
A great unknown danger is approaching Roah's home planet. Follow Roah as she explores the world and encountering all of its different factions, uncovering the mystery of what is draining the planets lifeforce.
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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
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I loved Wings of Vi. I flawless-ed all the bosses in that game and I loved the platforming and movement in the game. Roah is a frustrating (and not in the good kind of way) buggy version of Wings of Vi. The combat is fun, it plays like a 2D fighting game with some platforming. You have a weak and heavy hit moveset all which you can use to combo enemies. As well as some magic abilities which use a "magic bar." All of this, is fun. Throw in some platforming and you have yourself a fun and challenging game in your hands. What isn't fun is dying to a boss that has an insane amount of health and has the potential to do 3/4 of your health in a fraction of a second. The bosses just feel horrible in this game. It also doesn't help that the game limits the amount of tries you have. Yes, you read that right. (At least on normal difficulty) You get 3 retries from the last save and then you get booted back to the previous save spot and repeat. This is ok for platforming sections, they're not too hard but it is terrible for bosses. This makes grinding against a boss EVEN MORE frustrating. Bosses (on normal) have 15 tries then you get booted back. There are items that can restore your health and the amount of save retries you have but its like...... why? Why can't the player have a larger health pool and no restore items? Larger health bar allows you to make more mistakes each attempt. No restore items means your mistakes count. If you die in 3 hits to bosses whats the point of restore items. Why have the player regress backwards for failing to beat a section or boss in less than x attempts when they have already proven they can beat the previous section? That isn't difficulty, that's just annoyance. That's just to make the player frustrated, that is NOT what difficulty is or should be. I think the reason bosses feel so bad is because Roah is all about combos. Your combos deal a LOT of damage if you get good at them. The problem is..... you can't combo bosses. So you do no damage. And they have a metric f-ton of health. So it's gonna take forever. And it's just frustrating more than it is hard. As for the buggy aspect of the game. I have softlocked a few times in the four hours I've played. I have clipped into a wall while climbing a ladder unable to get out. I softlocked sliding down a hill and landing on an entrance in the ground. I softlocked jumping after exiting an entrance. I wonder how much more there is. I get that this game is supposed to be difficult and I honestly like games like that (wings of vi, I wanna be the guy etc) but this just replaced difficulty with annoyance and frustration rather than actually making the game hard. This feels more like a "getting over it" kind of game than anything else. I'll stick to the game, maybe try and beat this stupid boss. But I'd hate to restart the game on easy.... I don't see myself trying to flawless bosses in this game. I just can't recommend the game right now.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
はじめに。(推定)ラスボスの撃破を諦めて放置してしまっている者ですが、 未だに日本語話者のレビューがないので拙いながらも誰かが手に取るきっかけになればと ノーマル相当の難易度 Apprenticeでプレイしました。 前作に高名な高難易度ゲーム「Wings of Vi」があるとはしばらく後に気付いた節穴でございます。 時間制限付きパズル等アクション面のシビアさが本物でカロリーが高く、 ボスの面々よりもその道中の攻略に時間と消費アイテムを捧げたように思います。 2,3度「楽しさ<ストレス」がよぎってしまいましたが、非常に良いゲームですのであなた様もぜひ。 攻撃アクション面以外でも主人公の動作がいちいち可愛らしく、針山で荒んだ心を幾らか救ってくれるかなと Trinkets は かならず そうびしてください! もっているだけじゃダメですよ! 装備枠は最大 4つ。ボス撃破後にマジカルポーチを取得することで拡張されます。 ...こちら、装身具と訳されるのですね。 アクションゲームの物品は、どれも入手した時点で効力を発揮するものと思い込んでおり プレイ時間 2時間経過時点ではじめて、装備する必要があることに気付きました。 行く先々で新たなアクションをくれるお爺さんは、課題クリアでステータス上昇アイテムや魔法も与えてくれます。 ...自分はこちらも、中盤以降に気付き慌てて各地に訪問し直しました。意図せず縛りプレイとなっていました このふたつの大きな失敗は、日本語のみしか扱えない自分が画面翻訳ソフトすら面倒くさがり雰囲気のみで進行したことによるものです。 ストーリー進行や取得したアイテム、上昇したステータスなどはそのまま保存されますが 復帰地点は、各所のクリスタルに触れて更新していく形になっています。 水色のクリスタルは 3回、主にボス付近にある黄色く大きなものは 15回使用でき、 それ以上倒れると ひとつ前に触れた水晶へと復帰地点が変更されます。 このカウントは消費アイテムで回復でき、また水晶そのものが消失することはありません。 最後に触れたもの以外のカウントは最大値から数えなおされます。 最後に触れた水晶まで戻ることのできる消費アイテムは、 ボス戦の最中であろうとロックされず選択できてしまいますのでご注意を... どこにでも立っている黒猫のような商人さんは、場所によって商品の割引があります。 また物語のはじまり、砂漠の集落の男性は基本の回復アイテムを格安で譲ってくれます。 途中で 4つの地点を結ぶワープが開放されますと移動とアイテム補充が少し楽になります。 メニューからのファストトラベルではなく、それぞれの穴と中継地点が繋がっているタイプでございます。 終盤、各地を別の手段で結んでくれる NPCもいます。 こちらは特定の位置へ送り届け、またその場で待っていてくれるものです。 ラスボスと思しき相手の直前からは、砂漠の集落付近へのポータルも開きます。 [spoiler]コスチュームを買い揃えるためのお金は、海にいるハリセンボンを片っ端から倒してはエリア移動を繰り返すのが大金への近道かと思います。[/spoiler]
+ Thicc Monster Waifu: The Platformer + Active developer, most of the bugs have been fixed + Pretty artstyle + Interesting, combo based combat system + Intense but fun boss battles + Lots of trinkets and power-ups + Metroid-like style of exploration + World offers a wide variety of areas to explore + 3 difficulty levels + Phenomenal soundtrack by Ashton Morris (Wings of Vi) + HOW IS EVERYONE SO CUTE. +/- Storyline is cute and interesting enough, but nothing special +/- Can get very frustrating, even on standard difficulty +/- Checkpoints have charges that can be used up (Can be refilled using consumables. Not necessarily a bad thing, just something I personally dislike) - Some animations are a little stiff - Level design and background artworks of varying quality - Some (fortunately mostly minor) bugs still remain ----------------------- (In-depth analysis deleted due to Steam's character limit. Here's the summary) In summary, Roah might not be a perfect game. It's a little rough around the edges. But it's doing a damn fine job being what it was intended to be, especially considering that Solgryn did all the programming, writing AND artworks by himself. I'm having a lot of fun with it, and am glad to see that Solgryn is still actively developing it, fixing bugs and even adding content. In its current state I can gladly recommend Roah to fans of the genre. Why Solgryn released it in November as the bugfest that it was back then remains beyond me, but the game has already come a long way, and continues to get better and better. (a word of advice though: If you're not either extremely good at action platforming games or just a bit masochistic, do yourself a favour and play it on easy. Standard difficulty is fine for somewhat seasoned players for the most part of the game, but the last 3 bosses WILL F**K YOU UP and make you question your every life choice. You WILL suffer. I know I did. Solgryn... let's just say he has a very different understanding of a 'challenging game'.)
After only 1.5 hours in I have been stuck in the ground, enemies have gotten stuck in walls, and chest have gotten stuck in the ground. I don't understand how this game is so buggy after three years, did Solgryn just give up on it? it's kind of fun, but I'm literally getting glitched into the floor every 20 minutes, and you have to use a item or quit when you get stuck setting you back, with save points being limited to 3 uses before you have to pop a item to restore them.
feels like its held together with paper clips and clue. Janky menus that just dont work sometimes. I have to unpause and pause to actually get the item menu to use an item. It THINKS im in the item menu, but im actually in the menu before it, so I have to back out, then get back in for it to work properly. This isn't a rare bug, it's present throughout my whole playtime. enemy attacks and my own attacks clip through walls. If some obvious attacks did it it would be fine. but the fact everything does it just reaks of laziness. Game isn't well build, too jank, what is there isn't very fun. Environments are kinda ugly, music is bleh, animations lack flare. Whole game, even if it wasn't buggy is still 5/10, closer to a 4 than a 6.
Well... There's really not much for me to say. I've only played for about an hour, and that's how long it took for my save file to become bricked. Turn out if you die and the last save point is Roah's bed, then it loads a completely black screen. Exiting and reloading the save file locks the game up. Obviously I shouldn't have to worry about this specific scenario because I'm gonna be saving throughout the game, but... here's the thing. The game's been out for almost 3 years now. Even with multiple patches, the game is still bugged, and badly so too. Reading through some recent reviews there seems to STILL be lots of other bugs and issues, and I don't want to invest time in this because I'm worried that I'll get far into the game and my save file will get bricked again. Which is a shame because I ADORE Wings of Vi. I want to play this game, I really do, but it needs to be fixed. And after 3 years of being released.... I'm not very optimistic.
<<wings of vi>>作者的新作,整体来说不如wings of vi但是依旧很好玩。 自己玩的是早期版本当时很多boss很强,后来作者连发几个补丁把很多boss都削弱了,所以现在的话难度应该不会特别高,不过依旧有些难度。早期最终boss难度相当高不知道现在修改了没有。。。 整体画风特别美式所以国人可能有点看不习惯。 不懂英语的话阻碍不算特别大,可能有时候会找不到应该去哪儿,尤其是一些操作提示可能就忽略掉了 这里提示一个跳起来按下可以在坡上滑然后跳的更远,这个提示经常被人漏掉导致卡关。 适合抖M和类银河战士恶魔城玩家。
Классная на самом то деле игра, полностью раскрывает все потайные фетиши автора, который явно любит девочек с пузиком.
Yes, this game is not polished enough and has some bugs and weird behaviour here and there, but that doesn't mean that it is bad. As your usual metroid-like game, you have to explore the open-ish world, defeat all bosses and collect powerups and upgrades along the way in order to complete the game. Visuals are good (DAMN levels of good, I am surprised there are little to no rule 34 content about this). I played with music turned off, but the first location soundtrack is a banger. The world is tightly packed, so you won't need to travel 20 kilometers just to reach your destination. Movement is quirky, but I got used to it pretty quickly, because there is no additional movement buttons like in Wings of Vi. Combat is straightworward enough, I don't like using combo systems and I was fine in this game without it. Level design from the platforming side was on par with movement: quirky, but manageable. Bossfights require you to learn them, so no facerolling (you will get overwhelmed pretty quickly if you try to). There are also additional challenges for the fans of boss grinding in form of achievements. Overall, very enjoyable game even for those who don't like metroidvanias. A bit too expensive imo, wait for the discount.
Enjoyable game that is bizarrely unwelcoming for the first couple hours or so. If I didn't know what Solgryn was capable of, I would have abandoned it in the first zone. Pros: Bosses are colorful and fun. Platforming is as finger-destroyingly satisfying as ever (controller binding suggestion: assign up arrow to right bumper). Cons: Core movement feels slow and floaty, no weight to it. The combat system is probably too complex for a platformer and is hard to parse, particularly when the character is small and obscured by a large enemy. Verdict: This is a good game beneath the quirks. If you liked Wings of Vi, you will find this worth your time. Advice to developer: Your bottleneck is lack of delegation. Take a page from Derek Yu's book and find a trusted partner who knows good code architecture. It is a lot easier to code well the first time than it is to fix problems afterwards. You have great talent in gameplay and art design (your bosses are especially good), and if you learn the right lessons from this project, you will make many successful games in the future.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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