
Take all of the combat of an Action-RPG and cram it into a non-stop action game with RPG character progression, add a bit of satire, and just one life to make it to the end, and that’s Pylon: Rogue.
Modeled estimate, not a reported figure. How we estimate →
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About
Stats
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 22 reviews with recorded playtime.
Reviews
this game is fun, and i would recommend it, but with some stipulations. I wanna start by saying i found this game at pax west, and had a really fun time playing it and talking to a couple of the devs. they seemed like cool dudes really passionate about making a good roguelike. and when you play the game you can tell that they have put and are continuing to put lots of time into making the game fun to play. I will say this - i wanted to *love* this game. I *LOVE* roguelike games. its my favorite genre and i have hundreds of hours into binding of isaac and games like it. I also love action rpg games like diablo and etc, so the fusion of the two seemed like an awesome idea that i wanted to be amazing. Where i take issue with the game is here: Take a game like diablo (1/2/3) hardcore mode. Health in that game is easy come easy go. You will take unavoidable damage regularly while playing, but its not only trivial but a major part of the game to stock up on health items. In d2, you'll have a belt full of literally 16 full health potions. So you have a game formula of If you die once you lose your character, and you can take unavoidable damage regularly, BUT you also have excess access to health items. Now take a roguelike like binding of isaac or enter the gungeon. It's not so easy to come across health in those games, and if you die once you lose your character. *BUT* you practically never take unavoidable damage or damage unexpectedly. That is to say - everytime you get hit in binding of isaac you're like: oh yeah i let that bullet hit me or i walked into that poison or whatever. The thing about this game thats been bothering me is that it doesn't have this balance of either of the previous 2 games. 1.If you die your game is over. 2. health is EXTREMELY difficult to come across 3. you incur unavoidable damage regularly. If you're playing a melee hero, you *CANNOT* avoid taking damage. whereas if you're amazing at binding of isaac you can not take a point of damage for almost the entire game. This would be okay if health wasn't SO DIFFICULT to come across. you can buy full heals at the end of every level but 1. it makes for a less fun experience and 2. it doesnt address the issue of life in a big level. Example: the sand worms in the desert. When they spit poison on the ground, you are guaranteed to take a few points of damage because the ground is active immediately. The damage should not begin for a second or two after the visual cue, making it avoidable for the player. Other problem: for the bow character, the optimal strategy is to basically spam your defensive move nonstop, because the I-frames keep you almost permanently invincible. So how you play her is: spam defensive to one side of the map, shoot your bow 3 times, spam defensive to the other side, bow, defensive, bow, defensive. Thats the optimal strategy. its right there, there is no other way to play her if you want to do the best. and its not fun. The rock golem on the other hand has a much more fun and dynamic playstyle, But then you run into the unavoidable melee damage issues. Final issue is this: in games like binding of isaac and enter the gungeon, the visual cues for damage sources are SO OVERT. you absolutely cannot miss an object whose frames will cause you damage. It causes you to rarely feel like you took damage where you shouldnt have - which is incredibly frustrating. In this game, because of the nature of the models and enemies, as well as the visual noise of the map around you, its not easy to tell when an enemy or object is emitting damage frames. I'll find myself being like what the ♥♥♥♥ how did that ♥♥♥♥♥♥♥ fly just hit me thats ♥♥♥♥♥♥♥♥. Stronger visual cues for when you're invincible vs not, when an enemy can damage you vs not, would go a LOOOOONG LONG LONG LONG LONG way imo. because i find myself just being frustrated when i die. whereas in a game like binding of isaac, you almost always see your death coming. In this game i'll abruptly die and be like oh welp run over that was lame.
Game is little too hard, but makes me think of Binding of Isaac, you get loots, depending on what you want, you get hearts, have to capture things to increase your stats and also never ever take damage. I love games like this, the one with the knowledge will go further. BIG THUMBS UP!
Pylon: Rogue is a fun game for those who enjoy difficult action RPG's. This game does mix elements of roguelikes well with it's core mechanics. Pylon: Rogue is no shining star currently, as there are issues of balance and controls. This review covers all content up to the Fire and Ice update. [b]Positives:[/b] [list] [*]Dungeons and the Navigation Map are simple to understand and look great. [*]Combat is simple to understand while takes time to master. [*]Each character has a unique style of play. [/list] The game does a good job on making combat enjoyable, with a nice variety of enemies as you progress the game. Enemies only damage the character when they attack, so when each battle has a nice ebb and flow of offence and defence. The navigation map and dungeons have a decent pallete of color, with some subtle variety in dungeon layouts. Dungeons also have a nice risk/reward system where fully clearing a dungeon (instead of just booking it when the exit is revealed) gives a mighty boon. The three characters (Moneydin, Ranger, and Golem) offer unique playstyles from their movesets, which helps with game logevity. [b]Negatives:[/b] [list] [*]RNG Dependency [*]Blocky animation [/list] Where the game falls short of being amazing is due to two core elements: dependency of good drops, and having blocky animations/controls. Going through the game is challenging, as players are dependant on luck to get health drops for any damage taken as well as getting upgrades to help in future stages. The only current element of choice is in the shop, which is still random assortment of upgrades. One notable issue is getting upgrades (in shop or as drops) that are pointless because the character already capped that upgrade. The blocky animation/controls is mainly centered around the defensive skills for each character. There is either noticable startup or after-delay from the defensive skills where the character cannot perform any action; some characters also make it difficult to determine visually when they are invulnerable to damage. Aiming light ranged attacks is frustrating, as there is no aim controls. Characters must face/walk in the direction they attack. These elements create a high learning curve need to succeed in the game. [b]Request:[/b] [list] [*]Better 'Progress' mechanics [/list] The only progress gained between playthroughs of the game is unlocking new upgrades available for the next run. While the unlocked upgrades do help, it doesn't feel very rewarding for the effort. While this may be alright for more purist rougelike players, I would love to be able to build up a legacy/mastery of each character available. Either through improving starting funds or improve starting stats. Overall I've had fun with game and hope that it continues to improve. There's plenty of hours of entertainment to be had with this game, but in it's current state not all would enjoy the learning curve needed to progress.
As you play, you find items that enhance your killing potential. If you die, you lose everything and start over - no apparent permanent character or stat upgrades yet... some might call this fun.
Disclaimer: Played with mouse & keyboard. Control system just doesnt work for this sort of game. Completely ruins the game, may as well be playing with oven mits on, imagine Dark Souls where u cant dodge but have to slowly rotate your camera to change direction. This game showcases why Dark Souls 2&3, Bloodbourne. Nioh which all play from a similar camera angle (3rd Person/Behind) have target locking and sidestep/dodge abilties. Sorry but games like this are meant to be played on a knife edge where quick and correct reactions are the cornerstone of gameplay. having to turn my camera 45 degress and then slowly waddle (no dash or sprint available) out of a poision bubble just doesnt feel like reactive gameplay to me. Combat just feels clunky and akward. if this game apeals to you, Don't buy it unless its reworked - buy either of the 3 games mentioned earler (3rd Person Camer) or pickup hollowknight (2D Platformer), Asura (isometric diablo-esque camera) or binding of isaac (top down camera) instead Now im gunna apply for a refund. cant say if the game would play better on an xbox controller. what ive seen sofar didnt interest me enough to find out.
Git gud or git ded.
没中文就不说了 ,打击感还行,但是只要死亡之前获得的物品全部丢失,回村不回血,如果你没死回到村子需要用宝石回血,基本上1宝石1hp,打一次得到的宝石买完血剩不了多少,出去死了就掉光。。。放技能要用卷轴很操蛋,没卷轴就只能肉搏,卷轴恢复需要打怪箱子掉落或者商店购买,总之很无语
hard for me looked great at the convention I have about 6 hours in. using steam controller. Im taking a break its to hard for me and my gamer wife has yet to complete one level. Not my thing I guess. Maybe if you could buy stuff or use the controller buttons more effectively. good luck
Fun game! Can't wait to play more!
Un juego de calabozos, elijes un personaje y pasas de calabozo en calabozo, si mueres pierdes todo el progreso y tienes que empezar de 0, en una secuencia de calabozos distinta, en este sentido similar a juegos como Isaac. Lo bueno: -Dinamico y entretenido -Ridiculamente barato en epocas de rebajas -Gran variedad de items, power ups -Interfaz y sistema de juego muy simple Lo malo: -Dificultad un tanto elevada -Prometieron agregar nuevas armas pero al parecer el juego esta abandonado por sus desarrolladores -Unico idioma Ingles -Terminas muriendo mucho y te aburres rapido de empezar de 0 -Le falta un poco de optimizacion. Como hay mas cosas malas que buenas no puedo recomendarlo, sin ebamrgo si algun dia los desarrolladores sacan actualizaciones mejorando el juego o directamente hacen una parte 2 mejorando algunos puntos que nombre, sin dudas lo jugaria y lo recomendaria.
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Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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