
Ruin of the Reckless is a breakneck-paced, melee-focused roguelike brawler with very light persistent progression elements and a punishing difficulty curve. Play with a friend!
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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, Portuguese - Portugal, Japanese, Korean, Russian
Engagement
Hours played at review time, across 47 reviews with recorded playtime.
Reviews
Themes across 47 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
Great top-down rpg=combat game https://www.youtube.com/watch?v=r6y9_x31Hd8
The game has a great base but a lot of extremely bad design choices surrounding it. The combat feels very good, there's a satisfying variety to player customization and all the general elements of the game save for the room appearances. But the games sense of difficulty is completely artificial, spawning massive amounts of enemies in small rooms often with the player surrounded; and expecting them to survive over and over through this. The first thing that shows up that raises warning flags is that every floor is on a countdown timer, and when the timer expires; projectiles start being shot at the player from randomly spawning portals. And their frequency drastically increases very quickly as well. This encourages players to be fast. But fast isn't fun in a Rogue-like. Stopping to think about what choices you want to make for your build, stop and read the text on the things and actually make considerations, just taking your time to enjoy things at your pace. All of these things you can't really do much because of the pointless timer. It adds nothing to the game, it exclusively detracts from the experience by forcing players to rush. Furthermore, having the floor spam projectiles at the player when the timer expires is absurd. Some floors take longer to clear, players have no control over that, if the floor takes longer to clear then the timer then the player is just screwed. And activating the elevator to escape takes a second as well, which makes it even harder to escape when the projectiles are being spawned. The timer is pointless and exclusively makes the gameplay less enjoyable, the timer punishment is obnoxious and can straight up end a playthrough because the game generated a floor that cannot be cleared within the time limit. Or, the player will survive, but will have been damaged and thus be at a disadvantage from then on. The early game enemies are great, completely balanced and interesting to fight. But the higher difficulty enemies are just not fun and generally ridiculous. Like the card magician that endlessly flings projectiles at you that also obstruct you from getting near him. The super tank beast which has a grapple which disables the player. The mechanic old man that spawns spinning blade traps which can can take up stupid amounts of the room if it's not a larger one. Each of these enemies on their own is fine, but the game likes to spam spawn. So you can have any of these powerful enemies who all have ranged capabilities, mixed in with massive hordes of regular enemies. And it just makes things an obnoxious spammy damage race. Before the mid tier of progression, the game sometimes spawns ridiculous amounts of enemies into single rooms and just expects you to put up with it. Sometimes it's fine, but if the wrong enemies are in that room dealing with it is just mandatory damage. But by the mid tier, the game starts doing this constantly. The stronger enemies from the early floors, become the common enemies, and the new higher tier enemies previously mentioned get mixed in. This is a melee game, yet players have to use melee to dispatch massive hordes of swarming enemies many of which have ranged attacks or extremely agile melee attacks. The enemy quantities are just not properly balanced in relation to the fact that this is a melee game. Even in ranged based games this many enemies borderlines on unfair. The game also likes spawning enemies and hordes of enemies, ontop of the player, out of absolutely no where. Or spawning the player into a map already surrounded by enemies. The players dodge has no invincibility frames, so sometimes this literally means the player has to get hit to escape from the swarm if there are no gaps to dodge through. The hit boxes in the game are questionable. Especially the blue cloaked enemy, whose attack is randomly twice as large as the visual effect. This is one of the games favourite enemies to spam, of course. The standard enemy that attacks by smashing down on the player also has inconsistent tracking. So sometimes the player can avoid them by just moving out of the way, sometimes they can't. So that enemy defies conventual human reaction by sometimes punishing players for not dodging by hitting them, and sometimes punishing players for dodging by hitting them. If the player dodges when the enemy is randomly accurate, they avoid the attack, if the player doesn't they get hit. If the player dodges when the enemy is randomly inaccurate, they may dodge into its attack and get hit. If they don't dodge at all, the attack misses. Inconsistent enemy design which artificially gets the player damaged based on random things that cannot be accounted for. Enemies are also capable of knocking the players projectiles back at them, like the player can do to enemy projectiles. Which would be fine if a certain kind of ally follower wasn't a turret, which can end up shooting projectiles at enemies against the players command only for them to get bounced back at the player. Using the projectile spell also roots players in place briefly, so if their shot gets bounced back at them it's virtually impossible to evade it. Most enemies only spawn into the map when the player enters that area, so players can't actually account for enemy positions at all. If players activate the elevator while standing on it, they have to step off and onto it again to trigger it to actually go up. Randomly the dodge activates twice even though the button was clicked only once. Most of the weapons in the game aren't worth using, because they just aren't balanced properly in comparison to dealing with this spastic game. The orbs players use to get their special abilities and effect modifiers will be destroyed if they get hit by, anything. So, players can lose out on acquiring a good one or one they want because random chance dictated that an enemy hit it and destroyed it. It's complete chance if an enemy accidently hits one. And it's complete chance if the player accidently hits one amidst fighting spammy hordes of foes. There's also a green slime thing that spawns out of nowhere and hurts the player then steals their weapon, forcing them to chase after it so they can get their fundamental equipment back. Kind of extremely pointless and annoying, and potentially run breaking if it happens in the middle of a fight or if the slime flees into a horde of enemies. Cursed items, which players cannot unequip without using a special scroll on them, are interesting as a concept. But when you mix them in with a game that forces players to rush, you end up accidently picking up cursed items because there's no indicator that they are cursed other then the word being in their name. So it's extremely easy to see something you want, pick it up quickly because you're on a time limit and may be under attack at the moment; and realize now you can't unequip that thing. The first boss in the game is room filling, unintelligable, spam. This isn't a difficulty curve. Difficulty curve means a gradual appropriate increase in difficulty to challenge the player overtime. In this game, it's random difficulty spikes to impossible levels whenever the game ganks players with absurd amounts of enemies, spawns enemies onto the player, damages the player with a situation they cannot possibly account for, the hit boxes break and let enemies hit players from twice the distance away, spawns the more difficult enemies in quantities of fifteen or more all in one swarm . And, a permanent difficulty spike after the first few floors when the game perpetually mass spawns enemies in every single room. This game is not fun. Because beyond all the bad design choices or just poor coding, it's still unenjoyable because the difficulty is completely artificial. Either getting hit because of broken or amatuer game design, or getting hit because you have to fight literally thirty or more individually strong enemies in a room smaller then your monitor.
Have a few beef issues with this game. To be honest, it should still be considered in Alpha/Beta. This is a great "kickstarter game" but nowhere near worth the price in the current state of the game. 1) "Full screen" option is not true full screen and doesn't go past a certain rez. In fullscreen it is 40% black borders because of the games native resolution. If you play with a friend, you better have magnifying glasses as eyes because it's hard to tell what's going on in such a small screen real estate. 2) Game currently has too many optimization issues. Co Op will slow down and lag to the point of where it will make you die repeatedly in the game, it's unpolished. This mostly happens while playing with a friend after they die, the game has a hard time figuring out what to do, so it lags. Single player not so much of an issue, but I bought this to play with others and it's currently unplayable in it's current local Co-Op state. 3) Explosions will lag you. Not sure if it's because the developer is probably using dynamic collision detection or physics, but regardless the problem is still there . I have an incredibly beefed up computer and it struggles with the slight explosion of pixelations around groups of mobs. 4) Replayability is slim to none. While I realize this isn't a Binidng of Isaac game, there needs to be something to keep me back. Wait until all the issues are figured out with the game before buying.
Game was a no go for me, fullscreen wasn't actually full screen it would stay the same resolution (tiny) with a big black border. Needed a microscope to see the action on my near 4K 38" monitor. Can't recommend it to anyone that has a high res monitor in the same situation as me.
Great game if you want to pass your time with fun and a bit of challenge. The fighting and upgrading system is very well put together and I think you should buy this game if you are into this kind of play through where you gather items and powers to kill more powerfull enemies. 9/10 for now because some minor issues need work. Keep up the good work devs!
挺好玩的,但是没中文,汉化也找不到,很多技能看不是很懂。 CHINESE PLEASE.
Ruin of the Reckless is a great game. It has a huge variety of enemies each with distinct attacks and abilities. Combine it with the random designed floors, you can run into several combinations of enemies, leading to all sorts of different epic stand offs. With a great arsenal of equipment and destructive spells, taking out large hordes of enemies is ultimately very fun. Although visually there isn’t much variation in the level design, the game is all about fighting, and there is more than enough variety in that department to keep you satisfied. Regardless of the lack of variety in the levels, the game still looks good with vibrant and crisp character and enemy models with well animated attacks and spells that really help sell the destructive nature of this game. As noted, there is some very well done music in the game, most notably the main theme standing out that gets me ready for some mayhem. With all the challenges hidden underneath the surface of Ruin of the Reckless, along with it’s rewarding progression system, making it further than your last play through really makes you feel good in the end, even if you don’t always reach the top. I will definitely keep coming back to this one to see if one day I can reach the top. It will not be easy, but I have no doubts I can do it thanks to things like the card system which help make things easier. If you are a casual gamer looking for something easy to complete, you may want to do some research before committing to Ruin of the Reckless due to its very high difficulty, learning curve and having to continue playing from the start after death. Although with the card system and co-op mode, these make diving into the game much easier. I do highly recommend Ruin of the Reckless for anyone looking a challenging game and yearns for destructive, chaotic and well executed combat. For the full detailed review on my blog, follow the link below https://powerbombattack.wordpress.com/2017/05/29/ruin-of-the-reckless-review/
Unpolished. Clones of your characters come to fight you which is very confusing when you are playing co-op and expect another player running around. None of the combat is " interesting ". You kite monsters while they try to hit you. The game is not challenging, but it will kill you via attacking you from several directions that you will not be able to anticipate. IE --> While facing an enemy, some enemies can jump into an invulnerable state and land on you. This is avoidable, as long as you're paying attention. Slime enemies can be a small imperceptible smudge that can move and hit you immediately when in range. Easy when there is nothing else on the screen, difficult when managing a dozen enemies. After four hours, beat the first boss since the game crashed 5 times. I would watch this game on youtube. It seems like it has a neat narrative, but I wouldn't suffer the gameplay to watch it. Edit 1: Developer is very responsive and quick to patch issues. Will keep playing. There is a lot of dialogue and written into the game which does some interesting world building. Also with partners that do not play with pets/familiars the game is far less chaotic and easier to play. More later. Edit 2: I've finished one of the endings of the game. While it has a few flaws, the developer does seem like they want to fix them and seems to care about their community. Co-op has some issues with chaos, and they're interested in doing a little rebalancing for game experience. Some takeaway is that the point of Ruin of the Reckless is to play with some Recklessness. This is off-putting for some players, especially when many roguelikes ask you to stop and think methodically about what you should be doing. What RotR does correctly is balance the game perfectly that Reckless gameplay is more effective than stopping and thinking. It does not take advantage of twitch based split second decision making either .. Just .. Reckless.
fun game but i do have one complaint it is really hard to make progress whhen every time you die you lose everything,,, sure theres a way to make the game easier but what fun is that, there needs to be some sort of way to put checkpoints at eachhh shop instead of just the first one i have yuet to make it to the first boss at least more hp power ups would be nice , it is too random sometimes i get godly items somtimes i just get absolute garbage
Sem dúvidas um dos melhores Roguelikes que já joguei! Recomendo demais! Vídeo gameplay para quem quiser conferir o game: https://www.youtube.com/watch?v=xfkz2wdKgFA
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