
Roguemance is a roguelite with romance. Each battle is a date! Meet love interests, fight relationship problems and make heart-breaking decisions.
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Languages: English
Engagement
Reviews
Themes across 43 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Game softlocked 15 minutes in.
Note: At this time, I've only completed 1 run, with 3 NPCs with me. I loved them all equally, I swear. A great game for a quick fix, Roguemance is easy to pick up and put down, and then pick up again later. The combat is the best part of the game, by far. Most of it plays as a turn-based strategy, with everyone taking their turn simultaneously, but it also has a few moves that play with this in interesting ways, such as an axe throw that moves slowly, so you can take another turn before it lands, possibly avoiding damage entirely. It reminds me a little bit of earthbound in that aspect (where losing health wasn't immediate, but was lost over time), and that, along with other skills that interact with the system differently, makes for much deeper combat than it first appears. On top of that, the exp/money system is cute and plays well into the "dating" aspect and the game's tone. The music is my second favorite part of the game, it's suitably cute and happy and sweet, and maintains the cute/happy aspect during combat, but still sounds like Battle Music lmao I think the one thing that I would have liked was for some randomized personalities for the NPCs (beyond just the randomized appearances). Although I did notice some interesting behavioural things (like one who would ONLY pick mercy, one who was rather 50/50, and one that MOSTLY picked no mercy but sometimes mercy), I would have liked to see more of it, like a few different sets of ways they would say things (instead of all of them using the same lines). This isn't a big flaw to me though so much as a "wow I liked this game now I wish there was more to it" lmao TL;DR take: Simple and cute, enjoyable combat that has some depth without being overly complex, and some neat mechanics.
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 43 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
2d sıra tabnlı pixel grafik ryo, türü sevsem de oyunu sevemedim fazla basit duruyor
The fighting system is original and clever. Having the enemies's and your partners' actions wheels always cycling and not being able to use the same action twice (until you've used all actions in your wheel) forces you to think ahead. The management of abilities, money, health and relationships between fights is a fun challenge, without being overwhelmingly complicated. The game does get repetitive quite fast, so it's really a game to be played in short sessions. Lots of mechanics really foster the feeling of maintaining and being in a relationship. For example, once you have grown close enough to a partner, you can be in-sync with them (having both of your action wheels turn together). Another example is the choices you have to make: there are branching paths, and there are two different actions you can choose to do at the end of fights. Each has their pros and cons, and the player may have their idea of what is the best action to make, but your partner(s) will choose something first. If you decide to go with them, your relationship grows stronger (which has the in-game purpose of eventually making them "level up" and gain more health); if you don't your relationship grows weaker, eventually leading to a break up. To me, such details reinforce the idea of having a relationship that evolves and that you have to take care of. All of this makes Roguemance a game about love without having dialogues or being (too) explicit about it <3
Complexity from simplicity. Pleasant aesthetic and sweet tunes. A good time had by all.
The combat system is brilliant, and not like anything I've played. It's turned based, and super simple (enemies go through simple, visible, sequences of actions while you choose to order the actions of you and your partner) providing a ton of strategic and tactical depth, still having turns where things happen that surprise me (until I think back on what exactly each character did). The game itself is super short, and not particularly difficult once you have some good skills equipped and know how to use them. Took me about 2-3 hours to fail one run and win on my second. That length was good for me. By the time I got to the end I had decided I liked the powers my primary partner and I had and wasn't going to be changing anything up, so it was a good point to naturally end the game. Art, sound, and theme are all quite cute. Strong recommend if you want to play something with a unique, puzzle-like combat system, with the caveat that it's a fairly short game, and, perhaps, thoroughly explores said combat system in that time, so maybe not so deep after all? ^_^
除了按鍵設定不能改並沒有太大的問題 遊戲擁有獨特的戰鬥系統,無論你是單人或是雙人遊玩都會在按下開始的瞬間一起做出選擇的行動,難度不低,遊戲體驗不錯,但是遊戲設定較不完善,是打發時間的小品遊戲
Roguemance possui a opção de morte permanente e também multiplayer, o que acaba servindo como um espelho da vida de solteiro e de casal. Eu joguei Roguemance sozinho e com a minha namorada, e ambas as experiências foram divertidas, mas o jogo multiplayer foi consideravelmente mais fácil, afinal, eu tinha alguém de verdade para me acompanhar nas batalhas. Quando você joga com um parceiro, é possível combinar jogadas e bolar estratégias de forma conjunta para ambos sobreviverem até o fim. Sabe quando você namora há bastante tempo e cria uma “conexão” com a pessoa que gosta? É esse o feeling que Roguemance passa durante a jogatina de casal. Já no single-player, minha experiência foi como uma festa na universidade regada de bares e pessoas novas para conhecer, com vários interesses envolvidos. Do começo ao fim do jogo como “solteiro”, eu tive seis parceiros, com apenas três sobrevivendo até o final. Dois dos contatinhos morreram durante as batalhas e outro foi embora pela falta de atenção. Se eu me importei? Nem um pouco, pois o que importava ali era eu, singular e sozinho, sobreviver e me divertir na Ilha do Amor. Graças aos relacionamentos fluidos no single-player, fica mais difícil estabelecer um laço com seu parceiro durante as batalhas e a máquina controla os ataques do crush na maioria do tempo, tornando os combates mais desafiadores. Assim como na vida real, a superficialidade nos encontros traz o ônus de não criar laços com as pessoas. Pois é, caro desenvolvedor, sua missão de passar mensagens sutis foi bem sucedida comigo. Roguemance não é um jogo que vai mudar a tua vida, mas possui uma arte bonita, jogabilidade divertida e uma ideia bastante original. Convenhamos, não é todo dia que você luta contra inimigos como Blue Balls, contas pra pagar, amantes e camas ruins. Confira minha análise completa e uma entrevista com o Lucas Molina aqui! https://nacionais.net.br/index.php/2018/04/30/roguemance-analise-jogo-brasileiro-steam/
https://youtu.be/DvCy694ckEM Unclear goals for the major loops with frequent degenerative loops in combat create an confusing overall experience. The core concept and theme is a plus, but not fully delivered.
Great game. The mechanic is really interesting and opens possibility for many nice situations. Also the art and mood of the game are really wonderful and charming.
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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