
A long forgotten kingdom found inside the mountain of Moor were sealed off a long time ago, but no one really knows why. Delve deep into the mountain and discover what really happend beyond the moutain walls.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
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I gave Moor a fair try, but I can't see past its boring and stiff combat, glaring flaws, some lazy design choices, and sheer fact that there are so many better choices of games I can play instead of it. I can't bring myself to muscle through this game any more. I didn't have much fun, and kept thinking I should play Delver or something totally dissimilar instead. ================================================== PROS +The retro-styled graphics are a nice touch. That's what attracted me to the game. +The ambience and general aesthetic is put together well. +The music is pretty decent, and it isn't so busy that it overwhelms while playing. +The XP and skill system is somewhat decent (although I found it to be a bit too basic). +I enjoyed some of the platforming and puzzles. +I appreciated the roguelite feature of your coin balance carrying over to the next playthrough. You're going to need it. ================================================== CONS -I'm not a fan of the combat, and combat is a large part of the game. It's slow and boring as can be. The hold-and-release weapon controls and the delayed shield block felt very clunky and stiff to me. I am not convinced that "fun" was taken into account when developing these mechanics. -There's a lack of item stats available to you. All I can see for a weapon is the attack damage. What's the speed? What's the DPS? It's clear that weapons vary in "charge time", so why not tell the user this? -You can't pause. Entering your inventory or hitting Escape doesn't pause anything, so if you need to step away or switch out of the game, enemies can and will find you and kill you. This happened to me when I found an area I deemed safe, but the enemies are always aware of where you are, so while I was updating my review notes, I died. -You cannot rebind the controls. I repeat: You cannot rebind the controls. You get what the developer put in. -It's absolutely critical that you know the controls, but there's no reference except for a tombstone in one of the first rooms that explains how to attack, block, drop items, use consumables, sneak, and jump. But how do you access the inventory to change gear and manage items? The game doesn't tell you, but it's TAB. I get that that's a fairly standard binding, but again, the game forgot to tell you, and that's quite the miss. -The game tells you can hold the left mouse button to use an equipped consumable, but it isn't clear how to equip it or use food to heal from inside or outside the inventory window. 2.5 and about 5 deaths later, it still makes no sense how to do anything of this, as there's no prompt, no slot, and no keypresses or clicking uses the item. It's sheer nonsense and needs to be addressed. -Speaking of nonsense UI, it's also unclear how to use spell books. I found a wand, but there's nowhere to put the spell book in order to actually cast spells. -After multiple deaths, the lack of true variety is really demotivating and I haven't been so interested as I was in earlier runs. Plus, that damned first door in the first room with the king's coffin takes way too long to open...and the menus are slow to get through when restarting. -Honestly, I cannot fathom dying farther into the game, such as in the third dungeon or beyond, and having to start over again and again because of the general repetition and sameness. -You cannot move an item onto your character's equipment to swap it out. You have to take the item off, then equip the new item, or pick up the item from the character, swap it with the desired item, then equip it. Why can't I swap from the equipment slot? -Prepare to be greeted by 2+ enemies that are practically leaning against the doors and hit you the instant you open it. This isn't challenging, it's cheap. -Speaking of cheap, you can also attack enemies through doors and pick up their drops, and they can attack you, and as I said, they *always* know where you are. Out of desperation to counter the game's cheap mechanics and survive a bit longer and avoid the drudgery of combat, I used this to my advantage to wipe out monsters that would otherwise attack me the instant I opened the door, and also died once due to spiders getting in some fatal hits through the door. -I've spied enemies clipping through walls and disappearing at least three times. -There's no aiming reticle, so there's a bit of annoying guessing when trying to figure out what item you're trying to look at, especially if there are multiple items laying around, or when using a bow. -If there is an item that you aren't looking at (such as at your feet) and you're looking at an item just beyond it and the "pick up" prompt is shown for it (such as an item in a treasure chest), you'll *always* pick up the item at your feet, between you and the item you actually want to pick up. This means if you can't pick up a treasure because your inventory is full, and you toss something from your inventory, you'll just stupidly pick up the trash up again. -The default mouse sensitivity is nonsense. Until I maxed it, waving my mouse around barely accomplished much turning. Did the developer have his mouse set to an insane DPI when tweaking these things? Also, when I Alt+Tab out of the game, mouse movements outside of the game still move the camera around in the game. -While you start with a weak shield and random weapon pre-equipped on the first new game, one of my runs I didn't have a weapon or shield at all. I found that a hatchet was laying by the fire that I could take, but I didn't get another shield. So, I had to buy another, or hope that I'd get one as loot. -After dying because the controls and healing method is mysterious nonsense, you continue to get walloped by enemies, resulting in wonky camera effects and glitchy audio in the "You Died" menu. -The pacing of the intro cutscene is sloooow. There are black spaces between each "slide" that's explaining the backstory, and you can't click through it if you read faster (or slower) than what it offers. -There are rampant typos and the writing and formatting is lazy. I'm taken aback by the lack of QA on the writing aspect in this game, and I'm not even sure a single pass was made on the English localization. Common words are mispelled, with some examples being "burried" for buried, "ancle" for ankle, and "contiune" for continue, and that's just in the first minute of the game at the camp. There are run-on sentences, missing or unnecessary punctuation, and so on. You get the drift. -Resetting the world seems to take a bit too long. It takes about a minute when I hit Try Again. -You can get caught on the geometry (such as corners, door frames, or pillars) too easily. It seems the character's hit box is larger than I am used to or would expect. ================================================== In conclusion, while there are things that really turned me off and that I didn't enjoy, perhaps this won't be the case for you. Maybe you "get" this genre more than I do, and this is all standard fare and you'd enjoy it. Take this all with a grain of salt, in this case, and give it a try. However, I cannot recommend it based on its limited merits in contrast to its negativities.
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Hours played at review time, across 24 reviews with recorded playtime.
Been following since inception. Was a fan of delver and games like it and even took my own swing to scratch the itch, but this does it for me. Despite some minor issues, its pretty good and none of them detract from the experience.
[h1] Game provided early by Dev through Curator. Follow [url=https://store.steampowered.com/curator/25802515/] Imperial Reviews! [/url] [/h1] *With the updates that the Dev has done, I can say the game is way more fun to play! I made edits to the review.* Moor caught my attention from it's pixelated graphics, and the promise of a first person roguelite, the kind of games I tend to really enjoy. So with that I gave it a go, and being honest, it was a very mixed bag. Let's start with the positives. The graphics are great. The levels are built well and have lots to explore. The ambient music is great, even if it's just royalty free music that I've heard before, but fit in with the game and world very well. Sounds are good and fit. Nothing to really complain there. The odd puzzle or platforming section you encounter feels great when you figure it out and get that chest at the end. Killing monsters give you XP, though it gives you a very small amount at the beginning of the game, like sometimes you could get to the 3rd floor before you even hit level 2. Thankfully once you get further you fight more enemies and harder enemies that give slightly more XP. Each level gives you a skill point so you can increase a stat like health, stamina, mana, damage, and armor. It's simple but works as intended. It seems like the perfect game right? Well not really... The game does tend to have more minor problems that really hurt the game that makes it really hard to recommend. Let's start with the biggest problem I have with this game, the actual map layouts. This game will randomly generate the maps when you start a new game. Sounds good on paper, but the problem is all the maps are very maze like, so all the rooms and hallways really start to feel the same. On top of there being no map function, you really have to either memorize where things are, or go super old school and make a paper map. It becomes a real pain in the ars when you want to go back to camp to the store, cause you have to WALK ALL THE WAY BACK! Did you go down 6 floors? 12 floors? Whelp you gotta walk all the way back to the start. *Well now there is 2 portals in the game that let you jump back to the start if you need to now, a much welcome update!* With the maps being generated, the length of each map can be a complete crap shoot. My last run, the first floor took me 30min to find the second floor, then the second floor took me 2 min! I won't lie, the first 3 floors are really boring, but once I finally managed to get to the other areas the game felt a bit better to play through and explore. Even then most areas did feel kind of the same, but at least there was some more unique room designs later on. *There is more rooms and puzzle rooms added, or at least the map RNG is better.* Now let's talk about combat. It's a simple "stamina" based system where you simply have to click and hold to "charge" your attack. Each attack depending on the weapon will use a said amount of stamina, as with blocking an attack with the shield. It's simple and works, however! Using anything other than a sword just makes the game so much harder for you, though it also just depends on the RNG in what items you get. Yes using some of the higher damaging weapons like a spear or maul would be better, but the amount of stamina they use and slower of charge up they use just make them pointless to use. When you can only swing them like 2-3 times and be out of stamina is not good, especially when you are fighting against more than one monster at once. Just stick with swords, simple as that! *Stats now effect stamina drain and attack speed, so more weapons are useful now!* How about magic? Well it's OK, but not worth it at all. You will first have to find a wand then a spell book, then you will also need mana to use them! To make magic even worth it you have to spend points to your mana skill so then you can at least regenerate some mana, otherwise you are left having to find mana potions to give you more spell charges. The most powerful weapon in the game however, is the Bow. I'm no joking! The Bow is the most OP weapon in the game. Once you get a bow and some arrows, you are golden! The arrows can be picked up again when you shoot them, so you technically have an infinite amount of arrows, and the bow can 1 shot almost every enemy! Fighting a heavy armor knight with tower shield and long sword? A sword can take 10-15 hits to kill him. The bow? ONE, SHOT! Yeah there is a bit of a charge up for it, but the one hit kill is worth it as long as you can keep your distance from enemies. Oh and there is also a chance the arrow will go through enemies so you can kill more than one with a single shot. The only problem with the bow is there is no aiming reticule. *Bow is nerfed, rip!* I want to touch on the inventory for a moment. It's pretty basic, and switching items can be a pain in the ars. This follows the old school style of if you want to use an item, you have to equip it to your hand. The problem? You have to constantly go to your inventory and switch manually. There is no hotkeys or quick select system, which I really feel there needs to be. Sort of like a belt system where you can stick a few items there, and press a button to quickly switch to it so you can use it in the middle of combat as needed, cause opening the inventory or menu does not pause the game. I also don't like that keys take up inventory space, especially the important "gold" keys that you need to progress. I know it's to make it more challenging to try and balance your inventory, but important items like that really should not be tied to inventory like that, especially when you can potentially screw it up and glitch the item and lose it so you can't progress (like I originally did in my first playthrough, though that issues was fixed before the game released.) Item stats used to be very lacking. They have no real numbers for how a weapon does other than attack and what the weapon looks like. No numbers telling you how much stamina is used and how fast the charge is. *Thankfully that was fixed and all info is displayed. This is including all items, like armor.* How about the consumable items like health potions and stuff? Well those do not heal a lot of health, more so the food items. You can eat like 5 food items and only heal half of your health bar. The common health potions on heal you a quarter of your health. All it takes is you to get hit once, and you can pretty much use all your healing items, and still not be at full health. You will also use most of your small inventory space for health and just have a full inventory in no time. The content of chests is also RNG. *RNG for chests has been made better.* The monsters are pretty simple and easy to deal with. For the most part they just walk towards you to try and hit you. There is no real ranged monsters (other than 1 boss that I've met.) I never died from monsters when I played, so you can just kite them down a hallway and take them out one by one. Some monsters will also respawn when you have left that level for a certain amount of time. *Enemies now act slightly different, or move faster.* [h1] *I hit Steam Text limit, rest is in the comments! Damn you Valve!!* [/h1]
The Dev shared some Keys via 9gag and so I got the Chance to try this game. Positive: - It translated the Roguelike Formula pretty well into 3D - Exploring is fun and rewarding - It feels like an authentic Labyrinth in a sense that you can actually get lost and won't get some cheap pointer to show you the direction Negative: - Every Action is incredible slow, this makes combat after some time pretty tedious (for me) - the graphics are okay, but i think there is still a lot of room for improvement so it looks more appealing In the End: - the game is fun, especially for its price - I recommend it because it is a great game when for when you are tired of all those modern games with dlcs, online accounts and hours long cutscenes and just try to play like in the late 80s and 90s
Found this randomly on google while looking at various pixel-art based 3D models (I'm a game developer) and I liked the style. Bought the game just to check out the architecture and everything but ended up playing the entire game through to completion on my second play through. The Good: I enjoyed the game, it's difficult but not too punishing. It's simple but rewarding. You can find upgrades fairly easy and for me, health items dropped at a reasonable rate. I thought the first two boss fights were pretty good, though the third was fairly underwhelming. Overall it's a solid little bit of fun and the environment/feel of the game is awesome. It reminded me of dark souls oddly enough. The Bad: Nothing really major. I'd have liked a quick swap or hot-bar. Having to constantly go into my inventory to swap items and then go out to consume that item and then go back in to put my weapon back on is pretty tedious, especially since you could be doing this a lot. The forced use of platforming is also quite annoying, especially when missing the ledge means instant death and a permanent wipe of that character; that's how my first character died with pretty much the best loot in the game. I also had a bug where my brand new shield just disappeared when I bought something in the shop. It looked to have been replaced by the item I bought which isn't ideal. I also had a crash when killing an NPC but luckily it didn't set me back too far. The Meh: The character leveling wasn't overly exciting. Nothing convinced me to put points into either magic or stamina. In fact stamina is barely useful at all. I maxed strength, then went for health and attack speed. Magic also felt quite clunky to use so I ignored it for the most part, aside from the final boss. tl;dr - A neat little game worth it for the cheap price. It probably has 3-5 hours of gameplay
This game has a certain charm and I really wanted to like it, but unfortunately I can't recommend it, all things considered. It is a small roguelite with permadeath and random dungeon generation, made mostly by one man. It has retro graphics, quite somber mood and some nice premade locations. Derelict chambers of the castle seem to tell a story of a forgotten kingdom buried under the earth and there are some light environmental puzzles as well. However, overall the game is not that fun to play. Combat is really slow and tedious, enemies are brainless and unvaried brawlers with just different graphics and UI is somewhat clunky. RPG elements, ranged weapons and magic are all pretty much pointless, all you gonna do the entire game is basically just swinging one sword and eating health items. There are a lot of bugs, even though the author tries to fix them regularly. But the biggest drag is total lack of any map functionality, which makes navigating the maze of random, virtually indistinguishable corridors extremely confusing and boring - and on top of that, you will have to backtrack all levels after completing the game goal of finding a gemstone or something. It is a real shame that this title is not more polished. It would be better if instead of random map generation there were hand made levels - as given the author's knack for environment building it could significantly improve the experience. Right now supposed added replayability is not really much of an advantage, as the game will most likely bore you and wear your patience after an hour or two. My playtime of 10 hours is by no means indicative of the amount of game content, it can be completed in 1-2 hours. I'm just a masochist that likes finding and reporting bugs in indie titles :D If you're interested in this kind of game, but done right - "Delver" might be for you.
Yes, you'll see the same rooms over and over again. They're just mixed around in different locations. That's not my idea of random-generation. "Delver" and "One More Dungeon" do this correctly. I often had to restart a game because my character got stuck in doorways and other places. The Vertical Sync has to be re-enabled each time you launch the game. And there's a series of ridiculously long and deadly jumps from very narrow ledges. Yikes, that's something you see in a platformer, not a permanent death rogue-like.
Ну что я могу сказать? Рогалик. Если не знаете английский, то просто рогалик, бегаете по подземелью с мечом, щитом или прочей атрибутике. В целом прикольно, игра нетребовательна, но раздражают появляющиеся сзади скелеты.
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Most enjoyable experience. Really like the art style and the combat. Highly recommended!
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