
The Waste Land, a "metroidvania" style side-scroller inspired by T.S. Eliot’s poem of the same name, puts players in the role of a fallen king who must find his way to right the wrongs caused by his own failings.
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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, Italian, German, Russian
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
Tags: Platformer - Metroidvania Additional Tags: Delete Local Content & Remove from Library TLDR: Flat boring levels. Assets are constantly the same and level design is almost always flat land with a bunch of critters around making every level look and feel the same. Gets disorienting fast and the plot is not good at keeping you on the rails towards progression. Dont waste your time Decent work on the animation and the custom sprites. The early plot hook is well done but the story quickly falls flat on its face after the initial scene. You are then left going through screen after screen of flat levels with varied corrupted wildlife harrassing you all the way. Combat is floaty and unsatisfying. Mostly melee with short range and odd hitboxes. Some of the assets were of clearly lower quality, such as the pink/violet CGA trees and the brown butterflies blending in with the brown backgrounds for example. The sound also loops quite a fair bit. The game does not save but has checkpoints you can activate. There were also odd things happening such as monsters dropping loot that then harmed you if you touched it. Conclusion: Between the crummy level design, quickly derailed plot, floaty combat, broken loot system, lack of minimap and bunch of padding/filler levels and a small loop for a song, you quickly tire and never want to play this again. Only consider if you are a hardore retro metroidvania fan and need more content.
Скучновато, но можно поиграть и убить время, если вас не смущает следующее: 1) Огромные однообразные локации, с врагами, у которых меняются лишь текстуры и запас хп 2) Стимулятор скалолазанья 3) Все это под скудноватый зацикленный саунд 4) Боссфайты долгие, унылые и простые
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Ужас! Игра должна быть похоже на CastleVani'ю, а на деле кусок болотного дерьма. Из диалогов ничего вам не раскажут, кроме того что поп разрешает плодить ♥♥♥♥ в городе, карта есть но куда вам идти я так и не понял, даже ради карточек не берите!
Eu quase gostei deste game. Tem muito potencial. É um sidescroller com um mapa grande, que lembra um metroidvania, mas sem ser labiríntico. Acredito que o Castlevania 2 do Nes seja o game mais parecido com este. Eu não gostei porque não há muita indicação para onde proceder, o que aumenta o tempo gasto andando sem objetivo. Mas se eu tivesse um pouco mais de paciência, talvez aproveitaria mais. Ele peca em ser repetitivo e por ter combates simples demais.
It would be good, but it has so many issues not to mention feels very slow for it's pace or lacking in variety. I thought this would be good due to it's style of metroidvaniaish gameplay. Well thats what I thought at first however I got turned off from pretty much certain aspects of the game. For example not knowing where to go and ending up at deadends where I didn't have double jump yet. Which you have to get at a tower which requires pixel perfect jumping. If the game requires perfect pixel jumping that is kinda of an issue specially with bats that home in on you when aggroed. I wouldn't mind the bats, but when you need pixel perfect jumps to get somewhere that is a problem. Not to mention once I got to the top of the tower I jumped down from the very top and died instantly from fall damage which I didn't know could happen, forcing me to get back up again to get the item. The music doesn't change alot which can get extremely annoying when scrolling around the game looking for where to go first. Kills the mood really fast after walking through the woods or going into towns. Even the sound and animation with the main character's attack if off. I would give this a 5/10 It's ok, but not great specially for how long it takes to get one item which you wouldn't know unless you found that one npc to give you the hint or sumble upon it by accident. Curse of Issyros is actually better than this. Also the price for this game is kinda much due to it's quailty I know it had work put into it, but needs patching and fixes.
Big world, not enough to do in it. Ended up running around for hour lost.
It was ok...
https://youtu.be/KEXfwaDnSY0
The Wasteland is an interesting concept, and to the game's credit the prologue raised my hopes higher than proved deserved. For what I paid (like a dollar, on sale?) I suppose I should be grateful, nonetheless, for the few intrigued hours I spent getting past the first two bosses. The use of color, low pixels, checkpoint-based refills of a simple health bar with no consumables or other flim flam allows for a smooth gaming experience. The complete noninvolvement of "leveling up" or "experience points" eliminates grinding; you become stronger by finding better swords and bows, can endure later-game damage levels by finding what are essentially heart tanks in a Metroidvania style collectibles system, and are largely rewarded in combat for maintaining defensive footing and being observant. That being said, there are a tiny number of enemy types and there is no way to traverse the (admittedly impressively large and contiguous) map quickly. When you're not sure how to advance, you can spend like half an hour walking from the south side of one map region to the north side of the map region just north of it. There are a decent number of regions, like 6-9; wonderful variation in the backgrounds, but not so much so on the combat side. I played on the hardest difficulty setting and for the life of me couldn't see any difference besides taking more damage per hit and giving less. With practice, you can avoid fighting half of the game's enemies without penalty, and it's easiest to pick the rest off one at a time with ranged attacks, drawing your sword if they close distance. Many of the cutscenes are extremely glitchy, and the game's text is translated poorly to English. When after like 5 deaths against a sea boss you finally prevail before losing your footing and getting instakilled, only to stand still for the better part of 20 seconds, then run left, find nothing....then run right, glitching yourself back onto land...the magic, to say the least, is broken. Ultimately, I think they'd have been better off using RPG maker and making a lot of the visual content by hand, rather than crafting a game engine of their own that doesn't, in the end, produce a game that is fun for nearly as long as it takes to experience. I found the first bow, the second sword, some heart containers and I took out two bosses. Taking out that boss didn't make me stronger and going east landed me somewhere that felt a hair too tough, while going west was easy until RIGHT BEFORE the part where local one-line NPCs have led me to believe I will find the THIRD sword. I could go north and east, and probably find that second bow and third boss somewhere, but it would take a couple hours and I can't honestly say I care enough. This does not feel ironic or deliberate, as I suspect is the case in "Punch Club." Rather, the game plays like something a painter or an admirer of literature made who was not particularly into video game design. If the source material interests you, then playing this game is perhaps a way to meditate on certain elements of that artist's premise. I try not to be hard on independent games, since they are the life blood of the medium, but in this case more attention could have been paid to the user experience. If they weren't going to make the game experience smoother, it would have been wiser to use a preexisting/stable/familiar independent game engine to craft and deliver their content. I hope to see better games from these guys and respect this effort, but can't ultimately say you'd be missing out on much.
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Trends
Concurrent players on Steam, sampled daily since tracking started.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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