
Mirador is an online co-op hack-and-slash boss fighting game where the bosses you encounter are created by rival players! Go on arena-runs solo or with friends, find loot to create your own Sentinels and send them online to fight other players around the clock!
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Languages: English, French
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Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
its ♥♥♥♥♥♥♥♥ how i paid full price for a copy of this game for me and my friend to have the servers shut down the very next week and now i cant get my money back and dont have the access to play this gem.
Souls-like? Check. Cute animal fighting protagonists - check. What could go wrong? Apparently just about everything else. XD The selling point of the game are player-created bosses, except you can't create one with say only normal weapon attacks - you're forced to give it a selection of abilities even if you don't want to. Plus mine got stuck on a loading screen while wanting to test the fight. And player-created bosses in that nightmare of an editor mean unbalanced, glitched bosses that can easily kill you. No thanks.
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Hours played at review time, across 47 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
This game is visually pleasing and that is probably all it currently has for it. The game lacks a certain substance when it comes to a hack and slash style of game, mainly enemy variety or at least some form of lesser enemy. The road to the boss room is surprisingly long for having nothing to explore or any other enemy in the game besides the big baddie of the zone. A small legion of henchmen featuring <Player Name>'s boss would have gave me something more to want in a game like this. In terms of the boss fights they can be pretty good aside from the part where you have a choice between a satisfying experience and the cheesemaster 500 where one tries to make your life hell with a bit of creativity and the other one is there for you to not have fun. I'm all for games that incorporate player creativity but when that's the only part of the game it will devolve from creative to "it's the same guy but some other person made him". The game is visually interesting and i wish there was more to it than that. Going through the monoliths is a very satisfying transition between zones and they have taken a stylized approach to the game that makes it feel all the more whimsical but feeling it and experiencing it are two different things. Unfortunately you'll mostly be feeling it as there's not much that the game tosses at you for whimsy (if at all). TLDR: Game looks neat, is actually the flavor of oatmeal
Really neat visuals and concept but unfortunately abandoned and the gameplay gets really stale very fast with the same bosses over and over right from the start. I can only assume this is a result from no one actually playing the game too which is just sad.
was a wonderful idea for a game and it will be sorely missed!
its a tech demo, don't buy it. makes no sense why they charged money for it
Este juego de fácil no tiene nada, y es bastante aconsejable que tengas un amigo para jugarlo... Tendrás que matar bosses creados por la comunidad bastante duros de roer e ir mejorando tu personaje. Los gráficos son preciosos, la verdad sea dicha.
Alright, I would like to say a few things ahead of time: The game is currently under a very small playerbase, and due to mismanagement the developers have had quite a rough time. That said the game despite a rather small amount of content is still enjoyable both Solo or with friends. With that out of the way I will now go forward with the good and the bad. [h1] The Good [/h1] [olist] [*]The Gameplay - The controls especially for controller feel very polished and reactive, and while the control scheme is simple it very much complements the system they have in place for bossfights and learning them. [*]The Bossfights - This is a game that is focused on bossfights made by players. These are made through obtaining loot from bosses you defeat. A boss generally consists of a circuit (which is the movement scheme the boss uses) which can be filled up with a variety of abilities you can loot. Some of these abilities have several levels of intensity you can loot with expanding effects. With this in combination there is a rather large amount of bossfight patterns that can occur which you will have to learn during the fight to beat them. This is where the simple control scheme comes into play well. [*]The Artstyle - Simply put the artstyle is semi-simplistic and outright adorable. The characters consist of dogs and crows for playercharacter and NPCs and as of currently the bosses consist of mainly knights. The rather simplistic arenas you fight the bosses in help a lot to push the focus towards the effects coming from the abilities the bosses throw at you, so it becomes easier to identify what sort of attack is going on and how to avoid it. [*]The Boss Creation - This is actually a pretty fun mechanic that can really pull players together to create player boss events or even to challenge a friend to defeat your boss. You can also test your bosses out personally before deploying them. In the Discord players also share their boss codes so other players can fight your boss and they often give hints or comments on your boss. Once/If the community grows big enough I reckon this is the sort of mechanic that brings the playerbase together more so than the co-op feature. [/olist] [h1] The Bad [/h1] [olist] [*]The Community is practically empty - Mainly due to the game not being advertised well at all, and the mismanagement that occurred among the Devs the game went WAY under the radar. This is a shame as it practically means that the play with stranger function is essentially useless in the game. You can ask people in the discord to play with, but the game would HEAVILY benefit from community growth due to its approach in both bossfights and co-op. [*]Lack of Updates - As the studio had to lay off a lot of their employees it is safe to say that updates will be few and far between IF they even appear at all. This paired with the lack of content at the moment makes the game as of currently rather shallow in depth. However if the game would get a sudden surge of players who knows what will happen? [/olist] [h1] Final Score: 7/10 [/h1] The game is very much enjoyable, responsive and well-made. But the lack of content and playerbase really hurt it. I would like to see it grow in playerbase so that the developers can use that money to expand the game with new mechanics, items and boss abilities. Currently it is worth to buy in my opinion, but only if you invest yourself in the currently small community on Discord.
I don't recommend this game right NOW, but it just needs to be given some time so that the game will be more stable, reliable and fixed.
Wow. I mean, wow, how does something like this go under the radar? Mirador is a rougelite boss rush, where players create bosses called 'Sentinels' through defeating other Sentinels in order to gain more loot, the cycle of which materials are used is in balance, and each player made boss, although at times sporting the same abilities and overpowered combos, can really keep one on their toes, giving a sense of satisfaction upon succeeding through trial and error, after playing 8 hours of this game, plowing my way to the 6th round of boss fights, and making one of my very own Sentinels, I can only lament that the game is not as well known for what it provides while all the other new featured games get all the attention. However, for the future if the devs still work on with a sense of pride and passion, I would love to see more player based content to make things a little more interesting for those who are just getting in, content like; - Additional varieties of player species with color customizable fur and clothing [ I personally want more opossums in my life.~ ] as well as - Additional weapon types such as crossbows, slingshots maybe some melee weapon skins. Perhaps some throwing axes that have limited charges with decent damage, and don't replenish over time, so you must pick them up. Overall, I really want this game to be realized as a true classic, and can only hope for the best of Sauropod Studios, thank you for what you've brought as of right now, and I pray that Mirador is successful.
Momentum
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