
Sol: Last Light is a third-person, action-adventure RPG set in a post-apocalyptic world. Learn to control your newly discovered power to harness energy from the sun and battle against robots on your journey up the mountain to find your captured sister. Made by students at Full Sail University.
Revenue comes from in-game items and microtransactions, which our price-based model doesn't estimate. Copies below reflect the player base, not paid sales.
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Languages: English**languages with full audio support
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For God so loved the world, that he gave his only Son, that whoever believes in him should not perish but have eternal life. John 3:16
So after 3.5 hours of gameplay I was unable to finish the game. At some points in the game the levels didn't connect properly and I was stuck with no way of progressing in the game. The combat felt like a mix of the Batman Series and Dark Souls. I did die a few times so I wouldn't say it was easy. I feel with a little more work and patches it could be 10 times better. I give Team Smoothie a A+ for effort and the Game as a current product a C-.
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Hours played at review time, across 21 reviews with recorded playtime.
Fun game but pretty janky
Introduction: The game under review presents a mix of positive and negative aspects, offering players an experience that's both enjoyable and challenging. This review aims to provide a comprehensive overview, delving into the strengths and weaknesses encountered during game-play. The Good: - The game is free and boasts almost 2 hours of content in the Main Story alone. - Impressive voice acting for characters and engaging music, especially in the Main Menu. - Well-optimized graphics, running smoothly at over 80 FPS on the highest settings. - Enjoyable combat system with the ability to grapple, dash, and pulse combos. - Fluent Dodge and Block mechanics, including the unique ability to parry bullets. - Exploration is rewarding with optional chests influencing potion resources. The Bad: - The enemy shield mechanic as a whole. - Limited enemy variety with the same sword and gun enemies, resulting in repetitive encounters. - Boss fights lack the expected challenge, with easily exploitable strategies. - Inability to skip cut-scenes on subsequent playthroughs, limiting replayability. - Collectibles, such as sword components, lack flexibility and may render some collectible items useless. - Finding a new Sword you'll find yourself using the exact same move-set that you were using with the previous weapon. - Frustrations with checkpoints and inability to revisit areas during and after completing the game. Checkpoint System: - Some checkpoint zones are inaccurately placed, leading to confusion and frustration as you load into a completely unfamiliar zone. - Propose the option to select checkpoints for a better collectible hunt experience. Controls and Gameplay Mechanics: - Two distinct modes (Movement and Combat) create a disjointed feeling during game-play. - Clunky wall climbing mechanics and lack of customizable key-binds hinder fluidity. - Address tool-tips and controls inconsistencies, ensuring information aligns with the current version. (The game indicates you should block with Right click at certain times, but states you should block with V at other times.) Audio Logs: - Audio logs struggle to be heard over in-game music, suggesting volume adjustments. - Advocate for a smoother transition between normal gameplay audio and audio logs. Final Thoughts: While the game lays a solid foundation with its combat design, certain aspects like controls and enemy variety need refinement for a more immersive experience. The potential for improvement is evident, and these critiques are offered in the hope of contributing to the game's future development. Recommendation: Despite its flaws, the game is recommended, particularly considering its free nature. The positives outweigh the negatives, and the provided feedback aims to encourage developers to enhance the gaming experience further. Closing: In conclusion, the game showcases promise, and with continued improvements, the developer could deliver more exceptional projects in the future. This critique is offered constructively, with the hope of contributing to the game's ongoing development.
Sol: Last Light, kıyamet sonrası bir dünyada geçen üçüncü şahıs bir aksiyon-macera RPG'sidir. Yakalanan kız kardeşinizi bulmak için dağa çıktığınızda güneşten gelen enerjiyi kullanmak için yeni keşfettiğiniz gücünüzü kontrol etmeyi ve robotlara karşı savaşmayı öğrenin. Full Sail Üniversitesi öğrencileri tarafından yapılmıştır.
the graphic look great but the animations are kinda choppy and npc like, the gameplay is great and combat is pretty solid, along with movement. Overall, I give this a 8/10, especially since it just released, but I've only played for a bit so I might update this.
"Sol: Last Light" is a student project from Full Sail University in Florida. It's a third person brawler borrowing a little bit from the old "Dark Souls" type of hack/parry etc etc. With a bit of parkour platforming thrown in. To quote the famous chef, Gordon Ramsay, "Excuse me waiter, but I think this is a little undercooked". This third person brawler is riddled with bugs and comes across as quite unpolished... usually student projects from places like DigiPen and Breda don't suffer the same faults, and remember, if that feels unfair to compare campuses, the "developers" here published this up on Steam alongside professionally developed AAA games. We're not here to offer sympathy to developers who weren't equipped to create a great gaming experience, we're the audience. It doesn't matter where a game came from, it matters what it is. And Sol: Last Light is a buggy mess. The graphics in this game are passable, but could be better. And while it's vital for any game to have impressive visuals (gaming is a visual medium, after all), there's more to a game than just the graphics. To be worth a gamers time, the game must match top tier visuals with top tier gameplay, and that's not happening here. Not every "free" game really is. There's often MTX, or content locked behind DLC, or donations being requested, or any other number of things that could mislead gamers, but in this case I'm glad to say this really does appear to be a fully free game. Nothing demonstrates a developers belief in themselves and their work than giving it away without any remuneration. This is a service to themselves, and the gaming industry, and should be applauded. Of course, just because something is free, doesn't necessarily mean it's valuable. Even though this is "free", it failed to appeal to the 120 million+ gamers on Steam. SteamDB showed the game peaked at only 6 concurrent players... this is a dismal public reception. This was so bad they couldn't even give it away. Bearing in mind that free games don't add +1 to your game collector count, should you bother adding this to your library and downloading it? Not this time. This isn't worth downloading. While this won't cost you any money, you get what you pay for, and sometimes, even when the game is free, it's still not enough.
[url=https://youtu.be/3_xGIr8cLug?si=b2dCS4nvEIRDNNIj] First 20 Minutes Gameplay Here[/url] I had high hopes when I first saw the game, but my enjoyment ended up being mixed. I couldn't quite decide if I liked it or not. Considering it's an indie game, the graphics aren't bad, but the playstyle and combat need an update. The game relies heavily on a block-evade-hit playstyle (sound familiar? Batman series, any Souls-like series...), which means the responsiveness could be improved. I won't bore you with all the details, but I think this game has a solid foundation for a potentially great Souls-like game. Thumbs up!
not a bad idea, but a glitchy messed up experience, there is a fun game behind the jankyness, but damnit there is a LOT of bugs
The game is buggy, however there is a good game behind all the bugs, i got stuck and could not progress any further so i did not get to finish the game but i did enjoy it while i got to play it. I think the combat is alright but needs a little work, i personally felt that it was a bit clunky, like i would have a combat flow going but then my flow would just abruptly stop. That could have been me just not being good at the combat but the flow just felt off. the game ran pretty good even without there being any sort of graphics options. The enemy pathfinding for the game is pretty rough, i could get the enemies stuck and just wail on them until they died. Big clumps of enemies were very tough to beat so i would use the fact that they got stuck easily to single them out and survive. Overall i would give the game about a 6/10 i enjoyed the jankyness of the game but had some major bugs that stop all progression.
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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