
Morsels is a fast-paced creature collecting roguelite with a rotating roster of characters to switch between at will. Overcome a clique of killer cats as you fight your way out of the sewers in this unique, action-packed journey.
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Engagement
Hours played at review time, across 43 reviews with recorded playtime.
Reviews
Themes across 43 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
Unfortunately the shine of the charming visuals has worn off, and I'm faced with the reality that the gameplay isn't very good. The morsels themselves are fussy to control and never feel skilfull, and the many secrets and side contents are interesting but require slogging through the repetitive early game to reach. Not much changes from run to run, and if you've seen all of the characters you've basically seen all the most variable content. This is yet another game that should have been an adventure instead of a roguelite, as all of these complaints would be better addressed by more intentional content that doesn't overstay its welcome.
Game is confusing, punishes you for performing too well, punishments are needlessly punishing, and there doesn't seem to be any intention of addressing any of it. The game throws a billion different icons in your face, and if you wish to have a decent run, you are expected decipher what it means amidst several other icons you don't know what they do, and then remember it, even though I love discovery in video games, I hate having to replace my childhood memories with the technical descriptions of items to not pick up. I thought this thing of having to remember what literally everything does was the biggest flaw of TBOI. To add to this, you are expected to rush to the end of each level, with a slow unkillable threat if you don't, akin to Spelunky, but it's counter-intuitive due to some parts of levels being way too difficult, if not impossible, to clear from having projectile spamming enemies intentionally stuck inside walls, or constant threats on levels that are seemingly cursed for some unexplained reason. As for the creature collecting the game advertises, you play as these creatures, and you lose if they all die, OR you can evolve your creature by earning xp, once to make it stronger, twice to transform it to an orbiting sprite that is way weaker, but lasts until the end of a run. Problem is, if you earn too much xp without finding a new creature with your limited slots and availability for each level, before transforming all your creatures and killing your run (literally) from success. This essentially bottlenecks how strong you are allowed to become from your educated decisions, as you have to ignore strong item combos, as to not suffer from this. On the topic of the game's advertising, the roguelite elements to the game are, or is rather, cause it only really has a single roguelite element, being a boring level system that progresses based on your runs' success that unlocks buffs that are randomly assigned to the creatures you find that may or may not be nerfs, rather than buffs, in practice. The game does have one other roguelite feature; a creature in a hidden corridor within the starting place, which leaves you with vague very clues of where and how to find its children, which I have yet to complete. While I love the art of the game, and gameplay generally being smooth, it has these major flaws that I doubt will ever be addressed, as all I can find of the team on social media and their website has lied dormant since release, and the last activity I could find from them at all, is the last minor patch to the game from mid February. This is really unfortunate, as the game Atomicrops with the same artist, who lead the production of this game, is my favorite roguelite.
My first minutes into this game- amazing visuals, groovy music, wacky world, I love this. Then the minutes turn into hours, I discover morsels I don't like to play because they seem too weak compared to some others, I think I got the game now, it's about not leveling my strong morsels too much and just keeping my strong ones and speeding through the last stage to kill the boss. Then I find ticket parts in secret stages. Then I discover that the morsels I thought were weak were actually amazing if played properly. Then I discover that max-leveling a morsel truly doesn't mean he's gone forever. Then I discover even more secrets. Then I want to play all the time, well done. And now my kids watching over my shoulder are interested. Well done :)
This game is just not good. I love the pixel art quite a bit and the music is great, but that's about it. Despite the good pixel art the game is just visual cancer where you have no idea what's happening on the screen or what even damaged you which gets worse as you progress through the game. In terms of gameplay, I have no idea what's happening here. I get some stuff that does something maybe, I also get different morsels or what they are called but most of them suck, and when you get something good you only have 3 hearts, which you will lose pretty fast. It feels like this game is made by an artist who has no idea how to make an intuitive and fun game. I don't recommend this game at all, but I do recommend the soundtrack.
The game looked fun but it just too boring, this after atomicrops is huge downfall.
Art Style 10/10 Music 10/10 Gameplay loop 7/10 Content 6/10 Overall, it's a solid 7. I would love to see some them add more content, expanding on the number of Morsels, enemy types, levels, and presenting level-ups / random items that you come across in a more well-defined way. I had zero clue what to do with a lot of the power-ups that the game throws at you, but through trial and error - I learn a little bit more each time. The game certainly has the look and feel; but comes a bit short in terms of gameplay and content.
Visually stunning. Shallow Gameplay wise. Can't remember a single item etc. Unbalanced characters.
I really want to like and recommend this game. Soundtrack is fantastic. Look and feel is incredible. UX-wise, the elements on screen are simply illegible. So many particle effects on screen and all look like they could be friendly or hostile. Also, why when I spawn does my character flash a couple of times in the exact same way as when I take damage. It get's me every time. Played mostly on the Steamdeck. S fun and runs well. Happy to reconsider my review when these core interaction gripes are fixed. I don't seem to be the only one having them.
Game really is not good. I did only play for 2 hours its really hard to continue when the game is a visual mess. Half the time you die to something you can't even see. Star of Providence or Isaac is definitely the way to go if you need a good twinstick shooter to get your fix. This ain't it brotha.
I wanted atomic crops 2. This is not atomic crops 2.
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Audience
Languages: English, French, Italian, German, Spanish - Spain, Japanese, Korean, Polish, Portuguese - Brazil, Simplified Chinese, Spanish - Latin America, Traditional Chinese
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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