
Plague Breaker is a retro roguelike platformer with heavy RPG elements. Pick your class and ascend a procedurally generated castle filled with undead monsters and corrupted plague doctors. Level up your character and find items, weapons, and traders along the way before taking on each floors boss.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
This game shows a lot of promise, the developer clearly understands what makes platformers and Castlevania style games good! I like the potential and flexibility of the multiclassing system. Unfortunately, as it is, I can't recommend it. I ran into a number of showstopping bugs that made the experience pretty frustrating. [list] [*] My co-op partner got completely stuck when exiting a shop interface. He could jump, but not move left or right at all. This persisted through the entire next boss battle. [*] Whenever we had two of any healing item, we could keep using it over and over, effectively making an infinite supply of healing. Trading the items to each other broke the bug. [*] Upon beating the final boss, during the final cutscene the game got softlocked. The map opened up for some reason, and none of our buttons or the mouse could do anything. We had to close the game with Alt+F4, and it didn't save any of our progress (despite unlocking a bunch of achievements, which was weird). [/list] There were some other more minor bugs that I'd just call "jank", which I expect from a game this early on in development. Things like the shop interaction hitbox being small, or the inventory window not scrolling correctly are fine enough to me. That said, I'll definitely be keeping my eye on this game, and hope to see it improve and grow! The game was fun whenever we weren't hitting bugs, so I'm interested to see where it goes.
知名度は低そうだがそれなりに楽しめるローグライトアクション。 日本語なし。 たまにスキルやアイテムを翻訳する程度で、だいたいはそのままで理解できます。 アイテムアンロック要素あり。 キャラクター恒久強化なし。 隠し通路がたまにあるが、壁が他と比べて少し凹んでいるのでいちいち全部の壁を調べないでも一目で分かります。 ・キャラクター 全5キャラで初めは1キャラですがすぐに全キャラ開放可能。 キャラ毎に初期装備やスキルが違いますが、珍しいことにそのキャラクター以外のスキルも覚えて使うことができます。 最後のキャラは初期装備を自分で選ぶことができ、最初から強力なアイテムを持ち込むこともできますが、強力なアイテム程費用が高くてその分初期体力が減るという仕様。 スキルはツリー式で習得はステージクリア毎に1つだけ選択。 拾ったアイテム次第ではありますが、ツリー式なので先のスキル程強力ですし、基本はあえて他のキャラのスキルを取りに行かなくてもいいかと。 どのキャラも強力なスキルがありますし、ダッシュ等の便利なものがデフォでは使用できないので好みで取ってもよし。 ・装備 武器にマジックアイテム、アビリティ等を計4つ装備可能。 武器の種類は非常に少ないが、同じ武器でも攻撃力が高いもの、デバフを付与できるものなどがあります。 矢は真上やジャンプして下に撃つこともできるので便利。 一部消費アイテム以外は強力なマジックアイテムも何度でも使えます。 パッシブアイテムがデフォだと2つにアーマーも1つ装備可能。 ・アイテム この手のローグライトアクションには珍しく消耗品の回復アイテム、バフポーション等も(多分)無制限に所持できます。 運が良ければ大量に回復アイテムが手に入りますし、バフアイテムと合わせてHARDぐらいならゴリ押しでクリアできることも。 所持しているだけで効果のあるアイテムも多くあります。 ・良い点 装備やアイテム、スキルで色んなスタイルで遊べる。 ぶっ壊れてない?となる強力な組み合わせが比較的作りやすく、上手くハマれば道中はサクサクでボスもバフを使って突っ込んでいくだけで倒せたり無双状態を楽しめます。 素の移動速度が速く、ジャンプ力も高い。 ダッシュに2段ジャンプ、移動速度が上がるものを揃えると凄いスピードで駆け回ることができます。 ・悪い点 ミミックが多すぎる。 宝箱はマップ上に多めに配置されており、更に隠し通路の先の宝箱、お金を払って3つの中から1つ選ぶ宝箱、お金を払って回すルーレットの当たり目の1つにある宝箱もありますが、これら全てからミミックが出て来ることがあります。 体感で3つに1つはミミック。 色の違うレア宝箱からも出てくるのはがっかり感がデカいので勘弁してくれ。 開けると即攻撃をしてくるので、毎回宝箱を開けた瞬間キーを横に入れておかなければならず鬱陶しい。 敵のサーチ範囲や射程が長い。 壁を越えて攻撃をされたり雑魚を召喚してこられ、カタカナのコの字のようなマップで左下の部屋にいる時に一方的に左上から攻撃してこられたりする。 こちらも同じように長射程、広範囲の攻撃手段は用意されているので、それらが手に入れば逆に一方的に倒して楽に進むことはできます。 アイテムを多く持てるのは良いが終盤は多すぎて目的のアイテムが探しづらいこともある。 武器、アビリティ、アーマー、その他とタブは分かれているが、使用することの多い消耗品のポーションは別タブにしてほしかった。 ボス自体の攻撃はやや単調で、1面のボスと真ボス以外は全ボスが雑魚を召喚してくる。 そのせいで火力不足だったり範囲攻撃がなかったりすると雑魚処理が追い付かずジリ貧になることも。 お金がドロップしてから拾えるようになるまでに1秒程時間が掛かる。 触れたので拾ったと思って先に進もうとすると拾えていないことがあり、些細なことだが何度もあるとイラっとしてくる。 ・評価 良くも悪くも大味。 セール時の価格ならおすすめできるかなといったとこ。
Neutral review. I'm having just enough fun with this not to refund, but what you see in the storefront pictures is what you get - enemy variety is very lacking (judging from a single completed run on Hard, there is one higher setting gated behind clearing on Hard). Difficulty is definitely on the casual side, if you're comfortable with retro platformers - I could see it being hard for those who aren't, but it wasn't for me. It seems like development was cut short due to the solo developer losing their arrangement with their artist, based on news posts. This makes it unlikely that there will be much more in the way of enemy variety. I'm hoping to try co-op soon with another player who's less good at this sort of game, and I'll update this review with info on that - there's very little co-op info out there!
The game itself is fun, but it has very little content. Also the game isn't even close to being worth 12 dollars, I would say this is a 5 dollar game. Priced at over twice what its worth, maybe if it had more content I wouldn't say this.
This game is super fun. Would love to see more available items/synergies, but i think what makes this great is that the standard gameplay, before you find any items, feels really really good. So when you find a fancy new holy crossbow or something it just adds to the experience rather than depending on it. Big thumbs up for this one. I'll be playing a lot more of it.
Développé par Wozy Games Limited, Plague Breaker est un platformer roguelike s’inspirant, je cite, de « Rogue Legacy, Binding of Isaac et Castlevania: Circle of the Moon ». Le but est simple, gravir un château généré procéduralement jusqu’à affronter le boss final. Au départ une seule classe est disponible : le Warrior. Plutôt costaud, il commence avec une épée rouillée et un bouclier. Sa particularité, gagner pas mal de points de vie à chaque montée de niveau et des dégâts en mêlée augmentés. Vous pourrez par la suite débloquer le Mage, le Rogue, le Hunter et enfin l’Adventurer, une classe que vous pourrez modeler à votre guise en piochant parmi toutes les compétences disponibles. Éliminer les créatures du château vous permettra d’obtenir des pièces d’or à dépenser auprès des différents PNJs que vous rencontrerez. Vous croiserez un marchand d’armes et d’armures, un vendeur de fournitures générales (objets, potions, gemmes…), ainsi que d’autres plus joueurs vous proposant par exemple de tester votre chance (évidemment le résultat pourra être positif ou négatif… voire très négatif). Votre héros peut porter deux armes, une armure, deux objets passifs et deux consommables. Un peu comme dans un RPG vous trouverez au cours de votre aventure de nombreux équipements vous permettant de vous spécialiser et de monter peu à peu en puissance. Chaque étage du château se termine par un affrontement de boss. Si vous réussissez à le terrasser, votre personnage monte de niveau et vous avez un point à dépenser dans son arbre de compétences. Le Warrior pourra ainsi obtenir un dash, une capacité de soin, des dégâts de saignement, etc. Le Hunter pourra quant à lui bénéficier de flèches empoisonnées, de flèches enflammées, être immunisé contre les effets élémentaires, avoir des pièges explosifs et bien d’autres choses. En fonction de la classe choisie, des objets trouvés et de vox choix dans l’arbre de talents, chaque partie pourra être réellement différente de la précédente. Et vous pourrez même piocher dans tous les arbres pour multi-classer votre héros ! Le jeu proposant une centaine d’objets et une cinquantaine de compétence, il y a vraiment de quoi faire. Plume offrant un double saut, lunettes pour voir l’invisible, gemmes renforçant vos statistiques, toucher toxique, au bout de quelques étages votre personnage deviendra vraiment unique et puissant. La mort est « évidemment » définitive, mais en fonction de vos exploits vous débloquerez de nouveaux objets qui pourront apparaître lors de vos prochaines parties. De toute façon pour voir la vraie fin vous devrez terminer le jeu au moins une fois avec chaque classe. Chose très sympa, le titre est jouable à deux en coopération locale. L’écran est alors divisé verticalement et les joueurs pourront joindre leurs forces pour terrasser les vilains morts-vivants infestant le château. Ce genre d’option est devenue de plus en plus rare, c’est donc important de signaler l’effort ! Pour être franc j’avais lancé Plague Breaker en ayant peur de jouer à une copie peu inspirée de Rogue Legacy mais je me suis vraiment amusé. Les classes sont sympas et bien différentes les unes des autres, le jeu regorge d’objets transformant les parties pour toujours donner envie d’en relancer une pour voir ce qu’il se passera au nouvel essai, bravo à l’auteur. Si vous aimez les platformers et les roguelikes vous devriez y jeter un œil. https://www.youtube.com/watch?v=hJHuzr8LaJg
This game needs more attention! Fun roguevania game with lots of replay value via custom classes, but the difficulty stays high as there's no power building between play through. Worth a try if you like sidescrolling games and roguelites.
[url=https://store.steampowered.com/curator/31028489-Maddmike/]Maddmike Steam Curator[/url] https://youtu.be/Tk_ijZ9XsTo First Impression: Plague breaker may have conventional presentation, but its masking solid execution on classic gaming fundamentals. This platforming roguelike has the handprint of multiple castlevania eras on it: it’s got the inventory management, RPG-like systems and on-hit enemy nameplates of your Symphony of the Night’s but it’s aesthetic and game feel go back a few generations before that. Even without bottomless pits it manifests NES castlevania through its combat. You have your traditional roguelike concerns like health and upgrades, but the 2D perspective will have you worried with more retro concerns: like which enemies drop from ledges and which will stand there and try to pepper you from safety. Most attacks from both you and your opponents are slow and deliberate, you don’t get any mobility spells unless you spec into them so your average fight in Plague Breaker demands skirting around your opponents max range and jumping in to get some swipes, something you’ll need to be extra careful about because just making contact with their bodies deals damage too. Between combat you’ll want to scour each floor of the castle you’re ascending in hopes of finding rare items and equipment as well as the currency that lets you buy them. Your default moveset is sparse, just moving and jumping. Everything else your character does is a weapon, spell, or consumable you map to four active slots… making the actual ways in which you deal damage radically different run to run. And that’s a distinction that means a whole lot when you get into some of Plague Breakers meta-run systems. Successful completion of the tower not only rewards you with your expected roguelite rewards of more classes to do it again, but also a custom class creator to begin any future run with. Get a starting power budget to spend as you see fit between a list of abilities, items, and passives… with the extension of that list occurring whenever you uncover them in future runs. The same sorts of run defining combos you need to luck your way into in other roguelikes you can just start with here, which does take away some of the impromptu random rogue excitement but replaces it with calculated tactics. It’s custom class emphasis gives a different kind of thrill than both its visual inspirations and its roguelike contemporaries, but is a worthwhile incentive to keep collecting more stuff and finding the most ridiculous combos… making Plague Breaker old school fun that’s just as enjoyable to break as it is to play.
I just felt every bit of my childhood in this game really well made retro roguelike action game . Couldn't beat the twin docs yet best regards Xbox Alive FOX
Ok. So I don't do reviews. I felt compelled to say something about this title though. This genera is absolutely swamped with Castlevania garbage. That said, I LOVED this title. For me it feels that most games like to throw the tag metroidvanian around to easily. Almost like click bate. FOR ME this game was honest and true to a classic that I have loved my whole life. I FELT like I was playing a Castlevania again. I loved the game play mechanics. They didn't try to hard to make it overly difficult to do the thing. In total it took me a little over 3 hours to beat the first run. Just the right pace for me. It's obviously intended to be replayed with other classes to change the experience. Haven't tried them all just yet. I liked the mage class. My favorite part of the game was surprising to me. It was the music. I'm hard of hearing and with every single game i ever play (many : / ) I shut the music off first thing. It's to distracting for my ears from the audio queues of combat. NOT this game though. The music was every bit like playing an old Nintendo game. Consistent and not overbearing. I know most won't understand what i'm talking about. I just wanted to say thank you for making such a great experience from beginning to end.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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