
I Am Overburdened is a silly turn-based roguelike full of crazy artifacts and a "hero" who has 20 inventory slots.
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Languages: English, Hungarian, French, Danish, Romanian, German, Spanish - Spain, Polish
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Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Great game that I spent 32 hours on trying to get all the achievements. Enjoyed every hour of it. It has a lot of RNG elements to it which may or not be your kind of thing, especially because some runs will be impossible despite having a good strategy. I didn't mind it since each dungeon only takes about 30 minutes to complete if you make it to the end. It's similar to Tower of the Sorcerer, Drod: RPG and DungeonUp. The biggest differences are that you can't go back to previous floors. Also the plenty equipment slots make for a lot of replay value. Some artifacts work really well together and it feels really nice to be rewarded with amazing equipment.
Fun game for the price, especially on sale. Took 8.1 hours for me to beat the first time, which unlocked Nightmare mode. EDIT: Nightmare only increases your addiction. it's ok tho
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Hours played at review time, across 40 reviews with recorded playtime.
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This is a classic example of a rogue-like game. It's also quite minimalistic, which is actually quite nice. It's incredibly easy to get into and understand, but the amount of items in the game make it a new experience each time you enter the randomized dungeon. You need to make decisions based on greed outcome/rewards, and try to understand how all the items can interact with each other, so that you can make a really OP character. The game is essentially turn-based, and very simplistic combat, and yet, even though it's very simple, it's a very enjoyable process, that has me keep coming back for more. In terms of the negative, the final boss is a bit lame. It's just excessive HP and damage, so it really just requires a near perfect run to be able to win (especially on nightmare difficulty). For example, I had an awesome run on nightmare, got to the end with full health and a full inventory of items, and got literally one-shotted (I'm still not sure how). However, I'm still excited to play, and want to beat it. Another negative, which almost makes me want to downvote this, is that the game is too heavy on the RNG, to the point it basically feels like pulling a slot machine to see whether you have a chance this run. Realistically, a lot of how the run ends up depends entirely on luck, rather than skill/strategy. For example, I had an amazing run, fully awesome gear, tons of defense and HP, and it seems the end boss has a chance of a crit that kills you in one hit. So basically, no matter how well you do, it's a slot machine pull, which is just bad development. UPDATE: Now that I've done everything in the game, and I'm just trying to beat it on Nightmare, I can safely say the RNG is stupid. The really don't know how Nightmare mode got through playtesting. You can do everything perfectly right, and it's still just a slot machine as to whether you get the items you need. To win Nightmare, it's not really about skill, and is entirely RNG based, so you just have a 0.01% chance of being able to win. When you die, you start over, do all the same things you did last time (and every time before that), and just hope you get better stuff. It's a bad way to build a game, and ends up ruining the fun. Negatives aside, it's a really fun rogue like (aside from Nightmare mode), and also quite encouraging for me as an aspiring game dev, to see something so simple, with such great execution, and with such good replayability.
A very simple game, the mechanics are very straight forward. damage is calculated in a set way, health works exactly as you think it would, and crits double the damage (base damage?). luck plays a factor in all rolls that luck would matter in - including the occurrence of hits and dodges. higher speed goes first. and the items speak for themselves on what they do. hard mode only does one single thing - reduce your initial stats, and you have to compensate, which may seem easy it really isn't. and throughout the entire game, everything that happens was your choice from start to finish. the only thing i couldn't figure out was how defense was calculated for damage. one would think that 26 defense to the guys 14 attack would net the usual 1 damage to you, but you take 2. totally worth the 5 bucks i paid for it, easily compatible with a controller too.
Маленький и клевый рогалик для тех, кому неохота тонуть в глубинах контента. Что-то вроде Dungeons of Dredmor, но проще и казуальнее: вам не нужно будет закапываться в луте и заниматься сортировкой инвентаря с мечами, жезлами, стрелами, ингредиентами для крафтинга и 372 видами грибов. Вам не придется думать, что прокачивать и как сочетать различные классы и скиллы — прокачки как таковой здесь нет вообще, а некоторые умения дает лут, но они пассивны или активируются автоматически, хотите вы этого или нет. Боевка тоже максимально проста и пошагова: кликнули-ударили-получили ответку-повторить. Вообще, если что, I Am Overburdened — не РПГ, а скорее паззл. Каждый случайно сгенерированный уровень подземелья вы видите целиком на одном экране сразу, как спускаетесь в него. Вы заранее оцениваете позиции монстров, лута, зелий и прочего добра и на основании этого планируете свой путь по уровню. Например, сначала вы прорываетесь к артефакту, чтобы поскорее получить плюсы к характеристикам, а потом сражаетесь с сильным монстром и, потеряв на нем жизни, только после этого подбираете лечебное зелье, ведь оно выпивается автоматически. Глубокой тактики не ждите, но какой-то простор для маневра все-таки имеется, особенно на поздних уровнях, когда артефакты становятся интереснее и уникальнее — их тут больше сотни, и всегда приятно находить новые, на практике изучая, как они работают и сочетаются друг с другом. При этом монстры тоже становятся сложнее и получают какие-то собственные умения, поэтому количество вариантов развития событий увеличивается с глубиной погружения и эта прогрессия увлекает. Самое главное: как и в каждом уважающем себя рогалике, здесь очень велико влияние рандома и от него зависит гораздо больше, чем от скилла. Среди артефактов есть откровенный хлам, который может больше навредить, чем помочь, а уровни могут быть как и завалены лутом, так и не содержать в себе вообще ничего полезного, что на высокой сложности испортит вам весь забег. Но сбалансировано это неплохо и редко ощущается несправедливым — лично я обожаю такой рандом. Играется все это весело и задорно, выглядит симпатично и позволяет приятно скоротать обеденный перерыв за 1-5 ненапряжными сессиями. С аддиктивностью и желанием начать заново «ну еще один разок» тут все хорошо — я за пару лет набегал 24 часа и мне норм. Совсем не плохо для 30 рублей или сколько там I Am Overburdened сейчас стоит.
GOTY
简约而不简单的好游戏 非常适合杀时间 就是实在太看脸了 而且每次失败的游戏并不能给角色带来属性上的提升。 所以我玩不下去了
Jó ez itt!
I pirated the game to see if it was any good. Well, it was so good, I not only bought a copy for me, but for 5 other friends because I wanted them to experience the greatness this game has. This is a traditional "Rogue" game. You have health, you pick up items and gear along the way that make you stronger (or weaker) and you progress through dungeons. If you die you're dead for good and you need to start over. The simplicity of the game offers you something you can play if you have 5 minutes or all day. IaO is much like BoI where the items you get on a run can make or break the deal. It's random so you will have bad runs (where you die in the first room), and you will have good runs (like when you kill everything in 1 hit because of good RNG on items). IaO also has that "just one more run" urge that resonates with you when you die or are just not playing. This game has loads of replay value for the price.
WASDキーで移動するだけのシンプルなローグライク。雰囲気的にはDesktop DungeonsのRPG要素を濃くしたような感じです。が、個人的にはオススメできません。理由は以下の通り。 ・99%運頼み 「半分運頼みのゲームは良いゲーム」というのは私の持論ですが、本作に関しては99%運頼みです。ほぼあらゆる要素がランダムなので頭を使う隙がまったくありません。最適解しかない。極端に言うと、プレイ開始時にクリアできるか否かが決まっています。実際5回プレイして2回クリアしましたが、いずれのプレイでも選択肢をミスった覚えがないんですよ。そして死ぬ時は1階で死ぬ。うーん? ・ゲーム性が薄い 本作のゲーム性は装備品の取捨選択にあると思うんですが、ゲーム中に拾える装備品の総数が少なすぎて選択の喜びや苦しみを味わえません。また、「絶対に取っておくべき装備品」というものもあり(アヒルとかユニコーンの角とか)、それらが出たら有無を言わさず選択するしかありません(たぶん)。アヒルとかチート同然ですよ。しかし逆に言うと、この点をクリアするだけで「良いゲーム」になる可能性はありますね。 ・位置の概念が活用されていない 「攻撃した敵を飛び越える」とか「壁をジャンプ/破壊する」とかはあるんですが、もっとあった方が良いと思うんですよ。例えば「攻撃した敵を1マス押す」とか「上から攻撃するとダメージボーナスを与える」とか。未踏破のマスを不可視にしても良いかもしれません。現状ままだと本当に頭を使わないので…。 ・メッセージが1秒で消える 装備品の説明以外、750ミリ秒くらいで消えます。どういうわけかエンディングすら一瞬で消えます。意味不明です。 ・フォントが読めない そもそもフォントの解像度(?)が低すぎて読めない文字があるんですけどね。気分はWordleです。 実は数年ぶりにアップデートされたようなんですが、どうなんでしょうね。 https://store.steampowered.com/news/app/690560/view/4775507625178747015
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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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