
A dark fantasy RPG dungeon crawler, with challenging real-time tactical combat, a wide variety of spells, and a dark and brooding dungeon full of lethal enemies, sadistic traps, and mind-bending puzzles.
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Languages: English**languages with full audio support
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
4 hours in and so far so good. The game is fun and entertaining. There is a lot of depth and it is obvious heart and soul (sic) that went into making this. I am so glad I took the chance and got this. I urge you to give it a chance - it will be worth it. [Edit] 11 hours in and the game just gets better and better. I woke up this morning looking forward to playing. The levels are crafted with care and to me they are well balanced. Bravo!
Mediocre dungeon crawler. Starts off fun but then you realise the entire game is the same as the first 10 minutes. Bash attack to kill every enemy and as long as you are hitting them then they can't fight back. Has lots of spells but do not really impact on combat. Two "factions" which do not impact gameplay merely changing the attack and defence stat (the only two in the game). Completed in 6 hours with zero replayability, Not sure why they have a play for 100 hours achievement maybe you like to leave your game unattended for 94 hours.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is very well hidden and not spoken of, and I understand why. This game has unique controls for the type of game it is, and it has really well design levels. However it has a few falls that make it not as good as it could be. I don't usually do the pros and cons, but since this game is so hard to describe, I should just list what I liked and didn't. Pros: - Awesome unforgiving combat system. It's not your generic ARPG where you just right click an enemy and spam skills. You must think about your position relative to other enemies in a group, and avoid traps while you do so. - The skills are presented as artifacts, and they don't use MP or anything, but you do have a cooldown. This means that you must find the correct combination of skills that gets you through the various challenges the game presents you with. - Well designed levels with many secrets to find where you really have to use your head, but never over complicated to the point where you give up. - You can use the environment to your advantage, and enemy projectiles have friendly fire. [spoiler]You also get a skill later on that lets you summon walls anywhere, and allows you to crush enemies agaisnt an opposing wall if your angle is right, which is awesome.[/spoiler] - Although all of them linear and most just have you following the normal path of the level, there are some side quests that provide you with additional lore. - You have to do some inventory management and decide what is important for you and what is not, forcing you some times to really think out your playstyle before you throw out or level up an artifact you use. - The bosses are simple, but pretty cool. - For the kind of game it is, the playtime is pretty decent (about 8-10 hours if you're good at it). Cons: - The entire game uses the same tileset, which makes all the levels look same-ish. - There is a limit to using 6 skills at a time, which although it might seem to be to not make you overpowered, it really doesn't make a lot of sense as there isn't a single skill that has an inappropriate cooldown, and there isn't a single "kill-all" skill that I could find. I can imagine the playstyle being way different if I could use the skills I wanted, even if directly from the inventory. - All enemies are varieties of the same base 2 (except for the bosses) - there is a wizard and a knight. That's all. Every other enemy later on is just the same two previously mentioned but reskinned to different factions and races. - The game speaks in the lore of other places and races, but because the game is limited to a single dungeon, you really feel lost about what you're doing, and you don't have enough context to better understand what choices you'd prefer to do when you're presented with them. - There are only really 3 choices in the game if you boil it down, and they all seem meaningless. I have not finished the game with any besides "Neutral", but I can only imagine that it only changes the final boss. - The notes you find during the game add very little to the understanding of the plot. ========================================== It might feel like I have more cons than pros, but this game really is worth playing. The only reason I'm putting out these cons is because I wish there is a prequel or a sequel to this, and I hope they try to widen the horizons of the game. This isn't to say they have to spend money on better graphics, as I love the aesthetics presented, but maybe make a better world, maybe more open with more than one dungeon, that lets you visit the cities that are mentioned and face yourself the harsh world presented in the world, that is full of destruction and despair. I really hope the developers listen to this, and I look forward to hearing news of this game in the future.
It’s hard not to snicker when you see the goofy little character models here, especially once you realize the story is 100% serious. It’s like watching a Lego production of Macbeth. Kind of charming, though. Turns out, your lil’ Lego-looking guy is a real badass. You’re a legendary vampire hunter who was bitten during some kind of huge human-vampire war, and now you’re trying to take down their king before you turn into one of them. In order to do that, you can plan on about half exploration/platforming–not jumping, but avoiding traps, navigating moving platforms, opening hidden passages, that kind of stuff–and half fighting. They describe the combat as “tactical,” which seems like a stretch to me. Maybe it’s true in the technical sense that you could spin pretty much any course of action as a “tactic.” Well, here, you be the judge. This was my basic gameplan: The best thing to do is line-of-sight pull enemies one by one. Then when they chase you around a corner you just get in their face and attack as fast as you can, since they can’t counterattack with you wailing on them. That’s Plan A. As for Plan B, there are a lot of pits everywhere, and usually the enemies are insta-killed if you push them into one. At some point you get an item that can aoe stun. That’s pretty good on its own, but there’s also another item that can aoe knockback. You see where I’m going with this. When that works, it’s comedy hour. Or else (Plan C) just hang way back and plink away at them with fireballs. I guess those are all tactics, but they’re not very satisfying ones. Well, knocking guys into pits was pretty hilarious when it worked, I have to say. That was probably the best part. What did they expect, though? These enemies hit like a truck and your special attacks don’t have much punch. If you get swarmed by three or more guys you’re in deep trouble. That’s when the real-time tactical combat usually devolves into a chaotic melee while you run around and pray for your cooldowns to recharge. They never seem to give you quite the right tools to deal comfortably with scenarios like that, and a result I always felt like I was incentivized to game the system rather than play the game in-character. It’s not terrible, but going out of their way to call it “tactical” is like some twiggy guy walking around flexing in a tank top. It just draws attention to the shortcomings. The overall pacing is what saves the day here. It may not be perfect, but at least they keep things moving along pretty well. Like I said, it’s about 50-50 platforming/fighting. The platforming parts were surprisingly fun for a game like this. There’s this one section, for example, where you have to align a bunch of light beams all around this huge zone. It’s pretty intricate with all the various obstacles, yet manages not to be annoying, which was an impressive feat. They’re a little thin on variety, probably due to limited resources, but they mix things up enough that you don’t feel like you’re ever doing the same thing for too long at a stretch. In the end this is another one of those games where nothing in particular really stands out, but altogether it does manage to be a bit more than the sum of its parts. They were mostly on the right track, and with a bigger budget I think it could have been a lot more that it is. I’m still glad I bought it on sale, though. You can find more indie game reviews at [url=https://oddlittlegames.com] oddlittlegames.com [/url] or visit my [url=https://store.steampowered.com/curator/34514756/] curator page. [/url] Thanks, and enjoy!
The world is at its downfall as nearly the whole population has fallen to vampirism. Villages destroyed, people dead or turned, you're the last remnant of the Grey Watch, seeking to destroy the vampire king in his own dungeon. Or is it his dungeon after all? Immortal Darkness: Curse of The Pale King is a pretty decent game, which I underestimated at first due to its simple style graphics. You start off just with your sword, killing the first enemies in melee fights while trying to avoid any damage as you don't have healing potions. However, being infected yourself, you can drain life from the slain corpses, which in return increases your level of evil, bringing you ever closer towards turning into a full vampire with no way to recover. As you venture deeper into the dungeon, you acquire more and more spells, as well as useful items and potions. Your powers grow just like those of your ever stronger and numerous foes. You have to fight cautiously and dexterous, trying to avoid the attention of whole enemy groups. Dodging ranged spell attacks is an essential part as well. There are many hidden secrets to discover if you keep your eyes open and manage not to haste around blindly. Some of them require some thinking, but most are based on timing and dexterity. I must say I'm surprised about how much fun it is to play this game and how satisfying it is to find the secrets and complete the levels. The balancing seems just right and there's a wide array of spells and items to customise your own fighting style. You will have to decide which of these to keep over time, as your spell slots and inventory are limited (the latter can be increased with bigger backpacks though). The controls are simple (left-click-hold to move, right-click to drain life, 1-6 keys for spells and Q-E for item quick slots). The game has a limited menu with only little graphics options (basically just windowed/fullscreen with a fixed resolution as far as I can tell - at least you can't choose one), You can save at special shrines only, which causes you to respawn there if you die, with everything reset to the state at save time. So far, this hasn't been a problem to me, it just makes you play with more caution. In summary, the game seems to be a hidden gem which positively surprised me the more I played. If you like dungeon crawlers with a more intelligent gameplay than just click-killing hordes of monsters (Diablo style) and are into hidden secrets, dodging and avoiding traps (like in Hammerwatch), you may very well enjoy this game. The price is really fair in my opinion, so I give a clear recommendation to get this game.
So far so good! It's a vampire themed hack and slash rpg, with a good feel to it. It's definitely got some Legacy of Kain/Soul Reaver influence but it also reminds me a little of the dark crystal and lord of the rings. The 3d art is pretty good, and the 2d art is GREAT looking. I'm having a good time so far. I have only minor complaints: 1. I'd like to be able to have the option hold down the basic attack button to keep swinging my sword instead of hitting it for each swing. This would be a huuuuge quality of life improvement. 2. Sometimes it can be hard to see traps because of the fixed camera or the fact that they are the same color as the general dungeon. Kinda annoying as a gameplay thing, but kinda makes sense as far as uh... traps go.
You won't die right away in this Lego-esque vampire dungeon hack n slash - but will you survive the seductive lure of your own ever-present blood hunger? The atmosphere and spell effects are righteous. The developer has ever so quickly responded to community feedback, and the game now has full controller support - and it's controller support that works like a dream, too. What's not to like? This is a great little game -one that can sneak up and surprise you with it's single grain of plodding long term challenge.
huge version of the dungeons in the original zelda game with added stuff to navigate! i liked it, although the look of each level is similar, the game itself is pretty fun. I played with a steam controller and had no issues, i've read some people having problems with keyboard setup, so i'd recommend using a controller.
Best side game ever...just remember; save often. Death happens when you least expect it.
Immortal Darkness is a hidden gem. Agreed with all the "recommended" reviewers about it being a fun RPG dungeon crawler. Thou I would like that I can trade/sell some items ( like Spells ) I don't need/want that take up space since I can't "switch over" items from my bag to the chest to use what is/was in the chest ( like health ) You can't click to use items straight from the chest, have to delete items to make space. Everytime I save game, it has 2 file ( GDS and Backup ) So if I save 10 times I'll end up with 20 files on my local folder. No blocking is not a big deal to me. I can run around to dodge. If you don't mind what I've mentioned above, you should give this game a try. ( edit the part I can't move items around. ) I was watching one gameplay ( cos I can't find the all the captive on level 6 ) and saw the player able to switch things around but with mouse click. So my guessing is you can if you play with KBM but I am not able to do it with controller.
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