changed in the full game, though. Before I rant any further I'll list the game's positives in headers. [h1]Combat[/h1] From the hour that I experienced combined with the full game and demo, I did get some taste of combat - it's solid but unpolished. Dodging feels very nicely done. Using fists in a combo can be quite satisfying. Trying a new weapon (only found a kitchen knife) was refreshing as all the attacks and combos changed. I have to say though, the animations are sluggish and slow, like you're fighting every enemy underwater. It's very hard to get used to. Plus, the counter-attack timing is ridiculously precise. It gets to the point where you just get lucky if you ever try to counter, which you'll find isn't worth it when you're taking massive damage. [h1]Graphics[/h1] It's pretty standard Unreal Engine 4 stuff. The lighting and reflections are really nice though, and the motion blur kinda helps convey the ferocity of some attacks. Textures are pretty clear. You can see your character's body as you look down too. [spoiler](( NEXT GENERATION ))[/spoiler] Alas, I gave up hope. The positives end there, simply because there isn't a way, or at least a [b]FUN[/b] or [b]REWARDING[/b] way to progress. The first area is a corridor with about 3 rooms branching off and an exit guarded by some ♥♥♥♥♥♥♥♥ attached to the door with infinite HP. There's also a boss, absolutely no warning to it, that will likely kill you in 2 hits. I never got past the first area. My problem with this game is that it's unrewarding and ridiculously difficult, these two qualities do not mesh when making a good game. Why make enemies so ridiculously hard to beat when you can't even get some kind of hint towards progression or even a nice item? The first area just ends up being a loop in this way, constantly dying or, if you live, you can "level up" using "essence" from anything you've killed. Turns out that levelling up increases your power by a miniscule amount - you'll end up in a vicious cycle of going to kill the same enemies, levelling up, and then closing the game realising that there's no way to actually find enjoyment in this game.
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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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