
The visual novel / sport management mashup game of your (anxiety-ridden?) DREAMS! Lead a team of Roller Derby athletes using strategy and real-time controls. Outside the ring you’ll have to manage five big personalities as they grapple with friendship, heartbreak, and late capitalist society…
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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, French, Italian, German, Spanish - Spain, Japanese, Portuguese - Portugal, Simplified Chinese
Engagement
Hours played at review time, across 26 reviews with recorded playtime.
Reviews
I thought the 'visual novel' part of the game was good, personally, I think the panels look amazing, but there are some other gameplay elements that have the potential to be frustrating, mainly because it's easy to reset the chapters with an 'honest mistake'. Sometimes it got so confusing I replayed the same part up to 5 times, just because it was not clear where I had to stand, or picked the wrong dialogue choice. Now, I don't care what anyone thinks of the themes in this game, I take games for what they are - I just saw a game with nice art and some creative ideas, so I wanted to try it. The game is around 3 to 5 hours, it kinda depends because there are silly things that could make it longer than it should be. Strangely I felt like I got the bad ending, but the achievements say 13/14, and apparently, I got the good one, so I am not sure if I missed anything or if the ending to this game is actually anticlimactic, I can't say that it had a good closure. It does have a little bit of replay value with the character events, it looks like they don't have the achievements for all of the optional things that you can do, I would highly recommend going back and adding those because it's not clear how much you actually missed. For better or worse, I have a surprising amount of experience with visual novels despite not being a huge fan of the genre, but this game avoids a lot of the things that I hate about these games. First of all, I like that this game does not follow the generic 'slide show' format, for me a good visual novel is a playful and interactive experience, not a wall of serviceable narrative. Most of the panels in this game are shown with a unique perspective, and it really helps that just about every location is given character-specific details, I mean in general, the game just looks very good. I thought the chemistry between the characters was infectious, everyone is kinda funky, and if you don't mind the themes I think the narrative is enjoyable enough. Ahh, yes, the "Roller Derby" minigame. To give you a short answer, I thought it was unpredictable with the AI, and yes you can win on average if you know what you doing, but sometimes it does not work as you expect. It's not very complicated, the game pretty much plays itself, you just have to press the correct action at the appropriate situation, and you also have to keep an eye on your resources because you have to stretch them for 3 rounds. The game does offer some difficulty settings and "auto-battle", however, I would not recommend doing it auto because it can put you behind much further than it would be possible manually (guess who replayed the same fight like 3 times because I gambled it). [h1] Pros: [/h1] (+) I think the artwork in this game was fantastic, regardless of how anyone feels about the characters, these panels are really good, not just the design of the characters, but also the way the game presents the visual novel aspect of the experience. Especially the expressions on the faces and even just the coloring, visually it works very well. (+) For me, the worst thing you can do with a visual novel is a ****** slide show, and I like that you avoided that. And I am not even talking about the stat management and the minigame, I am just talking about the formatting of the panels, the way you experience the narrative is not just a linear progression of text walls. To me a visual novel is not about a text, it's about the experience of how I consume that text, and for the most part, I think you got it right. (+) As far as the whole "stat management", I mean I like that you went there, but I thought it was just okay, I rarely felt that I was making any hard choices, the whole system didn't feel that relevant, with the exception where it was between 2 characters, you could always use a bit more of "someone will not be happy" no matter what you do. [h1] Feedback: [/h1] [u] Checkpoints [/u] - most of the checkpoints in this game are at the start of the chapter, and I actually don't mind it, the problem is that this game has a lot of opportunities to accidentally reset it, maybe you were standing at the wrong spot and didn't know what the game wanted from you, maybe you lost the gamble on the minigame, maybe you picked the wrong line. It just feels unnecessary, I played some sections like 5 times, like I already read that dialogue once, I don't need to read it 5 times. [u] Minigame [/u] - honestly I thought it was mostly a waste of my time. The AI has the potential to hard carry the game for you or your opponent, there is always that chance it will get stuck for 45 seconds. One thing I will say, for the auto thing, it really should never be 20-60 or something, the manual game is usually 4 point difference but if the auto battle puts you 40 points behind you might as well reset the chapter. [u] Nitpicks [/u] - I already said this in the forum but this is a big one for me, why is there an extra animation at the house after you already selected the door, it just adds so much extra time for no reason, even kinda hurts the immersion. It was not always clear how exactly you interact with the events, sometimes you just stand next to people, and sometimes it's something else, felt like trial and error sometimes. I do think the game didn't have enough hard choices, I like the parts where I had to pick one of the 2 characters, but there wasn't enough there overall. [b] Overall Thoughts: 7/10 [/b] I like visual novels that try to do something different, and sadly it's actually the visual novel by itself that is the best part of this experience, the way you formatted the panels is better than most games that I play. The gameplay was not that intuitive, and the team management was okay, just not that deep. The artwork and the overall presentation of the panels were the highlights of the game for me, in terms of just aesthetics, it was almost perfect. I see this happen a lot, you make a game and you have a very solid core visual novel, but you add other creative elements and they dilute the experience with strange vibes instead of making it better, I felt the game was not a smooth experience overall. [code]Niche, obscure and underrated games: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/ [/code]
一开始是被游戏的美术风格,或者说美漫风格吸引的;实际玩下来,有几个我喜欢的点: ①首当其冲,中文本地化做得特别好,游戏里充斥着的幽默感(不管黑色还是黄色)完全没有任何理解门槛,好的汉化让体验上升了一个档次,夸夸汉化组; ②游戏本身的细节刻画,包括角色设定、日常互动都很生动,各种过场的演出、状态栏物品栏UI等风格突出,简单直观,很戳我的xp; ③游戏的每个章节都是可以重打的(虽然这是个强调剧情、多分支的游戏),不用担心某一个选项做错了,进入一步错步步错的尴尬境地,这个设计也算是个保险吧。 当然也有不那么喜欢的点,在分别体验过视觉小说形式的队员日常剧情和强调实时战术的轮滑比赛后,就觉得比赛有点多余,或者单纯是比赛的小游戏环节不吸引我,虽然它的宣传视频看着还比较有意思;实际对比下来,我还是更喜欢视觉小说形式的队员日常喜剧。
Before I expand on this, I need to say this the combination of genre-mixing as well as the limited options in terms of Derby games are what lead this to land on the "Yes Recommend" line, despite all the negative vibes I am about to dump. Being honest, it's imperfect. I'm going to say all the bad stuff first and then try to end on a high note: The first layer of gameplay is "sport management" by way of being a den mother/coach at the team's housing complex. It is only very loosely about actually coaching and managing the team, compared to my impressions based on the description. Six chapters into the game, I have not seen any direct, legitimate "management" duties expected from a game that calls it itself "sport management" [training, maintenance, funding, travel, recruiting, etc]. Largely, your management off the track is applied through some visual novel dialogue trees, and some light item hunting. That is, the extent of managing your team basically boils down into stealing items from players' rooms and tricking your team into co-operating. I am sure that I have some control over the teams' attitudes, as they are at least tracked. But so help you if you deviate too much from the predestined path, the game will correct you; you are railroaded into the correct path so often that the game makes jokes about it. I am not sure if the issues there lie within the scope of my my expectations of visual novels in regards to player agency, or lie with the game's poor and scarce delivery of what at least "feel" like impactful choices. For disclosure, to my best recollection I have only played two visual novels [Cardinal Cross, and SwitchCraft (if that one even counts)], but I have played many "narrative games" [Life Is Strange is a favorite, as well as all of David Cage's games, for example], and even when those games funnel your choices back down, you feel like the there path was your own. As far as the story-telling, big or small things just kind of happen and then and then the next Derby comes around. And being blunt, the story is a little inane, less due to the quirky setting and more due to the fact that nobody really reacts to anything that happens in the way that seems informed by human thoughts. They are trying to move along a VERY grand story arc, but don't have nearly enough game/scene time to get there naturally; the scenes do not give you time to breathe or to reflect on what is happening, and there is little sense of the passage of time. As far as the Roller Derby gameplay goes, it can be a little frustrating but it is mostly enjoyable. Part of the frustration comes while you are getting used to the fact that you are not fully in control of the Jammer. You play the disembodied coach, managing your team's energy expenditure, defensive moves, and morale. It presents you as the Jammer, but she cannot be steered or otherwise directed besides telling her went to speed up or elbow the others, and that takes some getting used to. It can be particularly aggravating when there is a big pile of bodies blocking you and you can make no progress and keep getting bounced while the opposing Jammer is lapping you -- but I guess that's Derby, after all, so I have to let that slide, if I were to complain about that, it would be like complaining about getting tackled in Madden. It just takes some real getting used to, especially in regards to managing energy use. You will want to do a practice match at least once, since there are no manual saves and I truly feel like the single tutorial match at the end of the first chapter is simply not enough, and if you lose that it it's on your record. So, besides just like completely changing the pace of the story which it's far too late to do, the biggest ??? about this game is that there is no manual save. Sometimes the missions are so vague or you click on the wrong thing with the controller or you can't highlight the room you need to or some other silly business and you fail a timed mission and you can't fix it. Well, that's kind of true -- due to the railroading, some scenes you are not allowed fail -- but other's it's really frustrating to be told to stop someone from doing something, and instead of chasing that person around the house to stop them, it wants you to go steal something again, and the timer goes off and you're toast. That's just really... kind of bad game design? No manual save in a game with branching paths also means that if you are replaying the game to see something different, and you accidentally fail the same mission the second time, you have to restart the game or at least restart the chapter again, instead of just reloading. This is all compounded by the awkward controls (in fairness I don't know how they could be better (maybe stick-cursor?)) and the small but present number of systems which the game just fails to explain (like Opportunity Score and how Moods work) And this one is real simple.... There is a tutorial match on the main menu, but there are no Exhibition matches. You made this great little Derby sim, and there's no way to just PLAY derby against another one of the AI teams you put in the game? And even if you want to play the tutorial match again just to play some derby, you have to go through the tutorial dialogue again and play the same team again. This was a missed opportunity to add replay value and novelty to a game which already had the ingredients, and to appeal to someone who wants to play a simple little Derby game without the story. So my high notes? * The art is clearly on the Tumblry side but I love it. * The characters are expressive, their personalities carry through in the stills in every instance. * The Derby play is addictive, even when it is frustrating; once you grasp the system it becomes, and stays engaging. * Derby is fairly realistic (albeit arcadey) representation of modern flat-track derby for those into the sport. * If I had the option to do so, I would play the Derby after completing the story. * It's a weird-as-hecc mix of genres, and while I clearly don't think every bit of it works, I think bold developers deserve credit for the risk. * Devs are responsive in the forums, they care about this project. * Fairly priced, or at least not terribly overpriced [depends on how many chapters I have left]. * Despite that big wall of text, I'm still playing, aren't I?
Awesome game! I love how the developers mixed the sport sessions with the visual novel part. The story is both intense and at the same time deep. It explore the humanity and the background of the girls of the team. A redemption road through the sport. If you are looking for something different from the usual AAA titles, give this game a chance.
I wanted to like this game, but I spent way too long trying to figure out how to give a girl a dead cat so she would talk to me. I realized this game wasn't for me.
Roller Drama est un jeu d’aventure narratif qui mélange la gestion collective et sportive d’une équipe de Roller Derby, une sorte de Rollerball mais en moins violent. Développé par les Italiens de Open Lab Games, il est disponible sur Steam et bien d’autres plateformes le 26 janvier 2023. On incarne Joan, une coach qui va devoir vivre avec 5 athlètes et gérer leurs émois émotionnels et autres crises sportives et existentielles. Cet habile mix entre jeu de stratégie en temps réel lors des matches et de Visual Novel avec des choix impactant se révèle être une agréable surprise même si le jeu n’est pas exempt de défauts. La structure du jeu est donc de fait basée sur ces 2 éléments, on aura des chapitres qui commenceront avec la partie VN (Visual Novel) et tout ce qui concerne la gestion de l’équipe et des autres personnages du jeu et termineront par un match de Roller Derby. A l’aide d’un assistant plutôt atypique, on va devoir coacher Anne, Portia, Pippi, Cordelia, et Juliet dans le but de devenir le meilleur dresseur, ah non, la meilleure équipe du championnat de Roller Derby. Chacune est affectée à un poste bien spécifique (ce qui est assez vite compris vu la gabarit des filles) et il va falloir les aider à mieux s’entendre (pas de la tarte) afin de de devenir une Top Team! Il sera également question de survivre dans un univers singulier et dans lequel des choses occultes et étranges se dérouleront tout le long de nos aventures. Portia est officiellement celle qui est habilitée à vivre dans l’immeuble et que l’on squattera allègrement avec toutes l’équipe. Etant limité en nombre de caractères sur Steam, je vous invite à lire le [url=https://veuillezparlapresente.com/jeux/roller-drama] test dans son intégralité sur mon site.[/url]
A pretty unique blend between a narrative game and a sports simulation. Both are pretty cool, but for me, it's the story / visual novel part that worked best. I really loved the idea to attend to my 5 girls, to try to help them as best I could make the right choices. I'm a few hours in and I really want to know where this is going, but I can already tell I'm invested. The roller derby sequences can be a bit messy sometimes, but then again it's how this sport is IRL, and winning or losing matches isn't the most important thing anyway! If you love a good story and games that try stuff gameplay wise, look no further!
ENG: Mixed feelings about this Roller Drama, the strange case of a game that I enjoyed immensely throughout its development, but left me wanting a bit more, as well as a more "grandiose" ending. The negative aspects I can point out are that the Roller Derby game is somewhat clunky, at times it's hard to understand or it feels like it depends a bit on luck during player collisions. Also, the story sometimes feels like parts are missing or skipped, which makes some sense since we are only the coach and not 100% involved in the players' lives, but it still feels odd when group issues are suddenly thrown in your face. However, we must also highlight the good things about this Roller Drama. To begin with, the artistic design is unique, as are the interfaces, an aspect many games neglect but is crucial here. Gameplay is also quite unique, being largely a visual novel with moments of management as well as point & click, and although I don't think the game fully exploited these systems, they did give the game an overwhelming personality. In summary, despite some disappointments, I enjoyed it a lot and I'm going to miss the girls. --- ESP: Sentimientos encontrados en este Roller Drama, el extraño caso de un juego que disfruté muchísimo en su desarrollo, pero que me ha dejado sabor a poco al final. Quería un poco más, así como un final más "grandioso". Lo negativo que puedo señalar es que el juego del Roller Derby es algo clunky, por momentos no se entiende bien o se siente que depende un poco de la suerte en los choques de jugadoras. También, la historia por momentos se siente como si faltaran o se saltearan partes, lo cual tiene algo de sentido ya que nosotros solo somos la entrenadora y no estamos al 100% metidos en la vida de las jugadoras pero aun así queda raro que te tiren problemáticas de grupo a la cara. Ahora bien, también hay que señalar las cosas buenas que tiene este Roller Drama, que no son pocas. Para empezar, el diseño artístico es único, como también lo son las interfaces, un aspecto que muchos juegos dejan descuidado y en este lo es todo. La jugabilidad, una rareza, siendo en gran parte una novela visual con momentos de management así como point & click, y aunque no creo que el juego haya exprimido al 100% dichos sistemas, sí dotaron al juego de una personalidad abrumadora. Nota para los que lo jueguen en español: este juego tiene lenguaje inclusivo, así que si te irrita leer "amigues" o "todes", pasa de largo o jugalo en inglés. En suma, a pesar de algunas decepciones, me gustó mucho y voy a extrañar a las chicas.
I really liked the odd conversations and quirky characters. There were also lots of little story elements that make you feel like you're only taking a peek in this universe, where Roller Derby is kind of a big deal. This helps taking the girls and your choices seriously, although they may feel a bit forced at times. The Roller Derby matches were more intense and complex than I expected. You have several options and abilities available that really effect the outcome of your match. Felt quite rewarding once I got a hang of it. I will probably come back and try to find the parts of the story i missed out on and to improve my Roller Derby skills! Recommended!
I love this art style and I wish you would sell some sort of art book PDF DLC. But problems keep popping up. 1, Can't skip dialogue straight to a choice, this makes the game feel like a drag when you mess up. 2, played two practice matches and set the difficulty to easy and still get my arse kicked Will review again If I beat the game
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