
Embark on a solo or co-op adventure in this rogue-lite world of Koler, Slay infected creatures, build your arsenal with tons of Relics and Color Shards, tame and level up your battle companions, and finally fight through the dungeon and defeat the empowering bosses with endless possibilities!
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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, Simplified Chinese, German, French
Engagement
Hours played at review time, across 23 reviews with recorded playtime.
Reviews
Koler is an early access RPG with magic based combat and a system that reminds me of dark souls. You basically find/buy relics which allow you to customize your builds. Pros - combat is actually fun once you get the hang of it - bosses are really cool - crafting system for spells is unique - magic system is unique - lots of different ways to make builds (tons of relics) - cheap ($10 at review time) - cool ambiance to maps - music is fire lowkey - very frequent updates (almost every day) - multiplayer (fun with friends) Cons - buggy (early access) - can feel janky at times - save system is a little buggy (sometimes your game won't save) - visual style can feel inconsistent (personally I don't care about this but I can see that others might) - not a TON of content (expected because it is an early access indie game)
No longer receives updates as of July 20, 2024 and is still quite jank to play. Abandoned game.
I play tested this game in the Early Access stage and can see the potentials. You can mix different colors to make new types of color attacks. I have yet to try that but I will on my next play through. Rouge Lite element sounds great as it will allow different experience each time. Obviously the game has still a way to go, I am just glad to be able to try it out early. Can't wait for the final product!
I actually really like this game! I was hooked in by the concept, then first thoughts I was pretty disappointed. My disappointment however did not last long, this game isn't perfect by any stretch of the word but ♥♥♥♥♥♥♥ I'd be lying if I said I didn't have a ton of fun with it. The game is one of those games where it has good jank and unbalancing cause you have a lot of room to experiment and make really broken builds (once you unlock more spells and understand how the rune thingies work), but ♥♥♥♥♥♥♥ there is nothing like the roguelike/roguelite feeling of just having all the pieces click together and just making a op one shot build. I have not tried the multiplayer, but overall I think this game is solid and has the potential to be a 10/10 just needs more variety and content.
Ohne Schwerter&anderen Nahkampfwaffen is das nur das nur ein Dritte Personen Schießspiel.
Depth of the game is only about ~2 hours it seems, but it was fun getting a bunch of runes and stacking broken combos that made my frames go down to 1 frame every 5 seconds! Actually enjoyed it though, despite the rough entry. Once you get a few spells and learn how to stack runes it is enjoyable.
Honestly, this game isn't bad at all for your first game. I truly love the concept and idea of it. The concept of the color system and soul like rogue system is interesting. It felt good learning the system and there is a lot of potential in Koler. That being said, it is also very obvious that it is your first game due to some glaring janks. I think the camera jank is the most apparent one. In a fast pace and hectic game such as this one, you want the camera to be in full control of the player. At the moment, the camera is really wonky and feels floaty which reminds me of all the shovelware games that are made on Unreal Engine 3 or Unity. When one of the core function of the game doesn't feel good, it heavily affect the feel for the overall product. Character models, I think there is a lot of room for improvement. First thing I noticed was how inconsistent some enemies were. You have this cel-shaded anime-esqe looking world but the first few enemies you run into look like the player character from Dark Souls. I do love the design of some other enemies that gave me the Breath of the Wild Guardians. I think you should keep in line with those kind of models, even with fodders, so that way its easier for players to feel immerse into the game world rather than feeling like a game where people just dump random assets in. Pick a style and stick with it, otherwise it feels like an asset flip game which will turn most players away. Player model is a tad bit generic and, at least in the beginning of the game, gave me no reason to feel attached to the character at all. You don't need a deep story, but a little personality and introduction beyond a wall of text goes a long way. Per example, you can look at the main character from other indie-roguelikes such as Dead Cells, Binding of Issac, or Enter the Gungeons. You don't need a narratively enticing characters like Hades, but just a little something aside from just being dropped into the game world. In terms of character looks, it just feels generic. I feel you can do better with giving her a more unique look and feel. Abilities look cool but it doesn't feel like they belong in this world either. I personally feel like the abilities in your game should feel more colorful and vibrant since that is the theme of your game. As of right now they feel like your average ability from random Unity games. Environment is okay for what it is. The relic system is pretty cool, I like the idea of picking it up and upgrading certain relics. Some abilities are cool as well but need a bit of polishing for each spell to actually feel unique and satisfying. Some abilities may seem strong but has a severe lack of weight behind their powers. Music needs improving. I understand this one will be rough for a one-man developing game, but the music in this game is so generic and boring. There are certain ones I thought were well enough but overall, music left a lot to be desired. Same goes with sound designs behind attacks and what not. VFX goes a long long way to make abilities or just overall feel of the game feel that much more premium. Another quality of life I can think of explaining the game better. The color system was hardly explained at all so I was left confused on why anything was color related until I finally picked up some items that told me it was geared specifically towards one colored ability. Its honestly a cool system and I really hope to see you expand a lot more on this. Finally, my last word of advice (from a player's perspective) is to not focus on adding more and more features. You really want to avoid feature-bloat. They're terrible for AAA games and it would be double down on you. Instead of being meh at multiple things your game offer, polish the core of your game to its full potential first before you consider adding more abilities or more features like co-op. If I'm being honest with you, I want your game to be a fully realized 3-D version of Wizard of Legends. I get that feel while playing your game and if you mix that with the whole color system in a 3D environment, I can see it being an absolute blast! But this is my sole opinion. Overall, I can see your vision and the potential of the game. What you need to work on the most is polishing the core game and actually selling the game world to players to draw in new players. If it weren't for Iron Pineapple and your Reddit post, I would have never glance at Koler for more than a split second on the Steam page because there is a severe lack of identity. You need a hook to get new players in, something that'll sell them that this game world is what they want to invest into. Please take all of what I said with a grain of salt as I have no experience or knowledge in game development, just someone that play a lot of games. I'm not really sure if you can "save" this game and turn it into a success, but I do think that you can take what you can learn from this game and gain some pretty good experience for your future in the gaming industry.
Koler 可以说是我最初尝试的 Rouge 类游戏,其画风、特效、背景音乐,程序化地牢和半开放地图给人留下了深刻的印象,经过开发者非常频繁的更新后操作手感在独立动作游戏里也算是挺好的了。尽管目前正处于 EA 阶段,仍有很多可以改进的地方,例如难度设计等。但我坚信这款游戏会变得越来越出色!
手感很不错,特别是用手柄玩的时候,不知道那些评测是怎么回事,可能是后面才更新的,但至少现在玩起来很爽,半小时就能通3门了,甚至还有点简单?
This game is a few hours of fun if you enjoy the things this game actually does and its price is about right for that. TL;DR this game plays better as a craftopia/elder scrolls "break the game for fun" game than a roguelite, if that's what you want you'll love crashing the game going after maximum damage. And now for the actual review, where I give what is essentially useless advice because what I want the game to be is likely completely different from what was originally intended. I got this game after seeing a video and thinking that this game isnt tagged correctly. The game has dodge roll, i frames and stamina management, so i think its supposed to be a roguelite. But the enemy hp scales higher and higher as you progress making combat without using "break the game" tactics too slow while infinite chaining abilities completely invalidates dodge roll because so long as you dont get oneshot any life leech will keep you at max. The bosses are fun to kill but eventually the enemy hp constantly increasing makes them more boring than challenging. The tamed creature doesnt really do anything. A solution to the enemy hp could be to have every thing do some amount of max hp damage, doesnt have to be a huge amount but so long as the amount is uncapped it keeps the massive hp values in check.
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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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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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