
Temple of Rust is a top-down action roguelike. Fight through the wastelands using your sling and various types of ammunition along with special boots for powerful jump attacks. Create unique attack combinations with special upgrades and blast your way to the multiple cores of corruption.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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
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This is not the next triple-A game in your library. It was developed from start to finish by just one person, which is remarkable. After a little practice, you'll know the mechanics of the game and it becomes more fun with each level. The enemies get faster and you have to plan your attacks well or you won't survive long. I like the variety of weapons, there aren't many games where you can shoot others with a bag of ♥♥♥♥. The sound effects are a bit weak and should be improved. Nevertheless, a game that can be fun. Thumbs up.
Temple of Rust is a nice cozy Rogue Like with a decent touch of 80s Soundtrack, with a challenging difficulty, and randomly generated levels. But as the playable characters, also the game still got some way to go. Graphics: The graphic is good for what it is. Animations look a bit clunky in the store video, but ingame all runs ultra smooth. The overview is on the steamdeck a bit better as on a classic display, these are at least my feelings. Enemys are visible as those, and there is an option to highlight them - Helpful for people like me ;) Sound: The sound is mixed, but got a tasty old school vibe. The effects sound great, aspecial the sling and picking up gold. Controls: The game is playable perfectly on the steam deck. On pc i used a xbox series controller and a cabled 360forpc controller. Of course no problems. And please enable the "b" button as "get back" in the menu. Story: Until now only a few chunks of a storyline. I want more ! The hub is a great way to forward the story with another characters. I hope there comes more ! Gameplay: After a couple of short levels and a boss there is a possibility to buy upgrades like a drone which attacks on its own. In the levels itself are also item drops for better stats. An overview of all stats would be great ! Maybe onscreen ? Overall: Its a challenging rogue-like with great controls, but i wouldn`t say its a twin stick shooter. TWS are more fast-paced while Temple of Rust is more for sneaky attacks on enemies then a "all-in bulletrain" game. I recommend this game for everyone who loves this kind of game, and i hope there comes more content !
This game doesn't really have much going for it. It's super generic and doesn't have anything that sets it apart from other games. Tutorials are non existent. There is the benefit of the controls being right there in the pause menu, if only because there isn't anything else to put there. Controls are typical WASD while HUK are attack, use and ranged in that order. Keep in mind, I will only be reviewing this from a player who just opened the game for the first time. My main critiques are: 1. There's one form of melee attack 2. There is one ranged attack but it requires a charge up. By the time you get withing range to hit the enemy, they're already at your feet. The range attack is basically useless. Not only that, but you can only aim in the four cardinal directions while enemies mostly come for you diagonally. 3. There are two enemy types withing the first 3 levels. Rats that die in one hit and rats that die in two hits. 4. There is money, but no counter to tell you how much you have. (unless the keybind to find that information is hidden) 5. The player is surrounded by a ring of light which has no effect on the game and is frankly useless. Even outside the ring, its possible to see everything from enemies to items and crates. Nor does the light signal aggro range. 6. There are no health pickups from enemies, which encourages slow cautious play. This is contradicted by fast enemies 7. You can't go back to an area you've been to before 8. There are NPC's around, but I only found one that does anything and two that talk How would I fix it? Add a tutorial. A lot of players will simply quit a game because they don't have patience to figure it out on their own. Even just put the keybinds on screen when they first start the game. Add more melee attacks. Even if they function the same, just having them look different would already make it look cooler and less clunky. And in more directions. Either completely rework the range attack to make it homing (basically aimbot, could auto aim to the closest enemy) , mouse aimed or raise the attack speed. As of the current moment, the range attack is useless. For enemies, I can understand this for a solo dev. It can be hard, but that little bit of effort adds so much. especially at the start where you're trying to hook the players. Maybe another animal like a fox or racoon? For the ring of light, I would suggest to either get rid of it or make some things invisible when not inside. Maybe chests or crates? It would encourage players to explore every nook and cranny. Add health pickups or healing items. I can understand not having them, but the enemies are simply too fast and numerous, offering no rewards at all. (again, at the start of the game.) Level design is mostly practice so that being mediocre is understandable, but maybe a few more smaller things or different trees? All in all, I can feel that this is a passion project from one guy who has obviously tried his hardest. Maybe the later half of the game is good, but I'm never going to figure that out, mostly because it failed to hook me in the first half hour. I hope the dev keeps learning and pushing his carrer further and further.
[h1]Temple of Rust[/h1] Entiendo que el juego aun sigue en desarrollo, pero hay distintos puntos que tengo que aclarar: 1. Voy a ser sincero, jugar con el teclado es igual a sufrimiento, tuve que cambiar los controles predeterminados para que sea sencillo de jugar, otra cosa es que debería haber una opción para jugar con teclado y ratón, eso haría que las personas disfrutaran del juego. 2. El sistema de combate se siente nulo porque puedes atacar a corta distancia pero te arriesgas demasiado, tal ves si los enemigos atacaran mas lento o dan una señal antes de atacar sería útil, El ataque a distancia a veces es útil, pero los enemigos son veloces que solo te queda por atacar a corta distancia. 3. Los enemigos solo sueltan oro, pero no sueltan puntos de vida, lo cual hace que en ciertos puntos tienes que ir precavido, haciendo que el juego vaya a un ritmo lento y aburrido. Debería haber un pequeño porcentaje de que suelten algo mas que oro. 4. Hablando del oro, cada vez que avanzo en las siguientes zonas, siempre me sobra bastante oro y las opciones de compra son muy limitadas. Debería haber mas opciones si quieres mejorar las habilidades o tu equipamiento, incluso una opción de cambiar las habilidades al hacer un "Reroll" por otras que el jugador le interese obtener. 5. Al comenzar un área, es probable que estés rodeado por enemigos listo para atacar, haciendo que sea bastante injusto porque tienes muy poco espacio para esquivar y luchar. Sobre los jefes, debería haber una recompensa si logras derrotarlo sin recibir daño, tal vez como mas puntos de vida o cualquier otra cosa que beneficie al jugador. Complete el juego en modo fácil, pero trate de completarlo en modo difícil y se siente imposible debido a todos los puntos anteriores, espero que los desarrolladores lean este análisis, por que al final solo son sugerencias.
tiS FREE
Temple of Rust, roguelike yukarıdan aşağıya bir aksiyon oyunudur. Güçlü atlama saldırıları için sapanınızı ve çeşitli mühimmat türlerini ve özel çizmelerinizi kullanarak çorak arazilerde savaşın. Özel yükseltmelerle benzersiz saldırı kombinasyonları oluşturun ve yolsuzluğun birden fazla çekirdeğine doğru ilerleyin.
Finally came back to this after seeing the update list, got past the first boss! Its really fun, albeit sometimes a bit janky with its movement and combat.
Unfortunately there are many things in this game that dont feel good. 1. The Gold: Collecting gold or any other game-currency should feel rewarding - and not like a sidequest. I got annoyed by those coins popping out of the barrels and spreading all over the place. You make the player hit the same old barrels over and over again just to make them run in big circles to collect a few coins. I just passed all the crates after a few minuets. it was annoying and felt pointless. i mean nobody even told me why i need money... my advice: decrease the radius where the player has to pick up the gold significantly. 2. Where The F am i?! Whats the point of this game? To be honest, the whole thing feels like you desperately wanted to create your first own game. You had a couple of ideas and and engine that was not too hard to learn but... that was it all... no story, no bigger concept, no vision. All the player does is beating up some creeps, while his friends are chilling at a guitar concert around the corner... wtf...?! 3. WHY am i doing this?! "Go out and cause some trouble". This may be a fun advice for every teenager with some anger management issues but not for a regular player who's paying ~10€ for your game. This simply is not enough to make a game. 4. Skills I get the idea with the jump-kick. It looks great. But thats all. if the player wants to use it to attack an enemy he doesnt only have to push the buttons in the right order in a tiny timeframe, but he has to CREATE a situation and an angle to apply it in any fight. This simply doesnt work. Its easier, faster, and more fun to just punch the crap out of the enemies. The Slingshots all feel the same. Dont matter what ammo. I had heavy stone, sharp stone, firecrackers... whatever stone... they all felt the same AND same as with the kick. The enemys are too close and too many to make use of it. It takes too long to swing the sling. its faster, more efficient and safer to just punch your way through the game. And as you mentioned in the "tutorial" it can only shoot in 8 directions. So again you have to create a situation to make use of it. most of the time its less effective, a lot slower and riskier than just use your fists... I really wanted to like this game. I really really honestly wanted to write a good review to help you get better advertising on steam but... there's a lot of work needed to make this a fun game. Unfortunately to me it feels like a pre alpha. More like a proof of concept without any storyline, without any vision of what a fun game could look like. Sorry dude. I'll review again if this game gets a huge content update.
Temple of Rust is an abandoned Early Access 2D retro pixel top down brawler that's been slapped together with the godawful GameMaker Studio video game construction kit from Yoyogames. It's a very basic bare bones procgen orientated brawler (with "slinging) with some kind of "trashpunk" theme (whatever that means) that seems to have been aimed at console peasants, so why this is on PC is unclear. The developer abandoned the game roughly one year after launching in an incomplete state. This is no surprise as conceptually the game is a dud, releasing a retro pixel GameMaker Studio construction kit effort (no matter how much lipstick you put on it) into a sea of literally hundreds of 2D top down retro pixel brawlers also slapped together with the craptastic GameMaker Studio is a recipe for immediate failure, and that's what happened here. Games don't exist in a vaccuum, and most "indie" developers don't spare a moment to look at the game marketplace before embarking on making a game nobody really wants. Their goal is not about what gamers wantt, but what they want and scoped entirely in the very small, insufficient arena of what they can do. The developer was unable to come up with decent level design or game/story flow/plot, so they opted to try to use samey repetitive procgen algorithms as a substitute for adding content to the game. As a result, the game doesn't actually have any content worth mentioning, just endless, boring, repetitive, soulless algorithmically generated sameyness. Developers must learn that procedural generation is not an acceptable substitute for content. They chose to use obsolete retro pixel "art" as a substitute for contemporary PC graphics. It's unclear if this is due to lack of budget or talent, regardless, the overall visual quality of the game is extremely low as a result. Resolution is locked, and the control schema is a hamfisted mess (but at least you can change the controls so that's a silver lining in the trashcan here... or should I say "trashpunk can")? It does make me wonder if the developer ever played a video game before, looking at the default controls, it's a mess. These flaws push this game far below minimum acceptable standards for PC. GameMaker Studio is a very poor quality game construction kit, and unsurprisingly results in products that have little to no value as games, especially when compared to the work of professional developers who create genuine products for gamers. Using a video game construction kit requires little to no talent or skill as a game developer. Very often, GameMaker Studio is used to make shovelware and lazy cash grabs, although in this case the game is partially free. While this appears to be "free" in Early Access, it's more correctly classified as donationware as the developer wants you to give them $10 USD for a garbage copy+paste of a GameMaker Studio brawler template that they didn't even bother finishing, and that they couldn't even do content for so they used a procgen algorithm as a substitute. And if they ever finished it, they wanted to charge even more money for it (but they abandoned it so I guess that's a moot point). You could download this dead, abandoned game for free, but it's really not worth your time. While the developer put in some work into making this questionable premise get as far as it could, it would be better if they applied their talents to learning how to make games without cheap construction kits like GMS and getting employment with a professional game development studio.
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