
It is time for true heroes to stop an evil invasion that is spreading across our land. Face enemies from the deepest caves and dungeons in an engaging brick-breaker style of fight. Bring peace and justice to your homeland yet again.
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About

Break the barricades on the battlefield.


Beat your enemies!
Go and get them Hero!Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Polish, German
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
The cute sound effects and graphics blend perfectly with the game's atmosphere. It's a great game to relax, clear your mind, and enjoy playing.
Entretenido, para hacer partiditas cortas entre otras cosas. Es una buena vuelta de tuerca a romper bloques
Super fun spin on the arkanoid, ball and paddle genre hahah. I really like it!
Getting boring very fast.
Pretty, and the core loop concept is alright - but the implementation is absolutely braindead. Levels are the same, and the approach to each level is precisely the same, regardless of the class you have, enemies present, the allies you can summon, and the spells you get. Lazy design as it is.
Der Boss war Soulslike. xD Absolut tolles Game. Perfekt für einen Cozy Tag zuhause :)
공으로 노크하기 (매일 업데이트되지는 않으며, 작성자가 원할 때마다 업데이트됩니다.) [1일차] 공을 쏘아내고 하단의 막대기를 움직여서 튕겨내는 방식으로 진행합니다. 필드에는 블록들이 존재하며 공 또는 플레이어의 스킬, 동료의 공격 등으로 대미지를 주어 제거할 수 있죠. 블록이나 적에게 대미지를 주게 되면 경험치를 얻게 되며 일정 수치에 도달하면 상점을 이용할 수 있게 됩니다. 기본적으로 체력 회복, 스킬 회복, 골드 획득, 광물 획득 4개의 상품이 무료로 판매되고, 광물이나 골드를 소모하여 랜덤한 스펠을 구매할 수 있죠. 상점에서는 1개의 상품만 구매할 수 있기에 상황에 맞춰서 선택을 하는 것이 좋습니다. 또한, 블록의 종류에 따라서 다양한 아이템들이 드랍되며 이를 수집하여 게임에 영향을 받게 됩니다. 광물 블록이나 상자에서는 골드와 광물 등을 얻을 수 있고, 앞서 언급한 상점 외에 메인 화면에서의 업그레이드에 사용되죠. 책의 경우에는 레드나 블루 블록이 드랍되며 이를 얻어서 해당 색상의 랜덤한 스펠을 발동할 수 있습니다. 스펠의 종류에 따라서 즉시 발동하는 종류도 있고, 슬롯에 등록되어 일정 시간의 쿨타임을 필요로 하는 경우도 존재하죠. 로켓을 발사한다거나 체력 회복, 방어와 공격을 수행하는 동료 소환, 방어용 블록 소환 등등 다양하게 존재합니다. 외에도 즉시 상인을 부르거나 랜덤 동료 소환 등의 특수 아이템들도 얻을 수 있죠. 적 또한 능력을 가지고 있으며 순서대로 발동하고 쿨타임이 작동합니다. 일정한 간격으로 공격을 하고 공을 막아주는 몬스터를 소환하거나 새로운 블록 생성, 벽에 방어물 배치 등을 수행하죠. 적의 공격은 모두 투사체이며 이를 방어하지 못하면 체력이 감소하게되고 체력이 0이 되면 패배하게 됩니다. 동료나 보호용 블록으로 이를 방어할 수 있으며, 막대기를 이용해서도 막을 수 있지만 방패가 없으면 체력이 감소하게 되죠. 적의 체력을 0으로 만들면 해당 단계를 클리어하여 다음 단계로 이동하게 됩니다. 모든 단계를 완료하면 해당 미션을 클리어하게되고 플레이하면서 얻은 골드와 광물을 획득할 수 있죠. 또한, 새로운 스펠이나 동료 등을 언락하여 사용할 수 있게 되고 획득한 재화들로 앞서 언급했던 캐릭터들의 능력을 강화시킬 수 있습니다. 체력이나 공격력을 증가시키거나 스펠로 소환하는 방어벽의 수 증가, 최대 슬롯 증가, 확률에 따른 특수 효과 등 다양하게 존재합니다. [아쉬운 점] -바운스가 좀 이상함 -텍스트 폰트 알아보기 힘듦 -공이 떨어지는 순간에 상점이 오픈되고 아무런 준비없이 즉시 이어지니 반응하기 어려울때있음 (공이 바에 닿는 순간 상점이 열리거나 올라가는 중에 열리는 조건이 있으면 좋을듯) -상점 등에서 스페이스바로 선택 확인 불가 -클리어 후 떨어지던건 마저 수집하거나 자동 수집 되었으면 좋을듯 -동일 미션에서 다음 스테이지로 이동할때 동료, 안전블록이 유지되면 좋을듯 -리턴 버튼의 위치나 모양이 좀 통일되면 좋을듯 -서브볼은 보통 추락해도 대미지가 없는대 이 게임에는 있네 -상점에서 클릭 빠르게하면 상품 여러번 구매 처리됨 -모든 업그레이드 후 골드와 보석 사용처 없음 (캠페인 중반에 이미 끝남) -마지막 스테이지 클리어하고 뭔가 크레딧이나 그림이라도 나와서 엔딩은 안내해주면 좋을탠디 아무것도 없네
[h3]SNAPSHOT[/h3] Arkanoid but less [h3]OVERALL - 2 / 10[/h3] [h3]PROS[/h3] + there was an attempt [h3]CONS[/h3] - repetitive levels - less gameplay than Arkanoid - no real reason for half of the content [h3]FULL REVIEW[/h3] This game feels like it was built around the singular idea of a brick breaker game meets some semblance of fantasy / RPG but never expanded upon any of it. The levels are all almost identical in terms of shape and brick layout, and the "different" enemies / classes similarly do not provide any new value to the game. I played through ~2/3rds of the campaign and had purchased every single "upgrade" in the game, but at no point did I ever notice any change in the game whatsoever. If this game leaned in on SOME aspect of the Arkanoid / fantasy elements it'd likely be an improvement, but as is it somehow takes each and somehow provides LESS of an experience than either one alone. There's so many fundamentally flawed parts of this game that make this game unsatisfying, but here's a few that seemed pretty important to get right (that the devs most certainly did not): - the game's ball "physics" is so janky that you can sometimes hit the ball multiple times at once and completely reverse it's direction - the "difficulty" of each level is just the same levels you've played before just with more HP for the "enemy" and no other noticeable changes - the "spells" / powerups you collect in a level are basically meaningless (I literally only ever got the one that gave currencies or HP for the entirety of my playtime) - there is no satisfying "collection" of things whatsoever - e.g. beating a level happens instantly so if there was a pile of gold / gems trickling down the screen at a snail's pace when you win you don't get them at all The worst part about all of these is that they all seem like things that would've been fixed with any kind of playtesting but instead it seems like the game was just built to exist.
a pretty fun twist on a brickbreaker game. my only complaints are that it is a little buggy and the classes & powerups don't really feel that impactful
The core gameplay revolves around breaking blocks. You control a paddle at the bottom of the screen and use it to bounce a ball upward toward the enemy and the boxes protecting them. Various destructible objects are scattered around the field. Some require multiple hits to break, while others act as invincible obstacles. The objective is not to destroy everything but to break through the defenses and damage the enemy wall, removing all its health before they do the same to you. Each time you lose a ball at the bottom, your wall takes damage. The paddle mechanics are not particularly polished, and the ball’s bounces can feel inconsistent. In most games of this genre, the side or angle of the paddle that the ball hits determines its trajectory. Here, however, the behavior often feels random. For example, the ball might approach from the left, hit the left side of the paddle, and instead of bouncing back left, it continues moving to the right as if nothing changed. Many losses happen because the ball travels in a completely different direction than expected. At other times it gets stuck in shallow angles, bouncing left and right while barely moving up or down. Destroyed objects have a chance of dropping several types of items. The most common are gems and coins, which serve as the game’s currency and carry over between missions for upgrades. Secondary drops include colored cards and stars that charge your spell meter, which triggers a random effect when activated. Since items fall downward, you need to catch them with your paddle, although you may have to let some go if the ball is close to falling off the screen. Every object you destroy also fills your experience bar. Once it is full, you can choose between healing, restoring your special attack, or gaining extra coins and gems. If you have collected enough currency during the mission, you can also purchase one of four spells that activate immediately. These might summon mercenaries to assist with attacks, add an extra ball to speed up destruction, or increase your luck, which improves the chances of items dropping from destroyed boxes. Enemies have their own spells as well. They can spawn additional boxes, heal themselves, or summon enemies that fire projectiles toward you. These projectiles must be blocked with your paddle. However, the paddle cannot block repeatedly without pause, as its defense needs time to recharge after each hit. The main game mode is a campaign where you complete missions to unlock new ones and gradually progress across the map. Each mission contains several stages with varying difficulty, and you must clear all of them in a single run to finish the mission. Completing missions rewards you with new spells, helpers, and skills for your three heroes. You can tackle missions with any of the heroes, the knight, the witch, or the rogue. While the core gameplay remains the same, each hero has distinct perks. The rogue can inflict poison and grant helpers faster attack speed, while the witch can cast more spells during a game and extend their duration. Each hero also has a large set of perks that can be unlocked with the gems and coins earned from missions. However, many of these upgrades remain locked until you buy the availalbe perks, which unlocks the next pack. Another drawback is that you only receive currency if you successfully complete a stage. Losing yields no rewards, which can lead to frustrating grinding on easier levels. Aside from the inconsistent ball control, much of the difficulty comes from unbreakable obstacles. Higher stage difficulties introduce more of them, and they are often placed in ways that require lucky bounces for the ball to slip through. This can work in your favor as well, since the ball might ricochet off obstacles and strike the enemy wall for heavy damage before returning. However, some stages rely too heavily on this randomness. If you do not get a favorable bounce early on, enemy spells will eventually overwhelm you. Because spells are cast in a fixed order, stages that include enemy spawns can quickly spiral out of control, making it impossible to block all incoming projectiles.
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Trends
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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