
Guild of Ascension is a Tactical-Action-RPG with rogue-lite elements, mixing turn-based combat with real-time action combo system. Craft weapons, learn skills, befriend critters, encounter bizarre creatures, and fight giant Bosses in your Ascension of the Tower!
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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, Japanese, Traditional Chinese, Portuguese - Brazil
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
Awful pc controls, beginning with a starting options screen that doesn't even fit on the screen, and doesn't respond to mouse clicks, so if your monitor isn't the right size you get to guess what settings you are fixing. But it doesn't get better from there. The controls are not pc friendly, its clearly built with consoles and steam being an after after afterthought. clunky and obnoxious to navigate. And all that would be forgivable if it was a decent game. it isn't. The "real time" aspect is used to hide the fact that the strategy aspect is so poorly done that the game would be laughable without making button mashing a thing instead. This is a strategy game in the vaguest sense of the word only... its a button masher on a grid pretending to be a strategy game. At no point do you feel like your mind and tactics are challenged, only your button pressing memory and combos... like a fighitng game without the pesky skilled opponents!
tower 1 was fun.. but after reaching tower 2 the game ends.. it is not possible to complete tower 2 like WTF!!??
Boring game, same enemies, same bonuses every floor, you got all your stats reset between floors. Bosses are dull and beyond easy level. Plus you got a bug when sometimes if enemy counter proc, at your first hero turn, then next turn starts immidiatly without thinking phase. Cant tell you how frustraiting it is. Oh and if you are going top boss room without spending exp, you'll get to choose if you want to fight the boss or you want to spend your exp points, and when you choose to spent points, you get fatal error. And did i mention game doesnt save you midlevel? no? well thats quite everything you know to understand why this is still and early access game and you shouldn buy it.
Le jeu est sympathique. La tour m'a fait penser à Azur Dream mais le jeu n'a rien à voir avec ce dernier. Graphiquement il dégage quelque chose et les combats sont assez fluide et tactique. On prend plaisir à parcourir les niveaux. Il existe 3 catégories d'arme, épée bouclier / masse / arc. En avancant dans le jeu on débloque de nouvelles armes d'une de ces catégories. Cela se fait par palier de 3 lvl, un set d'arme débloqué par étage monté, J'aurai aimé + versatilité dans le choix des armes, comme une lance, une arbalete, une double lame etc... Car on se retrouve trop vite limité dans le gameplay et ca devient repetitif. Je joue généralement un mec avec la masse et un avec l'arc. Le set épée + bouclier je le trouve pas franchement utile car la masse fait en mieux avec + de degat. On obtient aussi des colliers qui nous donne un bonus de stat avec un privilége (systeme de don qui permet d'avoir des effets ou des bonus sur les stats). La aussi y a pour moi un probleme... les derniers apportent un meilleur bonus de stat du coup, bah pas de personnalisation de ce coté, on prend la dernière. J'aurai bien vu un systeme de transfert de privilege par collier debloqués, ainsi on bénéficie des dernièeres stat tout en choisissant un don de depart parmis les débloqués. On a aussi un equipement appelé trousseau qui est une sorte de sacoche qui nous permet de stocker plus de viande / fiole de ressurection, le trousseau nous apporte aussi un bonus de gain d'xp. De ce coté pas de personnalisation, on prend le dernier et c'est tout (bah vi c'est le meilleur). Enfin on a aussi un animal qu'il faut trouver, le pet apporte alors un bonus pour la tour (gain de % thune, ajoute de 3 viande de soin par aventure etc...), je n'ai pas trouvé cela transcendant. J'aurai préféré en plus du bonus avoir le pet pendant le combat qui agirait de lui même ou alors qu'il interviendait selon plusieurs facteur un peu comme une invocation, le pet gagnerait en lvl. Cela le rendrait plus intéressant et offrirait une meilleur personnalisation. Enfin, le jeu est assez court dans son ensemble 9 étages, c'est un peu léger. Je critique beaucoup, mais le jeu reste bien d'où mon pouce bleu et son prix reste abordable. Le jeu aurait pu cependant être beaucoup mieux d'où ma critique.
Guild of Ascension é um roguelite bem tranquilo à primeira vista daqueles que você começa achando simples, quase bobinho, mas logo percebe que esconde uma dificuldade surpreendente. A estrutura é direta: 9 andares divididos em 3 biomas, cada um trazendo seus próprios desafios, inimigos e chefes. O sistema de armas é simples, mas funcional, com três tipos principais que recebem evoluções, além de alguns acessórios que permitem montar builds interessantes. Os bosses são divertidos, bem pensados, e dão aquela sensação gostosa de progresso quando você finalmente derrota cada um deles. O jogo inteiro tem uma simpatia contagiante. Mesmo sendo claramente um projeto de baixo orçamento, ele tem carisma o suficiente pra te prender por algumas horas sem esforço. A única parte que realmente deixa a desejar é a sonoridade, que poderia ser mais marcante e dar mais vida às batalhas e ao ritmo do jogo. No fim, Guild of Ascension é uma pequena surpresa: simples, divertido e com mais profundidade do que aparenta. Ideal pra quem gosta de roguelites leves, mas desafiadores na medida certa.
A little bit thin, but I keep playing so it's doing something for me! The short turn timers tilt the game more into action than tactics for me, but it's pretty satisfying when you do manage to execute a plan.
Good points : Game is pretty good, the art is amazing and it's a cool mix between strategy and action. Not too heavy in strategy, allowing for relaxing rushs, not too heavy on action so I don't fell dumb smashing buttons. Ennemies variety is interesting. Bad points : I feel like sound design is missing a bit of love, especially around feedbacks.
Nice idea, but not enough meaningful content I enjoyed my time playing this, but the repetitive nature and lack of content makes this a: 'wait for a sale' game. The gameplay is similar to tactical turnbased games like "Into the Breach" or "Advance Wars." But what makes this game unique is that you only have ten seconds to plan out your moves, and then you actually control the character for x amount of time either moving, attacking, charging your shields (called dodge in this game, but it's really just like shields) or more typically, a combination of all three. There are also special attacks that can attack multiple enemies in a row, etc. You can use the environment on the map as well to trigger attacks, or push an enemy onto a spike floor. There are also synergies to be had, and there are a couple different ways you can plan your run. The levels are somewhat like The Hand of Fate, in that there is an overhead map and you search for a key and the boss. There are shops along the way, and random areas. You can finish the level once you find the key and the boss, or you can try to clear out other rooms in a risk/reward type play as the rooms get filled with more enemies with every step. So far so good, right? Well, yes. But that's kind of where it ends. There are weapons you can buy (It says craft in the description, but you are not gathering materials, you're simply unlocking them and buying them) but the weapons are doled out one per level. And the only difference is a +5 dmg buff, and a +2 crit. buff. The next upgrade is the same. And the same thing for the next 8 levels or so. Now, add that to the fact that the enemies scale up, and... well, you can guess what happens. The same exact gameplay for every single level. OK, there are three biomes, with some different items and different enemies sprinkled in, but you are basically doing the same thing over and over. "befriend critters" and "learn skills" are dubiously the same. Befriending a critter involves finding one in a random room, making it available for purchase in the town. Learning skills? There are only 4 skills per weapon (and only 3 types of weapons) that you start with and end with. We're not talking skill trees, or Diablo-style customization of equipment and build types. Overall, the description over-hypes the game. The game is fun, but it's shallow. Additional heroes, weapon types, a choice of skills, more environments, or some sort of variety would have greatly enhanced the game. Into the Breach has a bunch of different teams, each with a unique feel. If this game had taken that extra step, we could've been looking at something special. As it is, the game has a good idea, nice graphics, and fun gameplay, but it's not something that you'll be playing for more than a couple weeks. Pros: + Fun gameplay + A unique system that requires quick thinking + Some good synergies and combos that are fun to discover and use Cons: - Not enough depth in terms of levels, items, heroes, or skills - Poorly implemented weapon/ item system that simply scales along with the enemies - Doesn't live up to the game description. Overall score: 8/10 - Because I enjoyed the game, and not every game needs to last 50+ hours. But it's up to you, depending on how much you want to stretch your dollar.
Bon jeux, mais trop court :( fini en 11h Les mécaniques sont très sympa la difficulté me semble un peu juste j'ai tout first try sauf le boss du monde 2. j'espère qu'il y aura une suite
so many bugs, i got the game on a discount but its hard to play when 60% of the ui doesnt work
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