
Necken is a tilebased roguelike set in the Swedish forest. It focuses on resource management and tactical decisions, rather than deep complex game mechanics. Movement is not turn based - everything moves freely, but the modular combat is. Necken is a small, simplistic roguelike hybrid.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 31 reviews with recorded playtime.
Reviews
[quote][url=https://store.steampowered.com/curator/32732116-IndieGems/]Follow our curator page: [b]IndieGems[/b] if you like and want to see more reviews like this one.[/url][/quote] [i]Necken[/i] is a new rogue-lite grid-based (but not turn-based) indie game that is new in Early Access on Steam. The focus is around gathering resources, crafting, and surviving, while in the pursuit of adventure. There is not really a story at the moment as far as I can see, but I have only played a couple of hours as of writing and haven't gotten all that far. It is thoroughly enjoyable with beautiful pixelated graphics and really nice accompanying music. And despite it being in early access with limited content, the base game mechanics are totally intact and functional. There are flaws with the game, yes, but nothing that limits the player from having some fun even now. One outstanding feature of this game is the availability of the technology tree to the player. There is nothing that requires you to work hard at obtaining blueprints, etc. Everything is readily available at your finger-tips. The available craftable items are not visible to the player until you have acquired some of the materials that are used in order to produce them. So the crafting screen and technology tree remains mostly blank when you start, and with gathering of more materials, you will see more and more without having to work too much to unlock them. This unique and refresh way to play really takes away any grinding except for what you need to do within the run to survive. Grinding is perhaps too harsh a word to even apply to this game, strategic thinking is more like it. Only with repeated gameplays will you learn the intricacies of this game, and of the fine balances that will prevent you from getting too overzealous with your decision-making. What seems like a perfectly good idea does not carry into the next run, if your supplies are distributed differently. There are simple materials that you can gather with your hands, while others you will need to craft the appropriate tools to obtain. But everything costs resources, and that balance of needing to use resources to obtain other materials or to try to stay alive with the current things you have will constantly weigh upon your mind. The underlying game is not turn-based either, enemies will move, they will attack if you sit still. Engaging enemies will mean potential for you to wear down your equipment or lose health yourself (and in an indirect way affect your resource supplies), so you may not wish to battle everyone on the map before moving on. Then again, you may decide that is your best plan of action, depending on your wants and needs. There are some flaws in the system currently, the most noticeable is that the controls are fixed and are keyboard only. WASD for movement and additional bindings on E and Space. I used a DS4 controller and used DS4Windows to emulate the keyboard and the game played very smoothly. Granted, I know that a lot of people would prefer to also have the ability to use the mouse to play, especially in such a simple grid-based playing surface with two simple in-game buttons as controls. (I don't have a problem with the keyboard bindings, just that my keyboard is way too loud with Cherry MX Blue switches and my microphone picks up the keystrokes clearer than my voice.) My biggest problem with the actual controls in gameplay is the default weapon selected as the protagonist's fists. Even with a weapon or shield equipped, the default combat selection remains those bare fists. While this is usually not a problem in many other games, this game drains your health each time you attack with the fists, just like the durability of your weapon or shield should you use them instead. So there have been recurrences of me accidentally attacking with my fists while I have a sword/spear and a shield equipped. Nobody, in reality or in-game, should be foolish to default to bare fists when your survival is dependent on the current battle and those that ensue. My other minor objection is the lack of an inventory, and the associated inability to equip another weapon or shield should your current one break in the middle of a fight. I understand if you are in the middle of a battle and you cannot sit down and calmly craft another piece of equipment, but having a backup on your person is not currently possible. Some fights you can escape from, craft something and reengage, but there are some fights that your chances of escape are so low that by the time your equipment breaks, you are just sitting around waiting to die. Or you can active fight with your fists until your health drains to 0, and of course, that means game over. You will have at least one fight before leaving each map, as there always seems to be one enemy who is guarding the exit to any map, and as far as I can tell, they need to perish before you can move on. In terms of why this is a roguelite, is that there are in-game trinkets to be unlocked so that you can use them for future runs. [h1]Controls[/h1] Keyboard bindings currently are WASD, E, and Space, they are fixed. I tried this and it worked fine, but when I was recording my video, I used DS4Windows to emulate the keyboard to remove the loud-sounding keyboard strikes. [h1]Graphics[/h1] Beautiful retro-style pixel graphics. [h1]Music[/h1] I love the introductory song and the in-game music is really smooth as well. I hope to hear more. [h1]Audience[/h1] If you are a roguelike/roguelite fan, this is a game for you for sure. It's pocket-sized and has a good amount of replay value. The campaign is not too long, though future updates may change that. [h1]Pricing[/h1] The price is a bit high at $14.99 USD/€12.49 Euro, but the developer has made it clear that the plan is to keep the price the same for the final product. I do think that the final product will be well worth this price. [h1]Positives[/h1] +Well designed core game mechanic +Easy to learn, with a significant learning curve +Beautiful pixel graphics +Wonderful sounds (though wish there were more selections to hear in-game) +Positively fun for a crafting/survival game without grinding [h1]Meh[/h1] ~Could use some more difficulty settings, though not necessary ~Lack of story doesn't seem like a major missing part ~Priced a little high at the moment for early access content available, though I feel that it will have enough in the final product to justify the price. And there are no current plans to increase the price. ~Achievements would be nice, but not necessary either. [h1]Negatives[/h1] -Keyboard only with fixed binding of keys -Default weapon to fists that lead to decreased health, nobody in his/her right mind would fight a menacing boar, vicious garden gnome, or rock troll with fists while already wielding a spear/sword in one hand and a shield in the other -Lack of inventory/backup equipment, yielding in some unfortunate ends [h1]Conclusion[/h1] [i]Necken[/i] is an awesome game, with plenty of potential, and a solid foundation that is already in place. I think that while the price is a bit high for the currently available content, it will continue to see improvements so that it will be well worth it in the end. This seems to be a sole indie developer, so I would encourage anyone interested to dive into the current build and offer your own insights and suggestions to make this game even better. If that's not your cup of tea, that's fine, but definitely try it when it reaches official release. As I mentioned above, I made a first-look video of this game with some immediate thoughts and reactions at the end (just me jibber-jabbering away) after 2 quick runs. If you are interested, the link is here: https://youtu.be/qIBjd9TGpGg [quote]I received the product for free. I did not receive any compensation to write this review. The opinions represented here are entirely my own and were not influenced in any way.[/quote]
Extremely unbalanced and unpolished at this stage. Looked like a fun little pickup, but do not recommend. Not sure how much content there is since it's currently impossible to progress without cheating in items like showcase video does. Combat is a pain in the butt to avoid since enemies move in real time. many items benefit from being crafted and it's better to just craft new ones rather than use the repair system. It's possible to get stuck in a loop where you need resources to harvest new resources. Some of the later pickaxes cost more resources than they retrieve due to RNG as well since they break for some reason. Many of the tooltips lag so you need to memorize what each thing does since enemies move in real time and fighting every enemy is a waste of resources. Fighting in general is a waste of resources and more frustrating than fun. An exercise in frustration.
I almost like it but resources are so scarce it almost never pays off to fight anything and health is so rare you spend the entire game hounding for it. That could still be fun but the level generator is so unbalanced it feels like there is no point - you dance around when you can, spam the same identical attacks, take colossal damage to yourself and equipment from every fight with nothing to show for it. Maybe later but right now nah.
[h1]General:[/h1] Necken is an unusual but lovely rogue like. After playing the game through all the different areas and managed to reach the end, there are [b]two main things that I noticed.[/b] The variety of the game and the room for improvements and updates. [h1]The variety of the game[/h1] The first one is [b]the variety of the game[/b]. Although it seems to be developed by a single developer there is a lot of content to explore. Every area that you visited had something new and interesting you didn't know before. New mobs, sometimes even bosses. I had this feeling of excitement and curiosity as I got further and further into the forest and unlocked new and better items. [h1]The room for improvements and updates[/h1] The second thing that I noticed after playing through is also [b]the room for improvements and updates[/b]. You can see that the developer didn't just put "a random game together", but rather that the game was made with great care, at least it appeared to me so. Especially after reaching the end once, it shows that there is really a lot of room for improvements and updates. You can add a lot to this game. To me, it seems to be a promising game. I don't mean this as something negative, but rather positive. [h1]Immersion[/h1] In this forest, I felt really immersed which is rare for a rogue like. I liked the soundtrack, espcially the one at the menu and [spoiler] at the last stage[/spoiler]. You had to be really careful of most steps you took because the mobs moved even if you didn't. From other rogue likes I was already used to being able to think my steps carefully for a long time, however this way of doing it makes it more realistic. And [b]I loved the feeling of excitement[/b] when reaching a new area or defeating a boss after losing your sword, shield and almost your life. It was a great experience. [h1]Conclusion[/h1] I believe that Necken is a game that I will play a lot in the future, especially after coming updates. I would recommend everyone to buy it because, although it is early access and somewhat unfinished, the money will just give the developer access to more ways of improving this game. There are few really great rogue likes, at least in my opinion, and as such it would be great to welcome another one in. The amount of bugs in this game is really low and most of them don't have any impact on the gameplay itself. One example would be if you die and open the menu afterwards and then close it again, your mouse vanishes and you have a rather hard time finding the quit button (but you could do it over the menu too). I give this game 8/10 because it is a great game but still early access as well as with a lot of room for updates and improvements. I have received this game for free through my curator group, "Rogue-likers". I would appreciate if you follow it.
[h1]Sold me on rougelike[/h1] This is the first rougelike game I've really played and must say it got me hooked. Love the dark nordic atmosphere and the crafting/searching for materials aspects of the game. [h1]Pros[/h1] [list] [*]Atmosphere [*]Scope (about 1 hour of sweet gameplay) [*]Nostalgic graphic and sound design [/list] [h1]Cons[/h1] [list] [*]Not available on Mac (would really like to have this on my macbook on train rides) [/list]
Great roguelike with hard but rewarding gameplay and looks like a swedish 8bit fairy tale. The game is set in swedish folklore and will have you running around in a panic looking for wood and dodging gnomes in no-time. It does a great job of never letting you feel safe and rich on resources and its a constant scramble for materials and survival. Once you've chopped all the wood on the level, thats what you have to work with, so inventory management is key. And, as with all roguelikes, once you die, youre back to (almost) square one. During your sessions you collect upgrades which you can equip at the start of your session in order to gain a pemanent buff to help you get past the karoleans, wildlife and mythical creatures. 10/10 would panic again!
I've played this game an hour and with that time I've really started to love this games. [b]Controls[/b] The Controls are simple and quick the get into. They are cleverly placed and comfortable to use. They leave no strain on wrist and the only downside are that they are currently fixed. Not that I see any need to change any. [b]Gameplay[/b] The instant and started playing I know what to do and how to do it. It's easy at first but quickly becomes challenging, just like a roguelike should. So: easy to learn, hard to master. [b]Graphics[/b] Gorgeous graphics that are just perfect for the setting. You can easily see what is what and how they function. Great pixel-art that really help you keep track on your surroundings. [b]Story[/b] Seeing how I just started as I'm writing, I'll come back to this....but the setting is just great. Easy to get into the feeling of walking in a thick Scandinavian forest. [b]Final:[/b] 10/10 would hunt down Karoliners again.
As a curator, I love checking out unknown games and discovering hidden gems. This game defies expectations. This roguelite offers intuitive controls that need no explanation, an interesting take on combat, fitting soundtrack and an overall very enjoyable experience. I have only played for about an hour, but I can already tell that this game offers great replay value. If you like roguelites, this is definitely worth your time - although the price point seems a bit steep.
Пошаговый рогалик,основанный на шведском фольклоре, с возможностью крафта экипировки с симпатичными пикселями.) Хорошая музыкальная тема, и достаточно сложный геймплей. Небольшое видео https://youtu.be/jJeGLfvCtSs
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