
Journey to the land of the Gods in this atmospheric turn-based indie RPG. Vanquish deadly beasts of Finnish mythology, survive in the unforgiving wilderness and earn the favour of the ancient pagan Gods!
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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 39 reviews with recorded playtime.
Reviews
[h1]«Please The Gods»[/h1] [b]Смесь приключения, настольной игры и пошаговой RPG в атмосфере финской мифологии. Добываем пропитание в стране богов, населенной разнообразными существами и монстрами.[/b] Геймплей: https://youtu.be/ukh5Rorwbsg [h1]Сюжет:[/h1] Главный герой отправляется на поиски пищи, чтобы поддержать голодающую родню. Его мечта – найти легендарное сокровище, которое поможет разбогатеть и обеспечить семью необходимой провизией. [h1]Геймплей[/h1] Геймплей напоминает настольные игры. Перед нами огромная карта. На ней отмечены места, которые нужно посетить. Каждое место содержит определенное событие: это может быть встреча с диким животным, возможность порыбачить, осмотреть местность, отдохнуть или поговорить с путником. Как только вы переместились в выбранную точку, появляется меню с несколькими вариантами. От вашего выбора зависит сколько вы добудете/потеряете пищи и сердечек здоровья. С существами можно вступить в бой или откупиться. Сражения происходят с помощью кидания костей и подсчета очков атаки и защиты. Первоначальные значения складывают с тем, что выпало на костях и прибавляют то, что дают карты и навыки. Карты – умения персонажа, которые разблокируются за очки опыта. В бой можно взять только 8 карт. На них показывает сколько очков атаки и защиты вы получите на текущем и следующем ходу. Если атакуем, то наши очки атаки должны превышать защиту врага хотя бы на единицу. Тогда мы отнимаем одно сердечко или промахиваемся, если очков атаки меньше/равно тому, что есть у врага. Бои получились интересные и сложные. Тут важна стратегия, тактика и выбор карт, но кто победит, часто решает удача (рандом с костями), а не ваши расчеты. Зато это добавляет эффект неожиданности. Хорошо, что в случае смерти не заставляют проходить игру с самого начала. После битв с боссами игра сохраняется, и вам полностью восстанавливают здоровье. [h1]Итог:[/h1] [code]Великолепная инди. Если любите настольные, карточные игры и приключения, обратите внимание на «Please The Gods». В ней великолепные рисунки ручной работы, атмосфера олдскула и мифологии, куча колоритных существ и простой увлекательный геймплей.[/code] [i] Обзор был написан для группы [url=http://steamcommunity.com/groups/Obzzor4ik]Обзоры Онлайн[/url]. Почитать другие отзывы можете[url=http://store.steampowered.com/curator/28776273/] тут[/url].[/i]
[h1]IN A WORD:[b] MAYBE[/b][/h1] [h1]IN A NUTSHELL:[/h1] [quote=] [b]WHAT TO EXPECT:[/b] Indie made. Norse inspired setting. Simple rogue-like/adventure gameplay. Played on an evolving world map. Rogue-like quest structure. Numerous encounter types. Turn-based, synchronous, skill manipulated, dice combat. Twenty-six attack and defence skills. Buff, nerf and combat affecting mechanics. Influenced by Finnish mythology. Face a selection of enemies and their variants. Difficult boss battles. Singleplayer only. [b]ACHIEVEMENTS:[/b] NONE. [b]STATUS:[/b] COMPLETE. [b]WHEN TO BUY:[/b] ON A SMALL SALE. AT LEAST.[/quote] [i]More info below....[/i] https://steamcommunity.com/sharedfiles/filedetails/?id=2491609797 [h1]THE LOWDOWN:[/h1] Please the Gods (PtG) is a Unity-made encounter-driven adventure game, with classic dice combat and a combat manipulating skill-tree. Every aspect of its production has been heavily influenced by Finnish mythology. Players take on the role of a villager searching for a magical item that will save his folk from famine. To achieve this a series of quests must be undertaken to make the gods happy in order to receive their help in recovering said item. The protagonist must journey across a hand-drawn map of a Norse inspired landscape. Taking a specific route and choosing which locations to visit. The character can only advance to the next location, never return to previous available location. At the end of every trek a tough boss fight awaits. Upon achieving victory a skill point is awarded to unlock one of twenty-six combat skills that can be used in combat. Along the way players will talk to, help and ask help from NPCs, fight battles, gather food, make camp and rest, or prepare for the next combat. Some of these encounters present multiple choices that result in positive or negative results. Depending on the choice; food, health, combat buffs or nerfs that affect will be gained. While most encounters are fixed, a few are randomly generated. Over the course of their journey players must manage their health and food. Zero food reduces health for every location visited on the overland map and provides a penalty during combat. Zero health means death. Battles occur between the protagonist and a single enemy creature using sychronous WEGO. Where one side is the attacker and the other side the defender. Combat consists of rolling dice, adding buffs and nerfs. Skills are used to manipulate these total scores. While the amount of dice rolled or the numbers rolled can be manipulated in the present turn or the next. Both sides then switch roles. Alternating between the two until one side loses all their health. https://steamcommunity.com/sharedfiles/filedetails/?id=2491609419 [h1]THE GOOD:[/h1] + Heavily themed with Finnish mythology. + Old-school dice combat with a modern twist. WEGO alternate turns of attacking and defending. Binary outcome. + A basic but balanced skill-tree compliments the combat dice mechanics. + Simple, well-made hand-drawn visuals. [h1]THE BAD:[/h1] - Over-reliant on the use of RNG to prolong combat. - Can only save between quests. Otherwise lose progress. - Abstracting the companion into the combat model was a missed opportunity. - Could have done with some character generation, inventory and some stats. - Nothing gained from defeating enemies. No weapons. - The range of encounters to recover health, gather food and gain attack and defence buffs is barely enough. - An overwhelming feeling the die are rigged. Sixes for the AI on rerolling the same die. Constant low rolls for the player compared to the AI. [h1]AND THE REST:[/h1] * Combat has some tactical depth with the encounter earned modifiers and the skills selected by the player. * Some subsequent sub-quests make use of the same portion of world map. * Encounter numerous mythical creatures and monsters; dark wolf, wolf, earthfolk, deadly adder, hiisi. * A good range of powerful bosses. These fights are very taxing. * A single likeable music soundtrack. Adds to the ambience. https://steamcommunity.com/sharedfiles/filedetails/?id=2491612076 [h1]ANALYSIS:[/h1] PtG proved to be a simple game providing an uncomplicated experience. One that was well put together. Where nothing was terrible. Yet only the combat stood out and the soundtrack and the artwork chimed in adding a little extra quality. Overall seemingly middle of the road. The setting was pleasant enough and the Finnish mythological influence interesting. The backstory for the protagonists plight felt innocuous at best. At worst cliche. The artwork was well-drawn and set the platform for the rest of the experience. The music added to the ambience, enchanting in a way. Giving it a mystical feel. Despite its apparent flash or casual look, this game is more than this. Quests from the get-go proved difficult to achieve. Most battles difficult to overcome. Gameplay was unforgiving due to design-made restrictions. Rogue-like travelling forces players forwards, never to go back to get more healing for instance. A lack of recovery encounters and running out of food are examples. Having two combat encounters immediately after each other without the opportunity to heal up. The lack of food wasn't as pervasive as losing battles however. Making one too many mistakes there would prove fatal much more often. Without doubt the combat was the most satisfying part of PtG but it had its issues. RNG was a frustrating factor. Dice rolls appeared skewed. Moreso given my bad luck with rolls! Though these could be mitigated with clever tactical use of skills and appropriate die assignment. Most times did not prove enough and in my nine hours with the game I managed to only progress to the fourth sub-quest after over a dozen attempts. Still the system did work. Its just overly weighted against the player. Wished combat did not need to be so drawn out when taking a defensive approach. Some fights took too long to complete. For a game that tags itself as an RPG, why did it not possess some rudimentary character stats? More skills. Possibly of a non-combat nature. Perhaps having a fully implemented companion with its own abstracted die roll or larger groups of enemies that bring their own skill combinations could have added an extra layer of complexity. Even a small inventory with proper food, items that could add or subtract scores to attack and defence stats when equipped. Moreover having more random encounters or at the very least dynamically generated ones when a new run was attempted. Even a quick combat resolution option, to skip combat or have it played out with in two turn steps. [h1]VERDICT:[/h1] PtG would be a pretty easy game to dismiss given its nature and the simple experience it delivers. Despite a limited look, a design approach geared towards repetitive gameplay and a hardcore nature, some complexity and depth in its combat shines through. Though not the most amazing game in its class and frustrating to a point, the mythological setting, pleasant looking artwork, good soundtrack and somewhat tactical combat make this game one to consider. [quote=]Thank you for reading. | Follow my curator[url=https://store.steampowered.com/curator/40556040-The-Irregular-Gamer/] here[/url]. | Key provided by [url=https://steamcommunity.com/groups/tbtactics]Turn-Based Tactics[/url] [/quote]
I like the theme, I like the music, I like the combat. However, I ultimately can't recommend it because whether you succeed or not ends up being determined by random map events. It gets really tedious to quit out and start a section over just because you happened to fail a roll for getting more food. Combat is balanced to the point where any debuff makes a big impact on your chances and the ability to heal is also largely random, since that only happens on certain event tiles. Adding partial successes to the food events, so that they're not all or nothing and being able to heal multiple hearts at campfires would make for a much more consistent experience, as it stands now random chance swings your chances too wildly.
A game with Finnish mythology theme, there can be never enough of those. Very fun and simple to play, but keeps you on your toes. Gameplay consists of dicerolling and trying to manipulate the rolls in your favor by using different skills.
I wanted to like this game, and there are some promising concepts here, but ultimately it's all just too rough around the edges in all respects. It also commits the cardinal sin of making it so you can't skip the tutorial. No excuse for that in the year of lord 2019 no matter how indie a game is. The game is a dice game and as one might expect, luck plays a huge factor. There are skills one can collect with talent points that help tilt luck in your favor, but at the end of the day there's no fix for poor dice rolls. As such death should be expected unless you play on easy difficulty and get default +2 bonuses to your attack and defense rolls, and even then, don't expect to be impervious. Now death isn't always such a bad thing in video games. In rogue-likes for example? Death is a feature. However in a rogue-like, if you die, at least the next time you go through the dungeon it's been randomized a bit to keep that sense of "freshness" in your replay. There is no freshness in this game. Every playthrough is pretty much the same for all intents and purposes. Then again the game is like 10 bucks. There are three gods with which you must earn favor for in order to get them to relinquish a piece of a relic. These are always the same gods. Each of these gods are going to make you go on three quests for them in order to earn their favor. These are always the same quests. The map layouts for each of these nine quests are always the same, and lead to the same boss at the end. If nothing else, this is a game that could've stood to gain a lot out of a Slay the Spire style map with randomly generated nodes that wound their way up to the boss because if you die? Especially toward the end of a quest? Back to the end of the quest you go having to play through the exact same content again with no suspense and no surprises. Death becomes tedious quickly. Combat is, basically, you throw dice at your opponent and your opponent throws dice at you and whomever comes out with the bigger number wins. That's really it. The only nuance to be had is that your offense skills are used to smack your opponent in the face and net bonus defense dice for your defensive rolls. Your defense skills are used to be kind of crap and gimmicky, and if your opponent's dice happen to have rolled to fit that gimmick then you're great, and if not? Well then you get smacked in the face, naturally. As for the artistic merits of the game: 1. I like the setting. 2. I like the music. 3. I like the monster design. Ultimately, I have mixed feelings about the game. I feel there is potential here that just wasn't realized.
Simple game, roll the dice, make few choices every now and then. Huge thumbs up for using Finnish mythology! You don't see that very often in video games. Music is brilliant! It isn't game of the year, but I like to support smaller game studios like this one. Price is only about 2-3 pints of beer, so go on and try this game! Or even better, drink those pints while you play!
[i]Please the Gods ist im Grunde genommen ein Würfelspiel mit leichten Strategie-Elementen. Eigentlich gefällt mir die Idee ganz gut, doch es hapert hier noch extrem am Balancing und auch die sehr seichte Story weiß nicht zu überzeugen. Ich hoffe, dass die Entwickler die Zeit im EA gut nutzen und die angesprochenen Probleme beheben. Weiter geht’s im Detail.[/i] [b]Story & Inhalt[/b] Wir finden uns in Please the Gods in einer finnischen Mythologie Welt wieder. Das Setting ist frisch und bietet viele Möglichkeiten. Trotzdem vergisst man sehr schnell, warum man hier in den Wäldern um sein Leben würfelt. Wir sind arm, die Familie steht kurz vor dem Hungertod, also machen wir uns auf, um den legendären „Sampo“ zu finden, der endlosen Reichtum und Nahrung verspricht. Es gibt verschiedene Gebiete. In jedem davon gibt uns ein Gott verschiedene Aufgaben, die wir erfüllen müssen und zum Schluss dem Gebiets-Endboss gegenüber zu treten. Wie gesagt, bei der Story muss noch einiges getan werden, um die Spieler bei der Stange zu halten. Die finnische Mythologie bietet so viele Möglichkeiten. Leider sind die Quests hier sehr generisch und ich konnte zu keinem der Charaktere eine Beziehung aufbauen oder mich in ihn hinein versetzen. [b]Gameplay & Steuerung[/b] Zu Beginn möchte ich gleich das allergrößte Problem ansprechen. Es gibt kein freies Speichersystem. Und gespeichert wird ausschließlich, wenn du eine komplette Quest, sprich eine komplette Map fertig hast. Durch das Gewürfle kann man durchaus mal 1 bis 2 Stunden brauchen! Das geht gar nicht in meinen Augen und ich hoffe, dass das bald geändert wird. So, der Ärger ist raus, jetzt geht’s wieder mit objektiver Beschreibung weiter. ;) Gesteuert wird hier ausschließlich mit der Maus. Man befindet sich auf einer Landkarte und kann entscheiden welchen Wegpunkt man als nächstes anwählt. Man sieht vorher, was sich an diesem Punkt befindet und kann so besser Entscheidungen treffen. Brauch ich dringend Nahrung, muss ich rasten oder kann ich bedenkenlos in den Kampf? An jedem Punkt kann man nun eine Auswahl treffen. Bei einem Kampf kann man entweder vorher seine Verteidigung auf Kosten des Angriffwerts steigern oder andersrum. Oder man startet ausgeglichen in den Kampf. Nun startet der Kampf, welcher durch Würfeln ausgetragen wird. Man selbst und der Gegner haben zusätzlich verschiedene Strategiekarten, die ausgespielt werden können. Bei jedem Level-up kann man neue Karten freischalten, allerdings nur eine begrenzte Anzahl „mitnehmen“. Die Kämpfe sind trotzdem eher Glückssache, man kann nur bedingt den Kampfausgang beeinflussen. Es wird immer abwechselnd Angegriffen und Verteidigt. Wer keine Herzen mehr hat, verliert. Und wir haben es hier mit Perma-Death zu tun. https://steamcommunity.com/sharedfiles/filedetails/?id=1918089062 Wenn man in ein neues Gebiet kommt, werden zwar die Herzen wieder aufgefüllt, aber nicht die Nahrung. Gerade im ersten Spiel, wenn man das vielleicht nicht erwartet, ist man so gut wie verloren. Mit jedem Zug ohne Nahrung verliert man ein halbes Herz und zudem seine Verteidigung. Da wartet ziemlich schnell der Neustart auf einen. Was noch ärgerlicher ist, da es sich hier nicht um ein Rogue-like o.ä. handelt und man einfach wieder bei Null beginnt. Gut man kennt natürlich jetzt den Ausgang dieser Map und wie man sich besser verhält. Gleichzeitig kommt dann aber etwas Langeweile auf. Auch bei den meisten anderen Ereignissen kann man Entscheidungen treffen. Isst man die Pilze oder nicht. Gibt man dem Gegner etwas Nahrung und vermeidet so einen Kampf usw. Hier hätte ich mir wesentlich mehr Inhalte und Entscheidungsmöglichkeiten gewünscht. Aber das Spiel befindet sich im EA, so kann man mit hoher Wahrscheinlichkeit noch auf einige Änderungen hoffen, denn die Entwickler sind nach wie vor aktiv und bringen Updates raus. [b]Grafik & Musik[/b] Die Musik ist leider sehr leise, aber sehr gut und trägt einen wesentlichen Teil, wenn nicht sogar den größten, zur Stimmung bei. Ab und an hört man Vogelgezwitscher. Wenn ein Kampf beginnt, wird die Musik bedrohlich und es ist, unter anderem, Wolfsgeheul zu hören. An dem Punkt gibt es von mir keine Einwände. Die Grafik finde ich toll. Ich steh total auf Pixel-Art und diese hier ist ganz hübsch gemacht. Vielleicht nicht jedermanns Sache, doch für diese Art von Spiel ist es eine gute Wahl. [b]Voiceacting & Lokalisierungen[/b] Voiceacting gibt es in diesem Spiel nicht. Ebenso leider keine deutsche Übersetzung. Man kommt allerdings mit Schul- bzw. Gamerenglisch ohne Probleme durchs Spiel. [b]Länge & Wiederspielbarkeit[/b] Ich bin nach über 5 Stunden noch nicht am Ende. Es ist eben hauptsächlich ein Glücksspiel, daher kann man nicht sagen, wie lange es bei jedem Einzelnen dauern wird. Da aber, zumindest bis zum jetzigen EA-Stand, die Abwechslung fehlt, denke ich, dass man nach einem Durchgang genug hat. Der Preis von 8 Euro ist wirklich fair. [b]Vorgänger/Nachfolger & ähnliche Spiele[/b] Wenn Ihr ähnliche Spiele sucht, könnt ihr natürlich auch einfach Kniffel oder Mensch ärgere dich nicht spielen. Aber Spaß beiseite. Wenn euch die skandinavische Mythologie gefallen hat, dann schaut doch mal bei [url=https://store.steampowered.com/app/323580/Jotun_Valhalla_Edition/]Jotun[/url] oder [url=https://store.steampowered.com/app/269050/Year_Walk/]Year Walk[/url] rein. Lieber ein Spiel, dass durch RNG und Würfel glänzt? Dann empfehle ich euch [url=https://store.steampowered.com/app/861540/Dicey_Dungeons/]Dicey Dungeons[/url]. [i]Die Idee gefällt mir gut, auch Grafik und Musik sind stimmig. Leider fehlt es an Inhalt, ansprechenden Charakteren und einer überzeugenden Story. Zudem hapert es am Balancing. Trotzdem gibt es einen Daumen nach oben. Das Game befindet sich noch im EA und die Entwickler liefern weiterhin Updates und Content. Ich werde auf jeden Fall spätestens zum Release wieder reinschauen.[/i] [Quote] Wenn Euch diese Review gefallen hat, dann lasst mir doch ein Like und ein Follow auf unserer [url=https://store.steampowered.com/curator/8049466/]Kuratorenseite[/url] da. Vielen Dank.[/Quote]
After its kind ambushed you twice, you find yourself face-to-face with another starved Earthfolk, one of the many creatures inspired by Finnish folklore. Will you look past the prior encounters and give up some of your food? In the wild north, crops are dying and game is scarce. Your family struggles to survive. An artifact can supposedly help, but of course, its shards are scattered across the region. Accompanied by your trusty and unfortunately underused doggy companion you set out on a quest to secure your and your loved ones' future. After an excellent tutorial, you find yourself surrounded by deep forests, crystal-clear lakes, and vast plains. You move toward your goal waypoint after waypoint, often presented with a choice. Do you need a safe place for some foraging first, or can you do without for another day? Some encounters are straight-up combat, other times you can avoid fighting by saying the right thing or spending resources. Entire regions away some decisions might come back to haunt you later, and thankfully Please the Gods doesn't telegraph which ones. Beyond the short interactions, not much characterization occurs. Your personal life frames the story but stays out of focus. Recurring characters aren't developed much beyond being quest givers. That isn't to say the characters are badly written, unbelievable or even unlikable - Please the Gods merely is a short game and doesn't focus on character development. Food and health act as resources and are used up by travelling and getting injured in combat respectively. Managing both across your travels is an interesting and never tedious mechanic, but the randomness of for example foraging encounters might lead to frustration. Starving doesn't immediately kill you, however, and the generous checkpoint system never sets you back more than a couple of encounters. If you do find yourself in combat dice provide solid action resolution mechanics, in a nutshell: roll higher than your opponent to succeed. Skills are implemented as actions to be used each round and grant additional dice or modify and manipulate them. Most skills affect both the current and the following turn, e.g. providing a defensive buff now but reducing your offense next turn, and so the turns are ever intertwined, never quite offering a moment of respite. This leads to surprisingly fluid and entertaining combat, transitioning from defense to reckless attacks if a good enough roll comes along. The dice make combat swingy at times, but using six-sided dice makes it decided less swingy than for example D&D's favourite twenty-sided die. To enable sound decisions a good grasp on basic probabilities is recommended. Between quests, you can spend ability points to gain new skills from four skill trees. The skills seem well balanced but most don't seem that enticing. Some skill descriptions could be a bit clearer, but you have plenty of skill points and towards the end, there's even an opportunity to re-do them entirely. Please the Gods is entertaining, humorous and provides a good challenge. You despatch run-of-the-mill mooks increasingly easily; bosses pose serious threats especially if you go in low on health. The characters you encounter are quaint and whimsical. The artists had a ♥♥♥♥♥♥♥ field day, especially with facial expressions. You are in for about four hours of delightful questing and interesting but shallow glimpses of Finnish folklore.
[h1] DO YOU HAVE THE HEART OF THE DICE? [/h1] Would you rather watch than read? Me too. Check out the highlights of the gameplay here: https://www.youtube.com/watch?v=m9V2zAjSbpg Take deep Finnish mythology, mix in dice rolls and RPG elements like a perks / skills tree and give the player free choice on which path they take to get to the bosses / objectives. You'd have yourself a good idea of the kind of game that Please the Gods is. There is certainly quite a bit of work you have to do for the Gods, and it's all based on your dice. Each combat has your attack and defense turns, based on dice rolls. You augment / bolster / offset your good / bad rolls through the use of a few skills that you get to specialize in and you use strategy to beat each monster. It's actually a ton of fun and each turn presents you with new challenges on how to beat your opponents dice. You'll know exactly what they are going to do each turn, so it's up to you to decide: Do you hit him hard now, or do you get more defense dice next turn for less dice this turn? This kind of decision is EVERY TURN. It doesn't get the least bit stale, it keeps it super fresh! Highly recommend you check this game out. It's a ton of fun (as long as you get good rolls). ((Just believe in the heart of the dice Yugi.)) Join the Curator group for more reviews like this: [url=https://store.steampowered.com/curator/34634494/ ] Sonoket's Lost Games [/url]
Финский разработчик представляет нам основанное на мифах своей Родины приключение, во главе которого стоит игра в кубики. Передвигаемся по карте в стиле таблетоп-игр, веток прохождения обычно две, воюем со встреченными существами, участвуем в эвентах, и идем до конечной точки маршрута, где награда нам-бесценное сокровище. Суть боев- грамотно использовать карты усиления кубиков для атаки и защиты. Достаточно приятный визуал и неторопливое прохождение игры, к которой можно возвращаться со временем. Из минусов - маловато вариантов выбора веток пути, и не так много возможностей развития персонажа. Если подводить итог - неоднозначная игра, но механика игры с кубиками уж точно найдет своего покупателя. Да и познакомиться с финской мифологией не будет лишним. Заходите в гости.) https://store.steampowered.com/curator/37645702-Unknown-indie/
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