
Labyronia has been remade, returning as the definitive version of the first game. Expanding the original story and introducing revamped visuals and gameplay mechanics, this is the best way to experience the popular RPG. To save the world, you must uncover the secrets of the Labyrinths!
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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
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
Overall I recommend this game. It is one of the better hobbyist indie rpgs out here on steam that I have played, and the developer's passion and care for it shines through. That being said, it does have its flaws. I'll go into more detail below, where there will be spoilers, so be warned. --- SPOILERS BELOW HERE --- This game improves significantly upon the original version (which I've also played a couple years ago). The combat is somewhat more balanced and more content has been added, in terms of story, exploration and gameplay. However if you have played the original, do be advised: some previously optional areas seem to have been made mandatory, and the game does not necessarily hint at that very well, like the fire cavern. There are a couple of new additions that will impede progression if you miss the one vague hint the game throws at you from random NPCs, such as the necessity to upgrade the pickaxe you eventually get. For the longest time, the story does not require an upgraded pickaxe to progress, as most of the obstacles hide treasures and extra abilities, so by the time it's required to actually complete the game, you forget how and what you're supposed to do to upgrade it in the first place, if you even had a hint of that to begin with. I myself needed a guide to figure this out (Janice smith -> ship haven smith, incidentally) Speaking of things that show up too late to be relevant: the two side characters who join the party. They appear far too late in the game to have time for their stories to develop organically. You get a plot dump backstory cutscene for each of them as soon as they join, which would have worked much better if it was revealed over the course of the game, had they joined earlier. There is also the issue of the frankly silly and hilarious love subplot between the main character and one of the characters that joins. Again, this character shows up and joins so late into the plot, the game can do nothing but shove saccharine love at first sight cliches down your throat to maintain even an ounce of credibility. The writing itself is not the best, and makes me think the writer either doesn't practice creative writing often or english isn't their first language. The plot beats are easily understandable and there are no confusions, thankfully, it's just the dialogue and narration quality that leaves to be desired. There are also the two open areas, the desert and the snowfields. The desert gets a map, thankfully, though you cannot carry it with you so better screenshot it when you do get to view it, however the snowfields offer no such luxury. These two areas are confusing to navigate unless you go to great lengths to memorize where all the landmarks are in relation to each other. Add this to the fact that they both have their own time limits, one a literal countdown, the other ticking down your health every couple steps. This added grievance turns the wandery mess these areas are into a frustrating experience. My final issue is with the exploration aiding accessories. They take up the character's accessory slot, so you can only use one at a time, as only the main character can even equip them. This wouldn't be too much of an issue if there weren't the occasional places that require the use of at least two of them, which ends up in a lot of menu hopping. If it was up to me, I would have made these accessories key items instead and have the obstacles automatically passable once they are in your inventory. The combat is significantly improved in this version of the game. When I played the first one, it was an unbalanced mess of creatures that could oneshot you early on to zero threat after a certain level. While the latter is still somewhat a concern after a certain level in this version of the game, it is now much better balanced. My only gripe would be the endgame bosses in relation to the creatures that populate their dungeons. The random encounters are incredibly weak by the time you're prepared to face the disproportionately deadly bosses. And then there are bosses that aren't a threat, but just take forever to kill due to their massive health pool. The game world is interesting, and there is definitely a great amount of effort put into worldbuilding. Exploring it is mostly fun, especially when you're looking for all the optional extra abilities, though the fact that you cannot get them all until you have all the characters in the party is yet another argument against how late they join. some of these extra abilities also prompt some dialog from the party, which makes me think it was a missed opportunity for character building to not include scenes for more, if not all of them. The simplicity of the story (defeat four elemental monsters, get their crystals, find out the truth about yourself) serves the scope of the game well. It's no grandiose convoluted plot and I can appreciate that. The main character, though bland and without much development, is a good player insert to experience this world for the first time, making this a good introductory title to the Labyronia series. You receive the traditional jRPG airship just in time for the backtracking to start getting old (though i question the necessity of the seaship, as you only need it to get a small number of treasures out of the ocean, equipment that by the time you're getting would realistically already be outdated by your current equipment anyway). I really appreciate the encounters in the dungeons being physical creatures you can see on the map, rather than invisible random encounters a la final fantasy. Thi does not apply to the more traditional approach on the overworld, but I prefer it this way. The cue system through which you gain new abilities is a wonderful core mechanic, and is the backbone of this game in its latter half, as some of them will make your life much easier. I only have the two aforementioned issues with it: you can find many of them early but you can only obtain character specific ones once those characters are in your party, which happens very late into the game., and the cues themselves are a wasted opportunity for more character interactions. If I sound overly critical in tone to the point where my recommendation surprises you, it's because I enjoyed my time with it despite its flaws. All in all, it is a charming indie title. Passion went into this and it shows. It's far from being a polished product, but the developer took the time to create a complete experience. For the price, I'd recommend it, especially since few indie jRPGs here on steam are of this level of quality.
Much like the other installments, can be redundant and a bit of a grindfest. Some boss fights are too long and over dramatized. I literally dozed off a few times playing. You get what you pay for.
Думаю она стоит потраченного мною времени
Let me start this by saying that, before buying the Labyronia Bundle i'd never even played a single turn-based rpg before in my life and the fact that i even stumbled upon Labyronia was a pure-1 am-boredom fueled-sale scrolling-coincidence (that im of course grateful of). Now, onto the reviews! Short review: A highly polished game that manages to tie storytelling, lore, soundtrack and gameplay into a pixelated medieval maze world that sucks the player right in and challenges them to unfold it. It's honestly an absolute gem that, unfortunately for the average person, requires a little TOO much patience at times which can make it seem a bit off-putting and slow. In-depth review: Despite having my doubts at first (i mean, what should anyone expect from a 1.55 euro bundle that includes 3 games?), im happy to say that the first game left me feeling ecstatic by exceeding all possible expectations. It's not perfect by any means (i'll get into that later), but it definitely creates a unique experience that I definitely enjoyed being a part of. Immersion (10/10) I spent 35 hours in 3.5 days trying to complete the game (granted it's not 100% and for some reason the achievements are not working). I just picked the game up and couldn't stop playing it from the very start to the very finish, which to me is a huge win. Soundtrack (9/10) The music suits every area and every cutscene, but my favorite by far is Glimthar's steampunk-like feel you get, while roaming around the small snowy village followed by it's beautiful soundtrack. Map (7/10) While the travelling becomes a LOT easier later in the game, it is frustrating trying to find a single item and having zero sense of direction on top of the already difficult terrain. Most notable example: ♥♥♥♥♥♥♥♥♥♥♥♥♥ Alathar. I found all the cues in that white little ♥♥♥♥♥♥♥♥ EXCEPT for the flower. I spent 30 minutes combing the place from top to bottom trying to find it, before i got too frustrated and decided to continue my quest. Bosses and enemies (labyrinths and rest of fights, except ending) (6/10) If you grind up your characters a bit in grotto, im willing to bet you can possibly win all 4 major labyrinth-bosses (with the proper gear of course, not with the starting equipment by smashing "ATTACK" all the time). Having said that, the same does not apply for the rest of the game. You'd need to practice on some stronger enemies in another area for that. Gameplay (9/10) A great fusion of mechanics, strategy and storytelling. I loved the cue system, it gave me a reason to explore every area thoroughly instead of just doing my quest and leaving for the next major plot point. The battles didn't get stale surprisingly and actually encouraged the player to experiment with the heroes and their abilities. The story was extremely compelling for someone playing a game like this for the first time (aka me) and kept me reeled in for the majority of the time. Overall, i loved this game and i'm definitely curious to see what the next two in the series have in store. Keep in mind that ive never tried a game like this before (thinking turn-based were too boring and slow to follow), so the review is purely subjective and others might find this game a little less "special" than i seem to find it.
Tudo sobre: The World of Labyrinths: Labyronia - "Uma Aventura Maluca e Labiríntica!" (Valxb21) recomendo. *História:* Viajamos por um mundo repleto de surpresas em Labyronia. A trama cativante nos leva por labirintos épicos, cheios de reviravoltas e personagens excêntricos. A narrativa mantém você engajado, como se estivesse folheando um livro de contos de fadas bizarro. *Jogabilidade:* Explorar os labirintos é uma mistura única de desafios e diversão. Os quebra-cabeças são inteligentes, mas alguns podem te deixar coçando a cabeça por tempo demais. Os controles são intuitivos, mas, ocasionalmente, a câmera pode te pregar algumas peças, especialmente nos corredores mais apertados. *Conquistas:* Desbloquear conquistas é uma jornada emocionante. Cada conquista alcançada parece uma pequena vitória pessoal. No entanto, algumas são tão difíceis que até mesmo os jogadores mais experientes podem se ver em um beco sem saída. *Bugs:* Os bugs são como os habitantes invisíveis dos labirintos. Às vezes, você se depara com um inimigo atravessando paredes ou um item flutuando misteriosamente. É como se os próprios labirintos tentassem te testar. *Parte Gráfica:* Os visuais têm seu charme peculiar. Os labirintos são detalhados, mas a falta de variedade pode cansar após um tempo. Os personagens são caricaturas extravagantes que adicionam um toque de comédia visual ao caos. *Trilha Sonora:* A trilha sonora é uma fusão de ritmos misteriosos e alegres. Ela se adapta bem aos diferentes ambientes dos labirintos, criando uma atmosfera envolvente. Prepare-se para ter algumas músicas pegajosas na sua cabeça. *Tutorial:* O tutorial é um salva-vidas. Embora bem estruturado, poderia ser mais interativo. Às vezes, você se pega desejando uma ajudinha extra, especialmente nos primeiros labirintos. *Legendas em Português:* Boas notícias para os falantes de português! As legendas são uma adição útil, tornando a experiência mais acessível para todos. *Nota Final:* Em uma escala de 0 a 10, Labyronia merece um sólido 7.5. É uma aventura envolvente, mas alguns problemas técnicos podem te tirar da imersão. Um conselho: mantenha seu senso de humor afiado e esteja preparado para se perder e se divertir nos labirintos mais loucos que já enfrentou. *Crítica:* A falta de variedade nos ambientes e a presença ocasional de bugs podem afetar a experiência. Uma maior diversidade visual e uma correção de bugs poderiam elevar Labyronia de uma aventura sólida para uma obra-prima labiríntica.
Очередная срань на РПГ мейкере.
minha esposa gosta... nota 8 segundo ela
真的是古早風味的日式RPG。 優點: 古早味。 讀取速度快。 缺點: 提示太少。 迷宮迴圈用太多。 走路太浪費時間。
It's an OK game, 6/10. It's more good than bad. Still, I would not recommend investing your precious time into finishing this game. Review / Feedback for Dev --- Graphics --- I honestly had no problems with the RPGmaker assets. The hand-drawn art is of much lower quality. This includes character portraits and some of the monster sprites. --- Sound --- The game's start page has great music. The sound of a boss enemy powering up a special attack is overly loud and low quality, to the point it seems like a bug or oversight. The sound effect when using a flinger is comically anticlimactic (possibly on purpose). --- Story --- The lore and worldbuilding details are great, especially the details connecting monsters, magical symbols, and religions. I wish more of the lore came from books and notes rather than from character's speech. Books can be read more than once, allowing review of the material. Character speech, on the other hand, cannot be revisited easily since it is not saved to any log. Also, books can be read faster without dealing with clunky speech bubbles. The game's plot script and character dialogue is, more often than not, awkward and mind-numbing. The interactions between Ann and Arres were especially painful. --- Gameplay --- A major part of the game is navigating through tight mazes and fighting the monsters inside. There are also giant open maps that loop at the edges. Frustratingly, there is no way to place markers on the floor to guide yourself through the mazes, and there's no way to map these mazes unless you use pen and paper (or screenshots). Even if you've memorized the correct path perfectly, it's still a chore to traverse the mazes because the enemies inside all respawn when you go through any door. The other problem is the wonky pacing of the game. The first 2/3 of the game felt excruciatingly slow, then the last third felt like an abrupt transition into endgame. The slow parts of the game are due to the backtracking and also getting through the game's two big open maps. A new player must backtrack a ton to navigate the game world. It doesn't help that some cities are locked behind dungeons on the world map. A few times when I wanted to fully heal at an inn, I would have to backtrack through dungeons. By the way, you can't rest in the overworld, or in your vehicle, or even in your own home. Some of the dungeons do not have exit shortcuts, and after completing it you must fight and backtrack just to exit the dungeon. To reiterate, the final third of the game needs more space to breath. Once you get Artemis, you also quickly get 2 party characters. It's an abrupt transition into endgame with a full party and full map freedom. These milestones should be spaced out better. For example, I feel Garric should join you permanently much earlier in the game, possibly during the player's first time inside the ice-field (maybe you save him or help him), so in this way you can spend 1/3 of the game alone, 1/3 with two characters, and the last 1/3 with a full party. Backtracking through previously-explored areas with Garric is now rewarding because you can experience these old areas now with a second character. But the abruptness of getting Artemis so quickly after the rowboat is still an issue, so I think we should get access to the rowboat earlier, maybe as a cut-scene inside the desert map (maybe you find the rowboat in the desert and magically ride it to the ocean, lol idk). --- Small Suggestions --- - Garric should be able to wear the Aero Cloak so he can attack more often, and thereby gaining BP faster. - A way to quickly exit to a dungeon's entrance, like an escape rope item or a teleport-to-safety spell, would be helpful. - A self-revealing minimap would be a big improvement for this game. Or, just a way to mark the floor. --- Summary --- In its current state, this game wasted my time too much with backtracking, maze solving, and grinding. I beat the game and found all but 3 of the cues and almost all of the secret items. I played 35+ hours (sometimes I played offline), and paid under a dollar for this game. Even if the game were free, the rewards did not outweigh the negative aspects. Without the bloat and aggravation of grinding and wandering, I would then recommend the game and be willing to pay 5 dollars for it. My suggestion: Just watch a video playthrough.
This game is amazing!! very good storyline and gameplay
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