
What could be scarier than a massive dungeon-tower infested with skulls, ogres, and dragons? That those same monsters ride the largest multinational in the world with it. You know; business is business.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Spanish - Spain
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
Themes across 44 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
Un juego muy chulo, divertido, y entretenido lo recomiendo
De primeras si recomiendo el juego. Y si has llegado a leer hasta aquí, argumento. De momento llevo 8 de juego y no he pasado del segundo nivel. Tiene su historia y tendrás que estar pendiente de los textos. Luego la dinámica de ir mejorando con los objetos te invita a seguir peleando y no es fácil puedes morir fácilmente. No todo es perfecto y algo que me ha costado es las teclas, sobretodo la combinación para coger los objetos, esto me ha pasado con el mando y salvo que esté equivocado no se puede modificar. En mi caso contento por la compra, buscaba un juego que pudiera correr en mi ordenador (muy limitado) y tengo un buen juego para pasar largas horas matando bichejos y farmenado objetos.
Se nota que es un juego hecho con mucho cariño y aunque está bastante maduro tiene aún mucho potencial. Es una buena inversión para pasar un rato entretenido. El diseño de niveles y personajes es pura crema.
Absolutely brilliant game, played it on stream! Cheap for a rogue-like type game. So deffo give it a try!
Everything I mention below is "IN MY OPINION". [h1] The Good [/h1] [list] [*] It really reminds you of a Diablo-style game but is more engaging if you like sidescrollers. [*] HUD improved greatly on the UNITY version. [*] Lighting improved greatly on the UNITY version. [*] The well cave in the UNITY version looks way more interesting than older levels due to the increased contrast with the darker background and the colored lighting. [/list] [h1] To improve [/h1] [h2] Objective Things [/h2] [h3] Controls (Original Version) [/h3] [list] [*] Having to press ALT + UP to pick up an object works differently than other cases where drinking from a fountain or entering a door is just pressing up. [*] ALT to see what it is if you are interested. [*] UP to pick it up like all other interactions. [/list] [h3] Enemies (Original Version) [/h3] [list] [*] Slimes apply contact damage in situations where they can kill you unnecessarily. [*]example 1: Pit full of slimes due to having a generator nearby, you get blocked between them, you can't attack downwards to avoid this. [*]example 2: Slimes appearing out of boxes, etc. Consider eliminating this by giving them an animation to hit you, even if is a one frame animation, is enough. [/list] FIXED on the UNITY version! [h3] Other (UNITY version) [/h3] [list] [*] Missing map: Without a map players will get lost in the labyrinths like levels. [*] Scenario design: Levels are like labyrinths in the UNITY version. Levels are mostly horizontal in the original version. Combining purely horizontal or vertical levels with labyrinths would bring some variety. [*] I have collected too much money and I can't find anything permanent to spend it on. Not all players are going to buy perishable items that give +5% or +10% for a short period of time. Statue bonuses are also temporal, consider to make them permanent since they cost every time more anyway giving you a way to spend that money. [*] Dynamic lighting: Make lighting torches meaningful by making the scenarios darker in areas where they are not lighted or remove it. [/list] [h3] Subjective things [/h3] [h2] Movement options (UNITY version) [/h2] [list] [*] Modernizing movement options is a way to separate the game from its ancestors. Sure it will make the game easier, but whatever, it will also be more fun. [*] The player can't crouch and walk at the same time. Consider this. There are situations where you would like to move one step to attack static enemies. [*] There are situations where being able to jump to a different height might allow you to walk underneath enemies increasing the amount of possibilities for tactical positioning. [*] The dash could be another normal attack even if it doesn't go that far. [*] There are no vines or ladders. [/list]
It's incredibly basic, even for an early access game. I might come back to it in the future, but currently I have no plans of playing this any longer than I already have. The combat is not all that fun, you just walk up to enemies and mash the attack button until they die, sometimes they drop loot, but it's almost always the exact same thing you've already picked up already so there's nothing to look forward to. Strangely there isn't a downward attack option when you jump, despite enemies often being below you, also they give your character a shield but no way to actually use it to block attacks. If they ever improve combat I'll likely return to this game.
El juego está incompleto y el desarrollo ha sido cancelado
Very fun and challenging, even being in early access you have game for a while because I've only been playing for just over 1 hour and I open it every day to enjoy it. One of the hack and slash that I enjoy the most for its easy controls, progression without overwhelming you and above all compatible with gamepad which is very much appreciated at least in my case, Congratulations to the developers and please do not stop giving so much love as so far.
Juego cancelado, No vale la pena ni regalado ya que se puede jugar muy poco y quedas en la nada mismo.
Juego en acceso anticipado que compré y al final cancela el proyecto tras años sin hacer apenas nada, no lo recomiendo..., fui jugando trozo a trozo a medida que lo iba haciendo, con la particularidad que cada vez que actualizaba el juego se borraba la partida y ahora para al final nada..., ni a 1€ lo recomiendo...
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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