
SFD is a unique hybrid of tactical RPG and roguelike. Manage a party of adventurers as you attempt to be one of the few to conquer the Sigma Finite Dungeon.
Modeled estimate, not a reported figure. How we estimate →
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The game is cute and the format is inviting. The UI is bare-bones but functional. I found no bugs and it was not hard to understand basic world navigation and combat, inventory, etc. I wish it had a logical control scheme... the massive keyboard mapping for everything you can do, no controller support, etc, shows it was an all an afterthought. The battlefield is missing critical indicators like green/red boxes under friends/foes and, without going into excruciating detail, just a ton of other bits of missing polish. No QoL of any kind. In a way it's a bit miserable to operate. No Fullscreen support. No music. No story. I don't expect the world in a budget game... but there's markers of cut-corner design in many places. Ultimately I found it very limited in terms of the problem-solving it asks of the player. I started on Normal, failed a few times while I figured things out, then started a proper run and I plowed through a few dungeons and beat some mini-boss fights. I found myself quite bored after even 30 minutes but I pushed though. The game never really gave me that foothold to feel like it has the depth that makes it worth exploring. It is mechanically too simplistic, and therefore the overall experience is weighted too heavily to RNG, I feel. If you want a simple game where it's not too stressful (because decision making is extremely limited) then you could try it at around 80% off. Like, I enjoy tough, mechanically rich games so maybe I'm a bit spoiled on them. This is certainly not a [i]bad[/i] game it just didn't seem to grab me, or really be going anywhere. I just can't bring myself to put the thumb's up. I don't want to decide for anybody but I can't think of any of my peers that would like this, so I guess that's my bias. Everything felt like... pick a few summons to be your party members. Clod your way through pointless dungeon get in fights every 2nd room or so. Barely any room to swing a cat in the battle arena, because I poop you not, they're like 6x6 or 6x5 and no joke 40% of the space is littered with indestructible blocking objects. So if you have more than a few party members... they can't move or hit anything. Everything will always be behind an object or something else making having a party a bit pointless. The moment you recruit your 3rd party member, you'll immediately observe that in all future battles, at least 1 of your characters is so cramped out it becomes nullified. I found a potion that summoned a 4th party member. I think in 20 fights he had opportunity to land maybe 12 strikes. So... you pick most obvious move/attack because it takes no thinking, because there's no room to swing a cat. Hope RNG favors you vs. them. Hope you find something useful in a chest, awesome chance it will be nothing. It all just fell flat for me.
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Concurrent players on Steam, sampled daily since tracking started.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
原本我抱着随便玩玩的心态开始了游戏,在崩了十几次后,我开始研究游戏的命中机制。我才发现游戏的数值做的相当大胆,甚至可怕。最后35h通关,比另一个评论快了10个小时,耶!很开心。 物理命中概的计算公式: (武器命中率+友军命中-敌方闪避) * 技能命中率 * 方向加成 (向下取整) 法术命中率的计算公式: 技能命中率 - 敌方魔法抗性 方向加成为: 正面(100%)、侧面(115%)、背面(135%,同时暴击+20%) 敏捷每加2.5点,命中会提升1点 简而言之,敏捷是这个游戏最没有用的属性。随着游戏进程,敌方的属性也在成长,双方属性差距拉不开,高敏捷角色和低敏捷角色的命中大概差5点而已。后期命中率上升主要靠装备自身的命中率,换而言之,装备换的勤劳点,还有扣敏捷的装备尽量拿,性价比高。比起站桩贪输出,不如多走位,正面命中率太低了。 优点: 1、是真的好玩,虽然死人的时候很崩溃,但是后期招募的人比我自己练的还强; 2、整体游戏规则的设计相对简洁,没有属性相克,太好了。 缺点: 1、命中率的问题导致整个游戏的流程有点过于冗长。有很多时候是无效输出; 2、UI设计很差,主角选择大法师时,技能盖住地图,虽然可以收起来,但是麻烦; 3、数值到游戏后期开始出现问题,开始有双方一招秒人迹象,所幸游戏在这里就结束了。
SFD is a fine enough game if it were sold at $1-2 USD but is overpriced at any higher amount. The game feels developmentally shallow and, although it seems to be a completed product, is lacking in features and QOL improvements that should be standard for games within this genre. The dev team seems to be at-work on a sequel so consider holding out for that (hoping there will be improvements to the formula/game design) or wait until the purchase cost drops to the aforementioned prices. Cons: - No in-game music (just creepy dungeon ambient noises which get old QUICK). - Little-to-no sprite animations. - No chance-to-hit indicators. - Clonky UI and menus. - Boring dungeons with tedious navigation. - Unbalanced AI / needlessly difficult (touted as 'old school' but there's a good reason that devs aren't making games 'like that' anymore...).
Wonderful little game that reminds me of all my favourite isometric tactic RPG. It is different from many of the other roguelike because it has a very old-school feeling both gameplay and graphic wise. The class system is great, the map wonderful and the strategic choices extremely satisfying. I have read some of the comment and some people say it is too hard, but if you are used to the genre you will find the difficulty alright. I beat the game around 10 hours in and then lost interest since there is not much else to do. Is this little old school game worth your money? absolutely yes! But if you are looking for something that will keep you playing for 100 hours maybe you should find something else.
I had fun with the game - it's very simple but fairly addictive. There's a little bit of RNG in the game that can be frustrating at times, but it's mostly manageable with clever play, The tactics are very light, but satisfying enough to hold your attention for a few fun hours. There are a handful of classes with a few fun abilities and it's interesting to see how to mix and match your part with different gear, abilities, and classes. I got 8 hours of gameplay out of this and for the price I paid I feel that I received my money's worth.
this game has horrible game desing, the biggest example of this is that undead can infintly revive because after they die a 4 turn cooldown start and then they come back with half healt. fun thing is eventually you encounter 'necromancers' who are able to summon these skeletons, infintly. My last run got softlocked because i encountered a room with 3 necromancers and i wasn't able to kill all the skeletons fast enough before the arbitrary 4 turn timer runs out and the first skeletons revive again. as long as there is 1 skeleton alive you don't win the encounter. And since it's a rouge save (you only get 1 character and no more allies) i simply do not have the action economy to be able to do this.... even though i can wipe out 7 skeletons in a well placed fireball. the necromancers just keep filling the rom more and more....
피곤하다
An interesting gem. It's party tactics in a roguelike formula. The game loop is tight but deep. The really interesting thing is that the developer has found the absolute sweet spot where presentation is just simple enough to never get in the way or bog down but good enough you never lose interest or wish for more. Really addictive 'just one more room' gameplay. A great find.
hujow gra ja myslalam ze to SuperFighters Deluxe (SFD), indie gra bijhatyka a TO JAKIES GOWNO BRZ YDKIE WTF CO TO JEST USUNCIE TO ZE STEAM WPROWADZA W B;LAD 0/10 nie pozdrawiam
Аскетичная, кривоватая, но почему-то залипательная роглайк-тактика. В лучших традициях олдовых рогаликов можно отобрать у врага оружие и им же накостылять. Кто-то писал в отзывах, что сложно, но самой сложной была ачивка за проигрыши.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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