
Play as Doug McGrave, famous demon hunter for hire. Highest level, bestest gear, ruggedly handsome, and unrepentant jerk. For refusing to aid one stinking demon-infested town, you are immediately – and deservedly – cursed. Your powers, your wealth, and your weapons… Poof! Gone.
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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, German, Russian
Engagement
Hours played at review time, across 45 reviews with recorded playtime.
Reviews
Themes across 45 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
Mediocre clone of Binding of Isaac with lame mobile game grind based progression of endless upgrades for this and that just to pad play time. Another game that's definitely not worth your time. Here's a cool shot that might be though. https://steamcommunity.com/sharedfiles/filedetails/?id=2773765368
This game is not what it advertises itself to be. There is nothing "rogue" about this game. This is just an arcade action game stylized as a dungeon crawler but doesn't really play like one. It's just an arcade game where the graphics look like a dungeon. Some people think "rogue" means "you unlock things between runs" and that's the only thing this game does. You play a run, you reach a point where your current stats just doesn't cut it anymore as enemies take longer and longer to kill and then you die. You respawn in the town and can spend your obtained currency on upgrades and then start the so-called dungeon over again. That's it. See, the true key to the fun in roguelites like Binding of Isaac, Spelunky and dozens more, and even classic roguelikes on Steam like Tales of Maj'eyal and Dungeonmans, is the fact that every run has the potential to offer something new. The very first item you pick up might be something that completely changes the game, and you might find said item in a myriad of different ways. Like how you can blow up a rock in the first room in Isaac and find the Small Rock, or maybe you open your first chest in Dungeonmans and out pops a skill book that lets you use an ability you've never tried before. Since The Weaponographist doesn't offer any items of any sort, every run is the same. Enemies drop currency and replacement weapons since the one you're using breaks in a few kills and that's it. No item rooms, no cool drops, nothing to switch things up and keep it fresh and addictive. This game doesn't even let you explore anything. The screenshots make it look like Zelda, I know, but the thing is that only one of the doors will open when you clear a room and there's no other place to go but forward. It's an extremely linear game that offers no minimap, no strategy and no exploration. Just head from one room to the next to kill the same boring enemies over and over, have your weapon break and pick up a new one. Die, buy upgrades and go back in. Repeat, repeat, repeat. This game is just flat-out boring and not a roguelite, certainly far from a roguelike as the store description calls it. It's just a shallow and simple action arcade game that gets real dull real fast and expects you to grind to make progress rather than survive by your own skill.
A simple yet fun game. It certainly lives up to what it claims to be, and if you're a fan of games like Binding of Isaac I'm sure you'll enjoy it as well. So far I've yet to see the witch that cursed us again. I wonder where she's disappeared off to, and the town/village is no more than 4 buildings it seems. The game's mechanics where the weapons break after some use is rather interesting, and at first I thought it was going to be a hindrance. Yet so far I find it to be rather fun, although it can get a little hectic trying to get a weapon while fending off a boss. During your visits back to down you do have the ability to upgrade your weapons and spells, along with finding a checkpoint that takes you straight to the boss you recently reached. Gameplay Footage [url]https://youtu.be/plYYchaUptE[/url]
Weaponographist is a nice little rogue-lite game. It has a very similar combat to what you'd find in Binding of Isaac. But it uses it with a twist - you always start only with your fists and the only way to get new weapons is to get them from dead enemies. But be sure to look a couple of steps ahead because getting a weapon doesn't mean you'll be using it forever - weapon durability will degrade and it will fall apart. And you'd better make sure you don't lose your shiny weapon in the middle of combat. The game starts quite easy, but don't let the first stages fool you - it gets progressively harder (it took me about ~1h to get to level 2, but I'm generally terrible at games). The town you will respawn in has a set of vendors that will sell you various upgrades and unlocks to help you beat those levels - from basic weapon, magic and health upgrades, to runes that might drop in the middle of dungeon and buff you. For some reason the vendors want goop that monsters drop, not money. Each level has a new variety of enemies and a new boss at the end. As someone who sucks and games like this, I really enjoyed the fact that you get a checkpoint right before the boss. You can save there and then re-start from it after death 3 time for 90% of your goop. One slightly strange thing is that the control scheme is not what you'd expect from a twin-stick shooter - attacks by default are bound to buttons, not second stick. And attacks are triggered individually. I guess that's done to allow for different attack patterns on weapons (e.g. some weapons have 3-combo attack, while others allow you to attack as fast as you can mash a button), but that does feels a bit strange (at least in the beginning). Other than this - it's a pretty nifty little game with some cool mechanics. If you like rogue-lites, definitely have a look at it! Some gameplay and a bit more discussion in the video below: https://www.youtube.com/watch?v=CmYthvFSGoE
Рисовка понравилась,но уж очень высокоскоростная. А может я просто не умею играть в такие игры,но для умельцев зайдет)
This is a funny, but a way harder "remake" of The Binding of Isaac, but unlike that, this game contains an actual saving system. The gameplay is totally similar, but the story is better and like I said, it's way funnier. The enemies are diverse and there's a lot of them. The upgrade system is quite clever and you'll need it, badly. And if I can give you an advise, stay away from the vomiting, laser gunned dinosaur. And from the sling-shoting tree. And from the headless (and horseless) horseman. Not to mention the gunned octopus and the lion tamers lion. Also from the...
They had a huge chance to make the premise of this game [i]super[/i] annoying... But the premise where your weapons break due to a curse is actually pretty fun! Essentially the weapon breakage curse is just a durability system which forces you to switch weapons every now and then after use. Some weapons break more with each use than others, but so far the durability of the half dozen weapons I've used last long enough to kill a handful of enemies and there always seems to be more weapons on the ground, dropped by killed enemies, if you're not wasting them. This game has what is the standard for "rogue likes/lite" games where you build up some resource and upgrade your character a bit between each run. There's two people who upgrade the weapons & magic. Another who sends mimic chests into the dungeon carrying upgrades. What you pay for here is permanently that he will send the chests with certain upgrades on certain depths for you to find, and once found the upgrade benefits will only last until you die or as long as it says it lasts if shorter. Finally there's a guy who "lessens your curse" which is harder to describe, but for starters he can make weapons not break as fast. One mechanic of the game other than weapon durability is "levels" which is a combo meter of sorts. You kill enemies and the bar in the lower right fills a bit, and I think if it fills you level up, but it drains constantly and if it goes down all the way you start to lose xp & levels. The guy who can lessen your curse can make it drain slower for instance among other things I'm sure I haven't unlocked yet. The gamplay: It feels good. Unlike many games I've felt all my deaths so far were due to poor play. All the weapons feel different and if you position correctly and use them properly you should be able to avoid being damaged. This game so far is what what I'd call "fair" in that respect because it is skill based (with some improvements via town upgrades) unlike many other games which might just be death for you if you don't have the proper upgrades. So far I only have have some very minor gripes about on screen info. First is that enemy health bars only show up when you're hitting them and for a short time after. I'd like an option to have any damaged enemy's HP always shown. Second is that when an enemy is in the upper-right-most of the room your Goop counter can block view of their top part including their HP. Lastly I wouldn't mind being able to move my hearts to a different spot and/or resizing the element. Not that there's anything wrong with it being in the upper left per-se. I just made it past the first boss at about an hour of play time, which was about 5 runs. If this game seems like it would be something you'd enjoy it probably will be since it controls well. Basically a twin stick shooter in the control input, though you use melee weapons too. I used a controller to play this game. Better than I expected.
[b] Target Audience: [/b] [I] Dungeon Crawling type players who want to go fast.[/i] [u] Summary: [/u] Basically, it's a very solid but not spectacular game that does the job in terms of speedrunning dungeon crawler. Weapon variety keeps things fresh at times, but I feel like the game just need a few more things to become a great game rather then a good one. It does some good things overall, and those looking for a game they can play repeatedly to eeek out extra seconds in killing baddies will enjoy the game. The question is does it really do enough to warrant you time for more then 4-6 hours, and that's a reasonable question at this point. Solid. [b] Gameplay Footage and Video First Impressions: https://www.youtube.com/watch?v=z6TQPmILrzQ [/b] [u] Lists: [/u] [b]Positives:[/b] [list] [*] Weapon variety is here, and while it starts slow seemingly, it gets deeper as you move through dungeons. [*] All elements play together in terms of a speed running like manner, a lot of design considerations were taken into account, and they all play out rather well. [*] Combo system makes all the difference in feeling progression and becoming a bad ass. [*] Upgrades mean something. You feel every upgrade helps you but doesn't make the game overly easy. [*] Controls, and in particular with a controller, are smooth and do exactly what they needed to do. [*] Art is catchy, visuals help the game with good models and NPCs rather well. [/list] [b]Negatives:[/b] [list] [*] Some more tactical combat would have been greatly appreciated. It's pretty basic when it comes down to it. [*] Level Design could have used variety. It's always a square arena, that doesn't help in making every dungeon feel the same, despite a different backdrop [*] Boss fights were in generally weak. [*] Sound Design and Music could be better, it didn't stand out at all. [*] Wanted to know more about the world and its characters, cause they were interesting. [/list] [b] If you want more reviews/information regarding games I've reviewed, visit my curator. [url=https://store.steampowered.com/curator/6861768/]Dragnix Curator [/url][/b]
[h3]SNAPSHOT[/h3] A forgettably repetitive top-down game where you mash the attack button to kill the same enemies over and over again. [h3]OVERALL - 4 / 10[/h3] [h3]PROS[/h3] + a dozen or so different weapons that all play differently from each other + decent art [h3]CONS[/h3] - extremely repetitive, gets old very fast - constant progress "resets" [h3]FULL REVIEW[/h3] First off, I am honestly surprised that people have been giving this game good reviews. Either people reviewing it haven't played other games, ever, or they just really like running in circles mashing one button for about 20 minutes. While this game looks like a poor man's Binding of Isaac, it plays even worse. The game puts you in sequential rooms that spawn ~3 different types of enemies per room, with the goal being to kill all enemies in order to repeat the same process again. Each enemy has one attack (save for the few bosses in the game) and drop one type of weapon (e.g. the skeleton drops a sword). You'll spend a minute or two clearing out the slowly spawning enemies, which when finished will open a door on one side of the room (although seeing as how each level is entirely linear, this serves no purpose except to change your starting point for the next room). While fighting, players increase xp and a combo meter when they kill enemies. The purposes of these mechanics seem to be a good idea at first, except for the fact that losing the combo meter leads to draining xp from the player (eventually de-leveling them), which then causes enemies to die even slower than they did before. The higher level the player is, the faster the combo meter decays (and thus, eventually, their level), and even when a player is ahead of the curve and as maxed out as they can be with upgrades, enemies at best are still frustratingly alive with a sliver of health after a set of attacks. At worst the player has to follow an enemy for several boring seconds holding the attack button until it begrudgingly decided to die. If a player gets behind the power curve, it becomes increasingly difficult to catch back up and ends up being a painfully slow demise. Normally this is not a problem (and the player loses all their HP before this happens), however when a bosses is defeated for the first time it essentially resets the players progress as enemies have more hp that seems to magically even out once the player upgrades their weapons again. While normally I find progression systems fun, this one just ends up feeling like someone constantly struggling to reach the surface level of water with an increasing amount of baggage instead of say, acquiring a jet ski and then a speedboat. Every once in a while a room will contain a "buff" for enemies (which consisted of more / less monster hp. faster movement / attack, or perpetually spawning slime enemies that were killed in one hit) or a chest will spawn with a heart and potentially a ~30s player buff. This is probably the biggest excitement you will have all game, unless you really enjoy killing enemies progressively slower. In essence, the game ends up forcing the player to quit / die after beating every boss unless they want to spend 30 minutes clearing a single room in a floor. This, combined with the already mediocre-at-best combat and repetitive nature of rooms, makes this game not worth playing, even with a refund. What little story there is doesn't even remotely make up for the lackluster and repetitive (have I mentioned this game is repetitive?) nature of the game.
A great old-school arcade game. An arena munster-basher with pitch perfect difficulty and a nice "rogue-like" progression system that eases you in to the game nicely. Brainless and repetitive, two of a gamers favourite things. A good game to have on whilst playing music or podcasts or whatever. Slowly unlock the weapons and magic, beat the game, beat hardcore and then work on beating your times. There's lots of replay value here if you're a score chaser, and if you're anything like me, it'll take you a good 25 hours to finally beat hardcore. I'd like to see a "competitive" mode that gave you no power ups and had set enemies and weapons, as there is a bit of luck involved in climbing your way up the leaderboard at the minute. For example, if you get a "double damage" drop on a boss, you're laughing. My favourite type of game, all game and no guff. Pure, distilled, undiluted, arcade joy. Highly recommended.
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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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