
Samurai Bringer is a roguelite action game with levels which change with every playthrough, where you cut down hordes of Samurai and Demons to collect combat techniques and polish your fighting style in order to defeat Yamata-no-Orochi, the eight-headed dragon of Japanese mythology.
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About
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Japanese, Simplified Chinese, Traditional Chinese
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
Amazing game with unique mechanics, art style, and creative ways to combine attack techniques to fight the samurai, it offers non-stop well designed levels with normal difficulty, so you won't struggle most of the times. Also, the game is very addictive specially in the beginning, because every single run feels different, and it also pushes you up until you beat all the main bosses. I personally like the background the game is based on, including japanese mythology, and many famous well known faces (like Okita Souji, Miyamoto Musashi, Sasaki Kojiro, etc) from Japan's history which is the main reason I played this game. Totally recommended.
One of the more unusual games out there. Despite its somewhat janky look (at least for some), it’s a genuinely great experience with a rather rare gameplay mechanic: creating your own attacks by combining different elements. The game is short, but works perfectly as a solid in-between title. The story draws heavily from Japanese mythology (Susanoo, Asura, Orochi, and the like), which gives it a distinctive atmosphere. Overall, it was fun and I can definitely recommend it.
Разработчик просто я не знаю даже как сказать.. очень, очень "хороший" человек, я даже вот в большой задумчивости как называть таких... У игры есть ряд проблем: 1. Первая минуты игры, я выключаю в 0 "музыку", так уши сворачиваются в трубочку от такой днищенской подделки под стародавние игры; 2. Управление, то одни клавиши работают, то перестают, и само собой, играть с клавой-мышкой нормально не получится, ломать руки предлагается только на клаве. 3. Ужасное обучение, худшое что я видел, естественно, пропустить его нельзя. 4. Нормального сохранения нет.. мне потребовалось срочно закрыть игру... и проходи обучение снова, т.к. подумать об удобстве автор игры конечно не собирался. Из положительного - весьма неплохой экшен рогалик. где суть заключается в том, что необходимо бродить по небольшим картам, и пытаться выжить и выбить с противников скиллы и вещи, тем самым повышая свои возможности. Что здорово - комбинации навыков к привязки к клавишам можно собирать самому и вариативность очень большая. Большой набор комплектов снаряги, это супер! Причем на базе можно выбрать стартовый, которых больше сотни. Если не смущает ряд странностей в игре, то безусловно стоит приобрести, т.к. цена игра по современным меркам - почти даром!
A câmera do jogo e o sistema que eles têm me fizeram passar mal
概要 ・敵を倒すと技の巻物を落とす ・技を自由にセットして使える ・中ボスを倒すと、パッシブスキルのついた兜を落とす ・実績やパズルをクリアすると、いわゆるMPが増える ・死亡すると兜は消えるが、技の巻物とMPはそのまま ・ラスボスを倒すと、兜そのままで最初から 良かった点 ・気軽に遊べる ・雰囲気が独特 ・武将のセリフの細かいネタが良い 悪かった点 ・圧倒的説明不足 ・チュートリアルが解放式なのだが、全開放する頃には攻略終わってる ・セットした技が死ぬたびにリセットされる ・周回ゲーなのに、毎回エンディングが挟まりスキップが面倒 序盤はマゾいが、終盤はスタート直後から無双できる カスタム性はそこまで高くなく、やり込んで順当に強くなるタイプ なお兜スキルは重複しない 技リセットがとにかく辛い セールで500円程度と考えると値段相応
割草游戏为什么搞精力限制?
面白いとは思えるが... 武将に即殺されるわ、リスタート時にはビルドを0から組みなおしだわ SP/戦技が増えたところで、武将が4人も出てこれば嵌め殺しをされると... 1体目の大妖怪にすらたどり着けず、ただひたすら苦痛... ビルドの最適解をわかってないと何も変わらないと思う。 追記 軍配/鉄砲+誘導の壊れに気づけければ、あっさりと4体目まで撃破 ステ:戦技22
メタルブリンガーは全実績解除までやり込んだくらいにはハマった作品だったので、こっちも期待していたのだが……まぁ結論から言うとカス。何が面白いのか全然分からん。 メタルブリンガーの時みたいに集める楽しみみたいのが全然無く、武将を倒せないと永久に装備が集まらない。その上ディスクの時はたくさんあった選択肢がこっちだと自分で組み合わせてねってしてるせいで数が激減してる。というかメタルブリンガーの時は出来てた複数属性被せると全部発動するみたいのがなく、属性は1つしか発動しないのも納得いかない。(火と氷で敵を凍らせながら燃やすみたいのが出来ない。)しかも氷属性使えば確実に凍らせられるわけではなく、確率で凍らせるだけなのもウザい。まぁ一番ウザいのはSPとかいう制限のせいで攻撃してると一々息切れするとこなんだが。 武将の武具が一番重要なのに、フィールドで死ぬと全ロスして集め直しに。それを集めようとして武将と戦うと死ぬの繰り返しで何も楽しくない。遠距離武器の攻撃力が低すぎて遠距離武器を使う意味が死んでる。ターゲットロックの精度も悪く、ちょっとでも段差で高低差が出来てると誘導つけててもヒットしない。何なら誘導つけてると近くのてきとうな敵を勝手にロックして目の前にいる敵を無視しだすからね。 メタルブリンガーが傑作過ぎて期待し過ぎたってのはあるが、ちょっとこれは酷い。まぁメタルブリンガーの前身って考えると、このカスの悪かった部分が改善したのがメタルブリンガーであるとも言えるのでコイツやるくらいならメタルブリンガーやるのをオススメします。
I nemici muoiono con un colpo, mentre alcuni boss ti bloccano con i loro attacchi e ti uccidono senza che puoi fare niente anche perché la schivata non serve a niente.
This game is such a fun time. Learning how to go from basic slashes to complex 3 or 4 chain combos is super satisfying and the variety you can give movesets makes it always fun to start a new run. I've got a couple of issues with the game, but overall it's well worth the asking price if you're a fan of warriors-style games. That said, the main 3 bugbears I have are: It's not very intuitive to rebind your buttons, since it will change every context for that button. There's no way to swap say... which button is basic attack without also swapping the button to confirm in menus. I'd recommend playing this with a controller because of that, But even then if you've got say a nintendo switch controller it'll feel weird with the default layout The game could do with some sort of training room where you can test combinations out for all the kinds of weapons you've found. When adding a second level of thrust can completely change what your move is doing, you should be able to lab out moves without starting a run and finding the weapon you want. Lastly, I think the game could use some kind of ascending/heat to modify the starting difficulty of runs once you've beaten it once. In my ~8 hours, I've completed 2 runs and it seems like that's the game. There's still tons of fun in just making a new moveset and going nuts, but I wish there was a way to increase the challenge from the get-go. Maybe by limiting my options or buffing enemies. Honestly maybe there is a way for this that I just haven't come across yet. Still, for the price the game's super deep and really fun to play. Absolutely worth it.
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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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