
Gunnhildr is a narrative shooter set in a Norse-inspired sci-fi world. Defy the gods and give Niflheim new life through fast paced first person combat in an ever-changing world full of powers and stories to uncover.
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Languages: English**languages with full audio support
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Awesome game, plays sorta like a scifi Binding of Isaac, really cool, high difficulty curve at the start. Unique about this game - Weapons have infinite ammo, but can overheat, in order to reduce heat you need to jump and dash, sort of a "Move or Die" type mechanic which keeps things fast paced. Really awesome Idea, and something that makes it stand out amongst other games of the genre.
For an Early Access game, this already has a depth of story, dialogue, and gameplay that is intriguing and entertaining. I might not always have the controls down yet (dash to cool down is all well and good until I'm surrounded and agitated and don't remember how to click the buttons), but I am driven to get better at this. Fairly generous drop rate of items and power ups, so there is always something new to consider. I genuinely feel like this deserves consideration from anyone watching the trailer and wondering, "hmm, is this for me"? It is also wonderful to have what seems to be good support for 32:9 screens natively! The number of settings within the menu is also nice to see even in Early Access: with the right rig, even Fantastic graphics settings flow smoothly. Nice job, RatDog! Excited to see where this goes from here.
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Hours played at review time, across 25 reviews with recorded playtime.
I still haven't beaten this game yet, but I'm hooked. It's not perfect by any means, but when it sings, it sings a beautiful, siren song. The weapons feel good, and each run sees you trying to assemble a play style that you enjoy, or salvaging your luck and making due with the circumstances, making an interesting challenge. There's a bunch of hidden stuff to look for too! Overall, it's worth the time and money to investigate this hidden gem
I played Gunnhildr on stream with one of the developers in the audience. We had a great time chatting about the game, and laughing at my lack of skill at it. Gunnhildr is a roguelike first person shooter with procedurally generated levels, enemy layouts, gun drops, and weapon/player upgrades, all dressed up in a unique sort of techy Norse mythology skin. It's somewhat like a cross between Doom and Binding of Isaac, and takes inspiration from a lot of well known entries in the genre. I can't speak for how much content is currently available in the game, as I wasn't able to make it past the first miniboss, but even in its current state of Early Access, there is a large variety of player and weapon upgrades that affect the game in fairly major ways, a small arsenal of weapons to choose from, and enough unlockable upgrades to last a player for quite a while. The developers are always working on fixing bugs and adding new features, and post regular updates on their public discord group, which they also use as their main development channel. If you're interested in seeing the development process of the game, that's the place to be! Personally, I found Gunnhildr to be rather difficult. My skills at aiming with the mouse in most first person shooters in general are not great, but combined with the lightning fast movement speed, emphasis on constant use of movement abilities, and the pinpoint accurate weapons currently present in the game, it was very hard to be effective at everything at the same time. I would do alright against a couple of enemies at a time, but any time I entered a large room that contained more enemies, I was only able to avoid taking damage when I had some of the more overpowered upgrades that allowed me to clear the entire room quickly. A single shot from an enemy seems to deal about 50 damage to your shield, with melee attacks dealing slightly less. After your shields are depleted, any amount of damage will kill you, but it doesn't appear that damage that removes your shield carries over to your health, making the game feel a little bit like Sonic, in the sense that as long as you have any number of rings, you'll have a second chance to get back into the game. That being said, the only way to regain your shield is to clear the room and use your currency to recharge it, or to do a special finisher move on a stunned enemy. Enemies only become stunned when you hit them in their weakpoint, which is a small white power core on their chest (in the case of the large berserker enemies, it's on their back, and the small melee enemies don't seem to have a weak point). Much of the time, enemies hold their weapons and arms in front of their chest to take aim at you, so getting a shot on the weak point is no easy task to begin with. Once it's done, you have to enter the special finisher move by hitting the melee button while looking directly at the enemy. If you're not looking at the right spot, you'll do a normal melee attack instead, which usually ragdolls the enemy and removes them from their stunned state, wasting your chance to get your health back. You're also able to accidentally kill them, dash into them, or have them die to an environmental effect before you get your special move off. After all that, if you're lucky enough to successfully get the finisher to work, it rewards you with a measly 10 shield energy, meaning you'd have to perform the move five times before having enough shield to block a single shot! Do take my notes above with a grain of salt. As I said at the start, my skills in first person shooters in general are not great. I'm sure more experienced players would have a much easier time dealing with the situations presented in this game, but I think it's worth taking a look at the game from a casual side as well. I think much of the frustration I had could be mitigated by a few changes to the finisher move, such as moving the weakpoint to a location less obstructed by the enemy's geometry (such as their head, a fairly typical "weakpoint" location in most shooters), making it more difficult to knock enemies out of their stunned state, and increasing the detection area for finisher button presses around the stunned enemies. In the end, I had a good time playing Gunnhildr, and I'm sure other players interested in FPS roguelikes would have fun with it as well. I found a few technical hiccups during my playtime, such as an enemy spawning on top of the level geometry, but overall the game ran quite well. I'm sure things will only improve as the game continues its development!
Gunnhildr ist ein Meisterwerk und für mich ein Meilenstein der FPS-Roguelike-Geschichte. Ein Phänomen und auch ein Phänomen, dass es scheinbar völlig unbekannt ist. Wer Spiele wie „Battle Shapers“, „Robo Quest“ oder „Deadlink“ kennt, findet hier seinen vermeintlichen Vorgänger, der bereits alle deren Spielmechaniken hat und von einem ganz kleinen Entwickler-Team zu kommen scheint. Ein Hammer-Spiel. Ein ganz großes Lob und Dank an die Entwickler. Jeder Run beginnt in einem prozedural generierten Labyrinth von Räumen und im Verlauf des Runs verbessert man seine Fähigkeiten stetig weiter. Danach kommt ein Labyrinth aus Steinwolken, das ich aber noch nicht geschafft habe, zu Ende zu spielen. Viele verschiedene Waffen, Gegner, Verbesserungen. Super Grafik, intuitiv einfache und geniale Steuerung, schöne Hintergrund-Story, tolle ideenreiche Level mit vielen kleine Elemente, die jetzt hier aus Platzgründen nicht alle ausgeführt werden (wie Trainingsräume, besondere Gegner, Wegweiser durch das Labyrinth und so weiter). Super schnell, mit sehr viel Action und immer schwerer werdende Gegner. Leider wurde eine finale Entwicklung des Spiels offenbar irgendwann eingestellt. Das ist sehr schade. Zwei Kleinigkeiten fallen dadurch auf, die aber nicht wirklich ein Problem sind: 1) Zwischen den Läufen kann man sich permanent und stetig verbessern, indem man für seinen Charakter mit sogen. „halite“ Verbesserungen kauft. Leider wird meistens überhaupt nichts vom Vorgänger-Lauf übernommen und wenn, dann marginal. Das ist anders als im Spiel beschrieben wird. Dennoch aber kann man ohne Probleme hochleveln: Vor jedem Lauf erhält man eine kleine Menge „halite“, das man für Verbesserungen ausgeben kann. Man kann den Lauf dann sofort abbrechen und neu starten und erhält wieder „halite“. Dadurch ist man selbst ohne jemals einen Lauf durchgeführt zu haben zum Verbessern in der Lage und die hierfür notwendigen Ladezeiten für den neuen Lauf sind extrem kurz. 2) Es gibt kein individuelles Key-Binding. Das ist nun aber überhaupt kein Problem, denn die voreingestellten Tastenbelegungen sind genauso wie von anderen Spielen gewohnt und ideal ausgesucht (und wer mit Controller spielt, sollte sich lieber eine Konsole kaufen und vor dem Fernseher spielen. Der hat mit PC ohnehin die falsche Plattform gewählt). Gunnhildr und das zugehörige Entwickler-Team muss man unterstützen. Vielleicht arbeiten sie ja dann irgendwann doch noch weiter an diesem genialen Werk.
Whatever weapon you choose, shoot too much and it'll over heat. To cool it down, you must spam the jump button, hoping all over the place making it difficult to aim. Amusing and challenging. https://www.youtube.com/watch?v=xXSCEibxcoA
I love the idea of the game along with it's gunplay- but that's all the game has going for it right now. The voiceover is choppy, the levels are all mostly the same, and the game is ridden with bugs left and right that require you to just throw away a run to even try to play. Most progress triggers in the tutorial don't work, forcing you to manually skip sections of the tutorial via the pause menu. I look forward to what this game could become with steady development, but it's not worth purchasing yet.
Really fun game so far. Hopefully the devs get the support they need to add more content :)
This game is NOT BAD! It feels like a FPS version of The Binding of Isaac. The controls feel clunky and it makes aiming very hard. Don't get me wrong. This game IS FUN but I think it really needs some more work.
Video Review: https://youtu.be/nfIBQP2BLqI Gunnhilder an action rogue like set in a Norse inspired sci-fi world, from the developers over at RatDog Games You play as the protagonist Gunnhilder, an ancient warrior sent to beg before the gods, for a mineral called Halite is running out in Niflheim, leading to pollution and a dying world. She challenges the gods after they reject her pleas and is defeated, in retaliation the gods shatter the Bifrost, isolating Neflheim from Yigdrasil forever. The leaders blame Gunnhildr and lock her away for eternity in Niflhel, until a mysterious man named lucky sets her free. Gunhilder takes a lot of inspirations from doom and its well-known right off the bat. Fast movement, flick aiming, and even glory style kills. It tweaks it a little making your jump and dash ability's cool down your weapon allowing to fire more shots before overheating, forcing you into this fast passed rush around the arena while defeating the enemies. The weapons you have at your disposal are limited, including a pistol, shotgun, assault rifle, rocket launcher and grenades, but each weapon you will find gives special buffs to either the gun or yourself, or other weapons. So even though if the gun may have a lower DPS the buffs may benefit better. I didn’t catch on to this till about 2 hours into playing then I started to see the strategy in this game. Some down sides of the combat are in the ability to dash, dashing seems to be almost like a teleportation you can't see when you dash for a fraction of a second and I was easily turned around on multiple times trying to catch my orientation after each dash, also you can dash in to enemies to damage them but in some small hallways you can push them out of the area through the doors and walls. Usually they fix themselves but on multiple occasions it did not, soft locking and needing to reset and start the dungeon over again. After each run you will be able to keep a percentage of the halite you collected using it at lucky's pool for permanent upgrades. More health, dashes, keep more halite upon death and many more to help you along your journey. It seems you can cap some out and I don’t know if more upgrades are available after you escape the spirit realm as I have not made it out which leads me to the level design. The level design is your typical Rogue like game with multiple arena rooms you will fight in, and upon completion you will be given an upgrade stone to choose from a wide variety like health, weapon damage, weapon cooldown, and more. There are also split paths that will deviate from the main objective to find more halite, weapon upgrades, or trials, which I wouldn't recommend the trials, they are long winded and I still have yet to complete one. The arenas are not incredibly difficult when you are trying to reach the objective, but once you reach your destination you are meant to fight so many enemies that I still haven’t beat the first one and don’t know if there is more to the game after it. I have upgraded Gunnhildr’s health, weapon damage, and dash and still can’t seem to keep myself long enough to survive the onslaught. I won’t consider this a negative through because I’m sure people have passed this area and its more to do with my skill level more than anything of the game. All in all, that’s all I have to say about Gunnhilder I haven’t made much progress due to the difficulty, so I can’t add much to overall level design, due to only really being in the first area, but I have had a good bit of fun. I think it's challenging and puts your aiming to the test.
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