
A character-based shooter with roguelike elements, IRA celebrates the artistry of what shooter fans call “bullet hell”
Modeled estimate, not a reported figure. How we estimate →
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: Korean, English, Japanese
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
[quote]Just saying, but I do have a curator page. If you somehow like my remarks about games, you can find more of them here: https://store.steampowered.com/curator/44130985-TDP%27s-Gaming-Escapades [/quote] Take a good look at the reviews on this game's store page. See something that about 98% of them have in common? Yeah, few people have actually reviewed the post early access version of Ira, so new players don't know what the hell they are dealing with right now. That is what brought me to finally play this game, clear it from my backlog and write a review for it. Please do note that the review was written after multiple runs over about 4 hours of playtime, and not after finishing the game. You'll understand why as you read the review. [h2]Positive first impressions[/h2] My initial experience with Ira was positive; enough to make me want to come back and play it more as soon as possible, which rarely happens in my case. The sprite-based, 2D graphics of the game looks really good and the design of some emblems/icons looks great. The soundtrack is always pleasant to listen to, with the music for area 2 and the menu being my favorites among all of them. The gameplay was also very enjoyable as well. The attack method felt pretty clunky at first, but I quickly got used to it. It was really fun trying to match various equipment to activate set effects, or change between different bows to adapt to the situation at hand. However, as I progressed through the game, I noticed that the gameplay loop is becoming bland and repetitive. The game was simply starting to show me the cracks in its overall experience: Design decisions that were sucking all of the fun out of it. [h2]May I have some more health refills? PRETTY PLEASE?![/h2] The game is really stingy when it comes to health pickups. You can lose a lot of health really fast, especially since your HP is limited and all enemies do one point of damage, and the game rarely offers you enough refills to compensate for them. One might relate this to the general length of each run (about 1 hour) and the fact you will be going through the same bosses and patterns each time, making memorization crucial. However, I disagree as three gameplay features directly interfere with such assumption. First, the game adds new content on a per-run basis. Instead of making areas longer and introducing new types of enemies exclusive to each of them, Ira adds new enemies, rooms and items after each run, whether it be successful or not. This was done to help the game stay interesting, as you will be going through the same levels for hours in order to reach the game's ending, but it also means that you will run into new enemies as soon as area 1; a part of the game where you are in your most vulnerable state. Second, not all rooms in the game offer a lot of field to move in. Some of the rooms are really small, with traps scattered through them or having enemies present that can cover the majority of the field with their attacks. Third, the boon system is directly tied to the experience system. In order to get powerful boons, you need to kill enemies and level up. Which means you either need to risk it and engage with enemies as much as you can, or just head straight to the boss and maybe come back after beating them. However, I really cannot recommend the latter because... [h2]Here, DPS means everything[/h2] Unfortunately, bosses are designed in a way that your attack power defines whether you are going to have a good time against them or not. As I have explained before, bosses use the same patterns of attacks each time you meet them and at some point, dodging those attacks becomes trivial. This, combined with the fact that health pickups are not that common, means you'll just have to dish out as much damage as possible. And this has negative effects on the gameplay, because it changes its focus. You no longer need to have a balanced build and think about what boons and equipment you have; you just need to deal heavy damage. It devalues a lot of weapons and obtainable skills as those which cause you to deal damage faster and in a wider area are more beneficial. What's the point of having 150 weapons (according to the trailers) with different visual effects and traits when their only defining feature is their damage output on enemies and bosses? This also devalues other apostles' skills and makes them redundant. The starting apostle (Tif) gives you the power to stop time, and to enter a bullet time mode whenever you dodge perfectly. This means your enemy is either stopped in place or is slow, and you have the chance to dish out significant damage with your weapons while getting out of the harm's way at the same time. None of the other apostles' powers feel nearly as useful as hers. [h2]Literally no palpable sense of progression... AT. ALL.[/h2] In roguelike and roguelite games, you have something called Meta Progression. It's basically the stuff you unlock and get access to between runs. For example unlocking new skills, spending the currency you have accumulated, getting extra story tidbits, etc. They give the game a sense of progression, as not only player's past failures in completing a run allows them to get stronger and be better prepared, but it also it makes them feel whatever they did so far wasn't for naught. In the time I spent with Ira, it never did something like that. I just did one run after another, and the only thing I could do in between them were unlocking apostles and upgrading them. Which as I explained before, there's no reason to do it anywayYou can talk to the apostles you have unlocked there, but the conversations are limited and the devs have not used this opportunity to flesh out the world and the story. It also didn't help that Ira doesn't have achievements either! The game's genre leaves it open to have achievements that encourage players to use its mechanics more, or give some meaning to the their runs, yet the developers never capitalized on this idea. [h2]A series of other unfortunate design choices...[/h2] Sadly, the questionable design choices do not end here. Ira also suffers from other baffling choices when it comes to its game design; some even completely avoidable with a simple tutorial popup. The apostle challenges, where you get the required items for upgrading the apostles, are incredibly boring and repetitive. They just follow the "shoot at the thing until it dies" format and get reused over and over again, with little to no variation in how they go on. The challenge pillars are probably one of the most poorly designed risk and reward mechanics I have ever seen in a game. What they do is that they summon a maximum of 3 waves of enemies for you to fight, in exchange for a reward at the end. And guess what the rewards are? 1 point of HP refill or an urn with randomized contents. Why the hell should I risk fighting 3 waves of enemies for 1 HP?! But by far, the worst thing in this game is its lack of crucial explanations. The game never tells you that failure in upgrading your weapon has a chance of breaking and discarding it. The game never tells you what shrines (thief, sniper, etc.) do after activation. The game never tells you that some of the traps won't get deactivated after room clear and need to be manually destroyed. Imagine how furious I was when I first found out about the weapon break chance by losing my best weapon after trying to upgrade it. And this is without stuff that gets unlocked after beating a run for the first time. Apparently there's also a chaos mechanic that imposes debuffs on you, which range from minor to run-ending. So I'm very glad that I didn't get to that point or I would have lost my mind. [h2]TL;DR[/h2] Ira has all the necessary traits to be a great roguelite, yet suffers from some baffling design choices that suck the joy & strategy out of it. Such a shame, because I really like the presentation.
東方Normalノーコンクリアが精一杯な自分のレビューを。 ステージ2面の時点で相当厳しく、心が折れそうになりながら1面から繰り返しプレイしていましたが 序盤で最高レアの弓をドロップして火力ビルドを組んでからはごり押しでエンディングまで到達する事が出来ました。 本来楽しめる部分をすっ飛ばしてしまったと思います。 現在の周回要素は使途育成や未発見の装備埋め等ですが、1面~7面までのボスが固定な為 一番楽しめる部分は1周目クリアに詰まっていると思います。 キャラ、BGM、グラフィック、システム等はとてもクオリティが高いので 今後のアップデートの期待も含めておすすめです。
게임 너무 멈춤 최종보스 직전에 게임 멈췄을때 다 부실뻔
버그들이 많습니다 ㅠㅠ 3라 보스 끝나고 다음으로 넘어갈때 게임이 멈춰요 그리고 5라 보스에서도 멈춰서 결국 종료를 했습니다.. 게임 자체는 너무 재미있고 스토리나 그래픽 이펙트 모두 좋은데 버그만 수정하면 좋을것같아요 ㅠㅠ 그리고 강화무기 +1 이런식으로 붙어도 좋을것같아요! 1강화밖에 안되는게 아쉽 ㅎㅎ 하트가 맵 구석 기둥에 박혀서 안먹어지는 버그도 있음! 그리고 진짜 마지막으로 강화 실패하면 무기 터질수도있다는거... 꼭 적어주세오.. 터뜨려서 순간 멍때렸답니댜..
やっとノーマルクリア出来たのでレビューします。 ローグライクシューティングアクションとでも形容すべきゲームです。 7面構成となっており、各ステージのボスは固定です。 使途を成長させたり解放したりする周回要素があります。 使途は所謂ボムの性能を左右する他、パッシブスキルも付与してくれます。 また、敵を倒すことでレベルアップし、ランダムな候補の中からバフを選択するシステムがあります。 一周当たりのボリュームは2時間前後ですが、ゲームオーバーになってもすぐリトライしたくなる魅力がある作品でした。 <良い点> ・グラフィック、BGM、システム全て完成度が高く、きちんとした製品として仕上がっています。 ・Lスティックで移動、Rスティックで照準、あとは攻撃と回避の簡単操作でストレスフリーです。 ・基本的に美少女動物園。(イラ様、勇気の使途、鍛冶屋の爺さん以外) ・各ボスの攻撃パターンを覚えてノーダメ攻略できたときの快感。 ・ローグライクの醍醐味ですが、序盤で強武器や強レリックを引けたときの無双感は最高です。 <悪い点> ・ステージボスが固定。多少のランダム性は欲しかった。 ・7面で唐突にはじまるイライラ棒ステージがラスボスより難しい。(13時間かかった原因は大体これ) ・月光の弓が強すぎる。これ強化したらぶっちゃけ他の武器要りません。しかもレアリティ低めなので出易い。 ・エンディングの仲間の台詞が虫眼鏡使わないと読めないレベルに小さい。 ・雑魚的のバリエーションが少ない。ロケーションのバリエーションも少ない。 ・初期弓以外は矢が有限だが回復する手段は豊富なので、矢の数というパラメータが活きていない。 ・おじいちゃん若杉。 <総評> 全体的に完成度が高くオススメできる作品です。 シューティングは殆ど触ったことがありませんでしたが楽しめましたので、ローグライクアクション好きなら楽しめると思います。
최종보스전에서 자주 버그가 일어나서 포탈이 열리지 않던가 데바 2페이즈 조화만 남았을때 깨기 직전에 게임이 튕기거나 여러 가지 문제점이 보입니다
나름 재미있게 하고 있습니다만 문제점을 좀 얘기 하자면... 1. 보스등장 씬 스킵 좀 가능하게 해주세요: 매번 만날 때 마다 등장씬 때문에 시간 잡아 먹는게 좀 그렇습니다 2. 보스 잡고 npc한테 얘기 여러번 가능한거: 이거 때문에 간혹 다음 스테이지로 못 넘어가는 버그 있습니다. 3. 성소에 대해 어떤 능력이 있는지 설명을 추가 하셨으면 합니다. 4. 이게 자주 나오는 사운드 버그인데 갑자기 주변 공격소리며 피격소리며 안 나는 경우가 있습니다 정식출시인데 이런 버그를 좀 미리 고쳐서 내줬으면 하는데....얼리엑세스도 오래 했던 게임 아닌가요?? 없던 버그까지 나온거 같으니 빠르게 대처부탁드려요
Ira is a solid game for its genre and i got it on a big sale so i was taken aback by the non-discounted price. This game is definitely not a $20 game. i got it for $4 and it feels closer to that when compared to similar games in this genre that are similarly priced. The game feels polished. It's solid. and very precise when played on mouse and keyboard. I initially tried it on controller and having to aim in twin stick games is a pain on controller. The soundtrack is solid and the gameplay is fun. It's structure/level design is similar to Children of Morta. you basically traverse a dungeon made up of different rooms. your primary weapon is a bow and arrow. you can get different variations of this weapon but i've also found a kitana and a melee version of the bow as well. As you can see, at the time of writing this review, my hours are just over 2. and i've completed the game. I thought it was broken up into acts or higher difficulties but as far as I can tell, once you beat the game, that's the whole experience. the only difference are the other weapons and other companions. I didn't even unlock any of the other companions because the first one is fine. Normally, with these kinds of games they offer a high ramping difficulty because that's how it enforces the loop of roguelike systems. you go in, get rekt, power up via the currency you found in dungeon, and rinse and repeat until you beat the game. The problem is the difficulty isn't there and it's easy to manipulate via money you find and getting good weapons. sure the rng of the perks you get when you level up per run can help but you can still pretty easily beat this game even without a ton of op perks. I only died once in this game and that was super early on and i was on controller so i was having trouble aiming. after that i switched to M&K and the game was a breeze. i committed to a simple build which was just attack speed. The bosses weren't difficult, much of the enemies are laughable to the point i don't even know many of the mechanics of them due to me just outright killing them on spawn. the hardest part of the game is at the very end when you have to basically go through an obstacle course because it's the only time i couldn't kill my problems with a hail of arrows. I rarely used my charged shot because it would cut my dps. and i rarely used my companion except for the first 2 or 3 bosses. because i was trying to make up my own challenge since the game wasn't providing that for me. I've read in the discussion forums that the game doesn't get anymore support. which is a shame. there's a ton of potential but between the shop and having invincibility for a second or two after taking damage the game is just too easy. lucky i spent very little money on the game otherwise i'd be very upset that i paid $20 on this game that only went over the 2 hour mark due to cutscenes lasting quite long to a mid tier story. game is solid but please get on a sale. it's not a $20 game.
おすすめしません、ノーマルとはいえキツイ。ボスは倒す意味はありません。 全ロスクソゲーだからです、二面に行っても1面から死んだらやり直し、ボスも復活してアイテムまでロスト。どうやってモチベーション保つの?お金かえして!!
게임 플레이는 딱 타이밍에 맞춰 회피하는 맛이 있어서 좋았음. 멀어지면 탄막이 잘 안 맞아서 가까이서 싸우도록 설계된게 좋았음. 그리고 개인적으로 근접무기(칼)의 플레이가 더 재밌었음. 무기의 연출도 타격감 있고 화려해서 좋았음. 탄막 게임 잘 못하지만, 노말은 뜨는 무기가 좋으면 수월하게 5-6트 내에 클리어 할 수 있었다. 체력이 귀한 자원이라고 알려주는데, 노말에서는 꽤 자주 뜨는 것 같음. 하드는 엄청 도전할 만한 맛이 있는 난이도인 것 같다. 아직 하드는 못 깼지만 하드가 더 재밌는 듯. 또 미소녀 캐릭터들의 디자인도 너무 맘에 들었다. 음악도 동양풍을 지향하고 있는 것이 느껴져서 좋았음. 특히 마지막 보스 스테이지 끝나고의 연출 등이 너무 맘에 들었다.
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Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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