
RemiLore: Lost Girl in the Lands of Lore is a “rogue-lite” anime-style adventure set in a colorful fantasy world where players hack-and-slash their way through an army of mechanical monsters using a huge variety of unique melee weapons and devastating magic attacks!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese*, Korean, Simplified Chinese, Traditional Chinese*languages with full audio support
Engagement
Hours played at review time, across 42 reviews with recorded playtime.
Reviews
Themes across 42 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
To start off, the game has been ported pretty well and handles very nicely on PC. The initial loading time is a bit long, but I do have a PC that classifies as old by now, so it could be that as well. The gameplay is smooth and simple in the correct way. Hit your opponents while doing your best not to get hit. Dash-canceling attacks to avoid getting hit comes in handy especially when wielding heavier and bigger weapons, but those still need some more practice than the fast-hitting ones. The vibrant and colourful visuals are pleasant and relaxing, providing a nice contrast to the fast-paced action. The rooms can at times get cluttered and sometimes it's a little difficult to follow what's happening on the screen, but it's more an exception than a rule. The music doesn't stand out very much, so I can't really comment it. The voice-acting is a standard good. As for the amount of content, I'll put it in an analogy. RemiLore isn't something the player is supposed to gorge themselves on, but more like dessert. Something nice and sweet to savor and indulge your senses with. Therefore, here's a solid 8.5/10 Additional note: The spells could use some tweaking, because some are way more useful than others. Freeze pretty much trivializes mid-boss fights and slow (as long as not overused) is extremely convenient during boss-fights, as level-end bosses cannot be frozen. Update: two-handed swords really handle badly and feel useless. They attack just as slowly as hammers, minus the hammers' actually good damage and hit-stun.
I wanted to make sure that I put a decent amount of hours into this game before I wrote my first steam review, because this is a game I bought despite the other poor reviews it has. I'm going to try and break down what I think the game does well, what the frustrations I have experienced have been, and where I think it could improve. The Good: Voice acting and story is pretty enjoyable throughout, at least the first time. Different weapon types all feel unique from each other. A majority of the spells feel very powerful and useful. The bonus game modes add some unique twists that can keep runs feeling fresh. The Bad: Enemy variety is not quite there. Enemies feel very boring after you learn their patterns. The random non-story dialogue gets incredibly annoying even with the good voice acting, as you start to hear the same things repeatedly. The amount of content, while not necessarily small, can be beaten relatively quickly once you know how the mechanics work. Improvements: I have no idea if the devs would even patch this game as it's been out on console since Feb. but I feel I still want to add some feedback. Big powerful weapons, hammer and 2h greatsword, are more frustrating than fun to play with. Enemies attack way too fast to warrant using these weapons, and even getting more than 1 hit in feels daunting at times. They have their niche in some of the bonus modes where you can compensate in other ways for their speed, but in normal gameplay, I never feel like I want to pick them up. Some sort of attack speed increase, or maybe added range would help immensely. It has been brought up before, but the "go back to the start of the entire zone" on death is quite tedious, especially when you have been unlucky with weapon drops. You can basically become hard stuck and not want to continue if you somehow make it too far on a weak weapon that you have been locked into. The best defense is literally always more offense. All of the dashing and defensive geared spells feel utterly worthless compared to any of the offensive ones. The only exception to this is shield as invulns are very powerful obviously. Some tweaking on numbers or maybe even changing their effects to be even more unique and niche would maybe benefit these spells. Overall, I am very happy I picked up this game despite the reviews I had read. It has been enjoyable and I'm still chugging along trying to unlock all the weapons and costumes. The bonus modes have been challenging in their own way, and while I dread permadeath and 1 hit, I will certainly try and overcome them. I would encourage anyone who is on the fence about this game to give it a shot.
reminds me of croixleur sigma game seems to have horrible reviews on steam because hardly anyone has reviewed it, but it's really fun and personally I haven't run into any issues or annoyances
I had been watching this game for awhile and it launched. Hurray! Finally booted it up..small hiccup on loading screen where it seems like it freezes and then starts back up. Loading takes too long, but whatever. Game starts, I use my controller to move around the menu then select "Story"...and my controller doesn't work. I can't select anything. Huh. Strange issue. I'm sure it will be fine if I restart. Menu works again, no problems..same problem. I manage to use the keyboard controls to start the game then go back to the menu. I'll go to the options to configure the controls. It works in the menus so no problems, right? Nope. It can't seem to register the buttons on my controller...same buttons that just worked on the menu. Folks, look. It's 2020. Microsoft has done 90% (or more) of the work for you to have decent controller support. It's not this hard. As a software developer, you should be embarrassed that couldn't google your way to half-arsed controller support. I can't usually be bothered to take the time refund a game let alone review it, but this has to stop.
Remilore is a fun little hack & slash with a questionable price tag. Don't let my hours fool you, I've played this game a decent bit on Switch as well. Remilore pretty much is what you expect. It's a hack & slash game with randomized elements for replay value. That's pretty much all it is. You use your three dodge charges to weave in and out of the action and slam enemies with your weapon, and that's pretty much all there is to the game. Spells attached to your weapon can help with this, but they're not going to be your focus (usually). You've got a light and heavy attack that you combo similar to something like Dynasty Warriors, but honestly, you can just forget about the heavy attack button and be totally fine. Which brings us to a problem: slow attacks are bad, and thus slow weapons are bad. It's a rougelite (sort of, permadeath mode isn't actually the default mode, it just throws you way back to a checkpoint normally, and unlocks of better drops and spells are permanent progression), so being dealt a bad hand that you have to deal with is expected at times, but the game has an unlock system that only starts you off with the basic 1-handed sword weapon type unlocked. The 1-handed sword is good, but this also means that unlocking later weapons, which starts with a 2-handed heavy hammer type is actually actively detrimental to your chances of success, and you can absolutely just choose to forgo unlocking later, slower, weapons and just stick with the 1-handers. That's less interesting, yes, but makes things easier. The same unlock system also applies to spells. Some spells are just better than others. You probably won't know that until you unlock and try them though, and unlike weapons, they're not going to be tied down to zone, so if you unlock a spell, you might as well level it. Spells also aren't as vital to your success as getting better weapons, so this isn't really much of an issue. Still, once you realize how much more powerful certain spells are than others, you may find yourself forgoing higher damage weapons just to stick with certain spells, not that this is a bad thing, as it adds some decision making to pickups rather than just always taking the weapon with higher numbers. Still, there's some spells you might wish you hadn't unlocked. Another thing is that the game is pretty "solvable" for a roguelite (again, sort of). This may or may not be a bad thing depending on your perspective. It's not particularly hard, but in general it feels pretty fair. I've never felt like the game has just totally randomly screwed me. That said, you can go in and pretty much expect to always win if you know what you're doing. My first (and only, so far) run on PC was a victory despite an unlucky pickup that reduced my max HP by 20%, so I had to finish the run with 800 HP rather than the starting 1000. I pretty much mainlined unlocking what I knew what would be useful and beat the run with relative ease. Since I'm already familiar with what enemies do what and what to prioritize, winning, even without anything unlocked from the start, wasn't difficult. That said, once you beat the normal mode, there's modes you can pick that can throw a wrench in things to make things more interesting, like giving you a random weapon every time you defeat an enemy, or giving you a random spell, or just a hard mode. In any case, the game is fun, and I like it a lot (I did buy it twice, after all), but it's not the most easy thing to recommend at $40, particularly when you can get something like Hades (which, as far as I know, features more variety and difficulty) for $25. The only real reason you would probably pick up Remilore over the competition is that it's cute, and that's probably a pretty hard sell. Also it has a local co-op mode, but I haven't played that mode as of yet.
RemiLore is good, a surprisingly well polished anime-style action game from a small Korean indie team and published by the ever-so-interesting Nicalis. The action is fairly straightforward. Top down hack and slash, you have a light attack, a slightly slower heavy attack, and a dash that has no iframes but can interrupt anything you are doing except getting hit. This gives the combat a wonderful flow; the dash feels so good you want to use it constantly, and this is a bad thing as you only have so many charges of it and it is your only defense. You have a spell too, only one at a time, but the spells tend to only supplement your hack and slash action. Enemy windups are good and clear, and smart play feels like a nice ballet of dashing, striking, dashing away, and just plain stylish fun. The game is... kind of a roguelike? The structure is roguelite but the game clearly does not want to commit to permadeath, allowing you to restart each world if you die. (More roguelites, and probably roguelikes too, need that level of humility as very few of them are truly good enough to earn the right to employ permadeath.) It also runs a hair long, about 2 hours per clear (Though most roguelites can't control themselves and think 2 hours is a SHORT clear), but it's got a generous saving system so you need not do that all in one run. Another HUGE mercy: This game does not jew you on health. Unlike almost every other two-bit roguelite out there where if you get nicked once you better just restart the run, health potions drop randomly and are generally plentiful. Unfortunately, one bad room is typically more than enough to kill you dead and the game tends to swing a lot on that randomness of health drops. It also does not have much in the way of roguelite power creep. You slowly unlock more weapon types the more you clear the game, but practically speaking they do not offer much except slower or faster combos (The heavy weapons are generally just TOO slow to work around the enemy openings), and the only way you meaningfully get stronger during each run is by grabbing a higher tier weapon. There are dozens of weapons at each tier with slightly different DPS and perks, and each weapon also has a different spell equipped. This is the sort of game where some of those perks are clearly WAY better than others. "Bonus vs Slowed enemies" is way worse than "Randomly slows enemies" for instance, and the DPS spells are almost all way worse than Stun/Freeze/Slow spells just for the defensive utility you get from them. But again, you don't get stronger outside of tiering up. You only ever have one weapon and one spell. There are some random cards that occasionally give you a slight HP bar boost, but can also randomly swap your weapon (Catastrophic if you have a great kit) or REDUCE your max HP (WHY?!) and you have no way of knowing what they will do. You're playing the same game at the start as you do at the end, just with slightly bigger numbers popping up when you hit robots. Every level follows the exact same flow, too. There are no side paths. Just a series of combat rooms, each level is two combat rooms, a midboss room, a chest room, and a smaller room, and the end room. The paths wind pointlessly but always direct you down this same linear sequence. For being an indie game, the combat and enemies are really good. There is some great variety and the dodge gives the combat a wonderful flow, but there are some rookie mistakes here. Enemy projectiles are tiny, slow moving, and generally tough to see amidst the visual clutter of the game. Your own spellbook companion shoots automatically at enemies and his bullets are bigger than enemy bullets, not counting all the crap you collect slowly flying into him. You eat a lot of projectile damage you can't hardly see. The other big issue I have is that a lot of combat scenarios just spam too many enemies at you. You have a great dodge and strike kit but beyond that you have no option for crowd control. You can't uppercut and air combo, you can't do anything to separate enemies or avoid getting stunlocked to death by three angry robots apart from maybe using a shutdown spell or just running away and hoping only one or two bother to follow you. Most enemies can be stunlocked until they start a windup and then you need to get out of dodge, and they will not wait for their friends to finish attacking. The other issue is that there just isn't enough variety here. I have enjoyed the first couple of plays immensely but even I was getting tired by the end of these runs. The combat is good, better than a lot of competition in the top down action subgenre, even going beyond roguelites and comparing it against REAL games. But it can't carry the roguelite repetition. There are several extra modes: random weapons, random spells, 2x speed+1/2 damage, 1/2 speed+2x damage (please no the hikes take long enough), boss rush, ACTUAL permadeath mode... but I can't be bothered to do them when I could just go run an actual action game again like DMC or Ys or Fight n Rage or I'll just credit feed Metal Slug 7 again or something. RemiLore is tough to review in that position. The polish is top notch, the fundamentals are strong. The story is a little corny but it is charming in places even if most of it is pointless chatter to waste your time. If you just play for the story, once for each character, you're looking at a 6 hour-ish game where you see all the content, you fought a bunch of cool robots, a bunch of cool bosses with some good variety and fundamentals (Surprisingly fair and clean too, which is more than most roguelites and several top down action games can manage.), you had a good time. But you paid $40 for it, when even roguelites with actual longevity and action games with actual variety don't cost that much. But the polish, art, music, it's all at the $40 tier. It's not worth $40 but then it can't be worth anything less than $40. Maybe it clicks with you, maybe you actually want to run every mode in it, unlock all the cute girl costumes, maybe what's here really DOES work for you. I doubt it, but it's possible. But the point is even if the roguelite stuff does not pan out, as a one-and-done game, this is still better than most you will play. On that level it still works, even if you are in the unenviable position of having paid for a roguelite and got a one-and-done arcade game.
A really boring and unbalanced hack and slash. Get the hammer and it will spell your doom. Combat is repeatative and it seems like there is only one soundtrack. Refund it
Unfortunately mediocre in every way. Flat and one-dimensional characters, no plot to speak of, shallow combat with nothing interesting to dig into. Two characters that play identically, a lot of weapon types that are barely different, the most boring possible upgrades, and a lot of bosses that don't do much of anything. It gets downgraded from a 5 to a 4 by the constant annoyance of basic enemies that shoot small, slow-moving, often tracking projectiles with very little warning, cannot be interrupted, and ruin your combo and thus stage grade very, very easily. The sprite work and graphics are all good, the voice acting is totally serviceable even if the lines are nothing, and the music is fine. It's a shame and makes me think the artist/s involved in this did a good job but just needed someone actually passionate about putting what they had together in a satisfying way.
主人公のレミは巻き込まれ事故で異世界に転移した、 身体能力と凶暴さだけが取り柄の女の子です。 オーバーテクノロジーで作られたロボット達と死闘を繰り返しながら故郷への帰還を目指すのが目的です。 最初は手に持っているホウキ一本で襲い来るロボット達をシバき倒すしか戦う術はありません。 当然死にます。 死ねばリスタートでデスペナルティを課されるのは当然ですが、 このゲームではストーリーの進行に対するペナルティが重く、びっくりするほど戻されます。 そこが受け入れられない人も当然いると思いますが、 主人公の理解を超えるテクノロジーが普及した世界から生きて帰るという観点から見れば、 その困難さの表現だと考えれば妥当な仕様だと思います。 ゲーム的には武器の収集と選択が重要なので、 身も蓋もないことを言えば死に戻りを含めた周回込みで武器の収集がちょうどいい具合に調整されています。 その辺も踏まえて巨乳眼鏡ポニテ主人公のレミさんが可愛いのでおすすめします。 アンドロイドのシューも可愛いのでおすすめします。
Maomenos
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