
Ninjasoul is a platform action game that combines roguelite with Galaxy warrior demon city. Kunoichi, Tachibana Yachiyo unexpectedly awakened the ability of "death backtracking". She will find the truth in the land that used to be her hometown in the fight and death again and again.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese, Japanese, Korean
Engagement
Hours played at review time, across 48 reviews with recorded playtime.
Reviews
Themes across 48 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
Nothing particularly interesting here. It's essentially a shoddy reskin of Dead Cells, and I don't mean that as a compliment -- yes, the item and skill systems are ripped straight from Dead Cells, but controls and gameplay completely miss the mark. Movement feels both floaty and stiff, and a lack of any melee attack beyond the default sword-style slash means that combat gets repetitive fast. Add in a generic and uninteresting "+X% stat" skill tree, and you have a recipe for mediocrity. The game also doesn't really have any other distinct stylistic character going for it -- in fact, searching "monster" under 2D assets on the Unity store will yield the sprite pack featuring the flying and mushroom enemies used in the first few levels of this game, completely unchanged. It feels lazy and uninspired. Overall, the lack of unique visual and mechanical identity gives me the impression that this game was slapped together simply to have a product to sell. It checks off all the boxes of "roguelite platformer" to the absolute barest minimum degree, and it does so while being devoid of any charm or intrigue. I got a refund for this game, as it's not worth the $8.49 I paid for it on sale. I wouldn't recommend it for more than two or three bucks, and only if you're really bored and desperate for something new. It's a shame, as roguelite platformers are pretty much my favorite style of game, but this one just misses the mark.
Amazing rougelitevania game, music is also pretty good, each level has a different looping music. 6 levels I think there are, each different from each other, monsters change somewhat, mostly just new ones introduced with each level, each area has a 1 elite enemy that is unlocked via filling a bar to 100%, bosses came every 2 areas, 3 in total. Also each area is now randomized in it's design. Game has 6 types of equipment: Katana: Melee weapon with Taijutsu active skill that can't be change. Can have 1 passive skill. Ningu: Ranged weapon, Kunai or a Shuriken with a random skill that belongs only to this item type, skills can't be changed, but stats can be, the former also can cause Unbalance to the enemy, the latter with a specific effect can cause a stun at best. Scroll: Magic spell with Ninjutsu active skill that can't be changed. Can have 1 passive skill. Blessing: Can have 1 passive skill, stats are dash attack/IISen oriented, thus the stats belong only to this item type. Artifact: Can have 2 passive skills. Rarity: Can have 1 passive skill. Has highest stat ranges, even if not with a green triangle. Equipment has rarity ranging from I to VII in roman numerals, also each numeral adds 1 more effect on the item, which is also the same amount of timelines in the game. Also each rarity increase the base value of a stat. Item stats have few ranges, yellow circle, green circle, green triangle, latter has the highest value, and each item buffs the base effect differently. The ranges don't matter when comparing from item to item, but within the item itself it should help you to know how much of boost they get, but it's useless as each stat has different ranges on their own on each item separately, so it's best just to ignore them and go by the % alone. It's possible to change the items stats and skills, but the extraction mechanic for skill and stat fragments is needed first. Negative stats exist too, and a cursed stat slot is always negative, so can only change the effect of it. When trying to extract a cursed slot, a cursed effect is extracted, instead of a normal effect, so it's possible to make an item that isn't cursed a cursed item, also there is passive level upgrade that gives a higher chance to find cursed items. Cursed item gives buff to all the other stats that aren't cursed, skills don't get any benefit from it. Skills range from active to passive skill, all of them have a visual icon, skills benefit from rarity, also the skill level increases when 2 identical skills are used on the items, skills can't be stacked, at least the highest level skill should be active only, which can be seen on the left side of the screen when not in the menu. When getting to the end of the game, true hub is unlocked where it's possible to change the timeline and make the game harder. Completing a timeline I-VI, a higher timeline is unlocked, also before that it allows you permanently fuse 1 item of what you have on yourself, but the timeline determines the rarity of the fusion, then it's possible to equip them in the true hub via a fusion equip terminal. Taijustu and Ninjutsu skills from fusion equipment become auto casting, aka will be cast with respective buttons, only if you have a temporary equipment with some other Taijutsu/Ninjutsu skill. Fusion equipment will be always on no matter what temporary items are being used, but only if you equip them in the hub, and only 1 per equipment slot. Always can restart a run and start from the hub, mostly for the sake of rerolling a starting item, when a certain lvling upgrade was taken. In a hub you have a level up npc, a healer who also lets the character change stats and skills on an item and a wishing grail. In the shop it's possible to buy random items, which can be rerolled. Levels can be maxed out after completing the game 1-2 times or so, as all the gold will be converted to souls. Wishing grail gives for 50 souls a buff (duplicates that don't stack and stackable) or an item, after an update the cost now increases after each purchase. Game has 2 different types of currencies, gold and souls, gold is for buying equipment or getting automatically converted to souls at the end of the timeline, gold can be gained by killing monsters, opening chests or selling items. Soul is used for leveling up or wishing for buffs or items, soul can be gained from monsters, lore pages, after completing a timeline while having gold on the character.(not sure if items are converted to gold and thus into souls) Basic gameplay is, start a run, kill enemies for health and/or gold, find chest to get loot and kill bosses for double loot, when done in a timely manner chests are not locked in the next hub (not mandatory, but helpful when trying to speedrun, in the hub the time stops), then do the same for each level, until the final level is beaten, then a choice is given from 6 different item slots, only one can be taken per timeline, the quality of the loot is determined by the timeline level. Then true hub is unlocked, and timeline can be changed, and permanent items can be fused with the character. After that it's just rinse and repeat, against tougher enemies for better permanent upgrades. The game also has a Speedrun mode and an endless wave mode where you can use fused equipment, but not gain more for the latter.
[code]For other game reviews, please [url=https://store.steampowered.com/curator/40640212/]follow us at What The Game?[/url][/code] Ninja Soul is an Action Roguelite Platformer with Roguevania elements to it. You play Kunoichi, a ninja who decides to return after some sort of training to where her hometown once stood in order to seek answers. [h1]Fill The Shoes Or Use Your Own Size[/h1] Coming into the genres that notably tends to have hits and huge shoes to fill, Ninja Soul takes a slightly different approach where instead of aiming to cater the usual market of skilled players, it instead positions itself to be more accessible and less challenging than other games in the genre. https://steamcommunity.com/sharedfiles/filedetails/?id=2865589413 [h1]Finally I Can Progress[/h1] With that Ninja Soul does its job well by maintaining accessibility and what makes the genre tick. When a run ends in death, players are thrown back to the start, first level. But every subsequent run will be easier with the persistent progression the player can make with stat improvements/upgrades that are done by spending “Souls” they get in a run that drop from enemies. These Souls are used to upgrade two “Blessing” skill trees that carry on for every run. [h1]Done in a Jiffy[/h1] Unlike the usual procedurally generated levels, the early levels of Ninja Soul tend to be repeated and can easily be remembered and is helpful if you’re going to play the game as a speedrun which is possible, with leaderboards in place for those who want that challenge. As the levels are short, the dreaded same feeling from replaying a level over and over isn’t much of a bother as they aren’t frustratingly difficult to pass. https://steamcommunity.com/sharedfiles/filedetails/?id=2865589899 [h1]Spoilt For Choice[/h1] The loot adds the opportunity to try out different builds that keeps things interesting. The players have two weapon types, Katana (melee) and Ningu (ranged, think shuriken). The Scrolls are items that can activate (skills) and passively improve those weapons. Blessings and Artifacts are also items that further improve on those Skills and the weapons. Lastly a Support item is also another item that can add another perk/stat to Skills. Each of those items and weapons have a huge variation, stats and perks tied to them. [h1]Enemy Sighted[/h1] Enemy variety in Ninja Soul is good and enemies vary from the level to level/biomes with an exception of a few. Each enemy has their own look, characteristics and patterns. Their AI isn’t the best and won’t impose much challenge for players familiar to the genre. They won’t aggro if you’re behind them, and they will only attack you when you’re in their line of sight and are near enough to them. https://steamcommunity.com/sharedfiles/filedetails/?id=2865590196 [h1]It Floats[/h1] The combat of Ninja Soul is on the easier side and can feel floaty. Hitting an enemy doesn't feel as chunky/meaty as it could be. Most of the combat and movement tend to feel a little light and not have much weight to them, but it still plays well and doesn’t have much issue to them, beside those personal preferences. [h1]Pardon Me?[/h1] Ninja Soul’s weakness that is obvious is the translation. At the start it may be confusing to understand what each item does and how they affect your stats, but given time playing it, you’ll eventually figure it out. [h1]Final Thoughts[/h1] There’s no doubt Ninja Soul won’t set the world on fire with something new or different, but it does occupy a spot that is vacant in a genre that has a history of being challenging and punishing, especially to new players. Ninja Soul is a good introduction that is enjoyable and digestible for new, casual players and those who enjoy speedrunning.
Although, I'm a big ninja fan, I can't recommend this game. This game tries it best to look awesome, although it is lacking the fundamentals.First, controls feels stale and your character floats around.Second, the weapon system feels overambitious for a game that lacks solid controls.Third, is about the aesthetics. If you look at each individual art item, each and everyone might look good on it's own, but the items do not fit well together. There are multiple stylistic and aesthetic disharmonies. Low-fi meets hi-fi, 2D meets 3D art style etc. Overall, this game just feels unpolished and rushed.The game is also obviously "heavily inspired" by the leading games in it's genre.
普普通通的肉鸽动作游戏 剧情方面没什么演出,只有各种小纸片来描述世界观 游戏性方面,女主的攻击速度很快,然而打击感很渣渣,打中敌人没什么反馈 红光反击给的时间有些短,只能刚见面就一发苦无来随缘反击= = 打击感和演出是大问题,动作细节也太少了 做成这种风格我觉得更需要流畅的动作细节,而不是单纯用来省钱…… 不过另一方面,作为肉鸽游戏的词条收集这些是比较良心的 很容易堆出特别厉害的装备,并不会特别看脸, 升级也算是比较容易,这方面是最大的优点了吧 个人打分6.5分吧
很强的玩手游的既视感
A shallow, more fast paced Dead Cells clone. If you like the concept of Dead Cells but not the difficulty or the grind, this will let you have a similar experience but condensed to a few hours. A regular run takes about an hour (or less), and it'll only take a few until you get your first clear. With every clear, you unlock new "timelines" which are basically increasing difficulties with minor adjustments like enemy stat % increases or more aggressive enemies, etc. , There's 6 of these, and looking at achievement lists, the game expects you to clear all 6 of them and find all of the randomly spawning lore items in order to reach the "true end", problem is, once you get your first clear you've pretty much seen most of what the game has to offer. There's simply not enough variety of items or skills here to keep you going, even the talent tree can be maxed out after a couple clears. The game does play well, I'll give it that, your character is overpowered and feels good to dart across the stage almost instantly killing enemies across the way, you don't even have to worry about picking up the spoils as all drops (except equipment, which only drops from treasure chests) automatically home into your character even when you move far away from them. Bosses put up more of a fight, but as long as you use the "essence extract" system to keep your stats and passives up, they shouldn't pose much of a problem either. Also, there's this counter mechanic where if you throw one of your projectiles at an enemy when it flashes red, you'll stun them for a while which allows you to do massive damage by either delivering a critical blow with a dash or simply attacking them normally while they're defenseless. Seems a bit counterintuitive to me since the window for this is pretty tight so it's hard to pull off casually, and the whole thing seems unnecessary when you can just kill enemies in a few seconds using normal attacks or skills anyways, thankfully, the mechanic doesn't go completely wasted as there's a talent tree passive that allows you to trigger the dash critical blow with a button press and another passive randomly found in equipment that automatically triggers the stun when you simply dash through any enemy (even bosses!). Overall, I would give the game a mixed rating if I could, but since I can't, I'll give it a positive since I did enjoy my time with it, I just wish there was more content here to justify spending more time on it. The current level of content and polish almost makes this feel like an early access, not a completed game.
It's a Cheaper version of DEAD CELLS which Dead Cells in so amazing. this has some jank. controls are a bit weird at first, maybe it's my old XBOX controller. you can remap but, some what not responsive to trigger and bumper keys. I would avoid RB, LB buttons. they game is solid. easy to get into hard to master. a good hour could go by and you are like, 1 more dungeon.
Game feels like it has a nice gameplay loop. Some mobs and bosses get different attacks hte higher loop you go. Plus it's cheap
プレイして真っ先に感じたのは操作性の悪さというか癖の強さ。 左右の移動はほんの一瞬だが初速が遅く加速する感じなのでレスポンスが悪い。このため少し移動しようとしてチョン押ししても動かない。 ジャンプの上昇スピードは速いが突然ぶつかる様な止まり方をする。 ジャンプの着地に硬直があり、スムーズには移動できない。 アクションゲームとして基本的なところがこれだからプレイしていて常に息苦しく感じる。 この操作性を許容できる人は楽しめると思う。
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