
Retro sidescrolling action and adventure greet you in Sacred Stones! The indie atmosphere is easy to immerse yourself in. Have a great time as you explore, run/jump & fight your way to victory. This game is perfect for both hardcore and casual fans alike seeking that nostalgic-indie fix!
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Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
Themes across 40 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
I'm actually sort of on the fence here, but I'm leaning towards not recommend. Sacred Stones is a boss rush game, like Furi or Titan Souls. It's very pretty, but the bosses aren't well designed IMO. It's hard to explain exactly what's wrong with it, but basically it's a bunch of small issues that compound on each other and suck the fun out of it. Some examples: * Bosses often don't telegraph their attacks. Some do, but a lot of others will just suddenly attack with no wind-up animation, making it impossible to react in time. Sure, there's an argument to be made for memorizing timings and patterns, but there's also a counterargument for keeping it fair and balanced such that an attentive player could realistically dodge it the first time they see it, instead of getting a surprise cheap shot. The player should be rewarded for skillful execution, not get blindsided by something they couldn't have possibly seen coming and have to rely on dumb luck. Plus, the timing-based attacks are often weirdly synchronized and feel completely off. The penguin boss is a great example of that, when it shoots penguins and rocks at you, and you're expected to juggle them when their rhythm is completely out of sync with the jumping and falling speed. It feels horribly awkward and broken. * Projectile patterns rely too heavily on RNG, which is another source of cheap shots. Even when I gamed out strategies for dealing with patterns, I would still get hit with cheap-shot just because a couple projectiles went rogue, or an impossible situation is created because the RNG wasn't restricted enough. The penguin, dog and dragon bosses are good examples. The penguin shoots out ice crystals every time it stomps, and they fly all over the place, which sounds fine, except with the way that pattern goes, you can just get hit by a stray crystal because there is no safe place to be, because the penguin is here and the crystal is there, and you get hit no matter what. With the dog, I had to cheese him because the projectiles were too large and it kept on strangling me with patterns that cover too much of the arena to be realistically dodgeable, especially toward the end. The dragon (second to last boss) is actually fine for the most part, but again, he does not telegraph when he shoots his teleport disc, so it can just abruptly fly out and hit you, and there is no time to react. You have to anticipate it, but there is no timing cue, so you have to just play chicken with it until you hear the sound. It's easy to dodge if you're far away, but up close, it's ridiculous. And you start right next to him. Another problem with this boss is that he is allowed to use the sweep attack anywhere in the arena. It really should be disabled if he's too close to the edge, because if he uses that attack while in a bottom corner, the attack is basically undodgeable. You definitely don't want him on the low platforms, but sometimes it's unavoidable. * Most bosses are absolute bullet sponges, it takes way too long to kill them, which on one hand forces you to learn the patterns, but on the other hand makes it pretty boring and tedious. I can think of no better example than the first phase of the final boss. My god, it takes what feels like 5 minutes just to have him chase you in a circle and run into mines. It takes too long, but this is the only viable no-hit strategy, as he is constantly chasing you. And because it takes so long, when he shoots the bullet spray at you, you might just get unlucky and get snagged by the edge of a stray bullet. Overall, I'm not a fan. I 100%'d the achievements, but I feel like this is a game you'd play once and then never touch again. To be fair, I [i]did[/i] beat it on hard mode. Maybe the game is better on the lower difficulty(ies?). If that's the case, then it's probably a balance issue that ruined the game for me. Max difficulty has a funny way of betraying poor balance.
基本操作となるメインショット時に画面の強い振動エフェクトがあり、酔ってしまいます。 [strike] 設定で振動エフェクトがOFFにできないのはツライところ。[/strike] そういう人は設定で振動エフェクトがOFFにすれば快適に遊べます!! The shot has a strong screen vibration effect that makes you feel sick. [strike] Can the vibration effect be turned off? [/strike] You can turn off the vibration effect in the settings.
그냥 노잼임
재미는 꽤 있으나 키 설정이 마음에 들지 않아 바꾸고 싶어서 설정에 들어가봐도 기존 설정 두 가지 중 한개 양자 택일이어서 불만이었다.
짧은 동선내에서 많은 보스들을 사냥할 수 있어서 지루할틈 없이 게임하게됨. 만족함. 컨트롤이 좋은사람은 아마 2시간 안에 끝낼것으로 보임. 컨트롤에 자신이 없다고해도 계속 때리면 최대 쉴드가 점점차올라서 어떻게든 깰 수 있을 것임.
Good Boss Rush 2d platformer. Aesthetics are simple, but most of the bosses are fun and ingenious.
Very well designed and reminds me of Cave Story in some regards, but the endless boss rush definitely got my adrenaline going... Excited to see how many bosses they've crammed into this...
평가 잘 안남기는데 이 게임은 남길만 합니다. 할인해서 일단 받은 게임이었는데, 그래픽 깔끔하고 배경음악도 찰떡에 난이도 조절도 깔쌈합니다. 다만 컨트롤 부족하신 분들은 쉬움 난이도도 어렵게 느낄 수는 있을 것 같네요. 다 깨고 나서 크레딧 나오는거 보니까 거의 1인 개발을 하셨더군요. 대단합니다. 이런 게임 더 나왔으면 좋겠습니다. 그리고 처음 깰 때 쉴드 있는지도 몰랐는데, 알고 보니 좌상단에 뜨고 아이템도 있었네요. 이거 튜토리얼에 알려주는 내용이 있었으면 좋겠습니다. 전반적으로 가장 만족스럽게 한 게임 중 하나였습니다. To English Speakers: This indie game is worth playing. Not that expensive, great ideas, and terrific designs and musics. I liked it.
섬돌아다니며 거대한 보스들과 싸우는 게임 개인적으로 보스들 잡는게임 좋아해서 즐겁게 했음 보스들마다 공략법도 달라서 재미있다 난이도가 상당히 어렵다 최종보스에서 한번 접었다가 다시해서 결국 깻다
挺不错的游戏,不过体量也蛮小的
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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