
Toroom is a dungeon crawler roguelike-like top-down shooter, where the protagonist just wants to come back to his bedroom after waking up in a world of fantasy. Fight your way through multiple biomes, clear rooms full of enemies, get as much loot as possible and defeat the bosses in your way.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Portuguese - Brazil**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
I nearly dropped this game after 10 minutes because of the atrocious screen shake that you can't turn off! Seriously, maybe five people on earth enjoy screen shake and this game doesn't even let you disable it. Anyway, after tying my head to an electric chair and syncing it with the screen shakes on my monitor, I could play without noticing it too much. /s The game feels brutal at first. Most starting weapons for each character are incredibly weak and you often have to clear several rooms to find something slightly better. But once you adapt to enemy movements and attack patterns, surviving battles becomes manageable. There are only 3 different biomes, each with its own boss. The first area is usually the hardest, while the last is the easiest. The game seems balanced around having multiple items, but since you start with basically nothing, it's tough early on. You typically end up with 7-9 items before facing the first boss, and if you don’t have enough damage or attack speed boosts, you’ll likely fail (especially on higher difficulties). I liked the item design. Some items can instantly make your run 50% easier and if you’re lucky enough to stack more of them, everything (including the final boss) melts before your eyes. I didn’t like how weapons are tied to biomes. In the first biome, you can never get the good ones. Just decent enough ones to scrape through the first boss, if you’re lucky. Overall, this game is as much about skill as it is about luck (and honestly, much more about luck). You’ll only die to bosses and no matter your skill, it’s going to be tough unless you get good rng and acquire strong items. That’s kind of disappointing. For a roguelike, the game should offer more ways for players to grow stronger. Relying on rngesus as the sole difference between victory and defeat isn’t good enough. I enjoyed the challenge, but this game isn’t for everyone. There are better alternatives out there.
Siento que es una idea piola, de un rogue-like puro bastante simple y bonito, me gusta su estética y jugabilidad (aunque este ultimo tiene unos pequeños peros) pero lo que está mal es el diseño en si como un roguelike. Los enemigos son fáciles y logras explorar todo el mapa sin mayores problemas, pero su balance hace que cuando llegas al jefe, está varios escalones por arriba. El problema: por mas que hayas hecho todo bien, tus objetos encontrados durante tu run te impiden avanzar, ya que no fueron buenos. Esto te obliga a perder con el jefe, volviéndolo a intentar, sin encontrar un resultado diferente. A veces, las tiendas están en cada esquina, mientras que otras solo aparece una vez y con items pobres. Hay veces que venias con suerte, y luego tus items te trollean, debido a que también tienen un debuff. La exploración me agrada, pero mas temprano que tarde sentís repetitivas las salas, y se siente como si los objetos que conforman la estética de la sala ( como arboles y suelo ) fueron puestos muy al a azar, sin patrones o reglas claras para su construcción. (al igual que las tiendas) En si, siento que falta balancear varios aspectos. Se me ha crasheado varias veces también, sin hacer realmente nada raro. Logra aburrirme en poco tiempo, y morir una y otra vez hasta encontrar una run donde si me dan items competentes no es mi idea de diversión. Es una buena idea que le faltó pulirse.
fun little game.
weapon spawn rate is ♥♥♥♥♥♥♥ and your starter weapon is pretty useless on bosses so you will just have a hard and not fun time unless you are lucky. the gameplay itself is good, the music is okay at best. there are better games out there with the same premise.
I have now played a few of this developer's games and I've started to notice a trend. Take a popular genre/game and do it very simple and boring with some absolutely baffling design decisions. Right off the bat, the default character is garbage. The default character is slow, has low mana, and starts with a melee weapon. All of this is terrible. This is a game much like Enter the Gungeon with a sorta twin-stick, bullet hell style to it. So being able to properly maneuver is important. The default character cannot do this. Their slow speed makes it hard to dodge all but the slowest of projectiles. Your best bet for being able to actually dodge them would be keeping your distance but you can't do that with melee weapons. The starting weapon has abysmal range to it. Basically requiring you to get right up in your enemies' faces. Which does not bode well when most enemies use projectile attacks. Even when you get better melee weapons it's just not enough. Enemies will overwhelm you with fast moving projectiles that are damn near impossible to dodge even with longer range melee weapons. And you can forget about taking out any of the bosses with melee weapons. Bosses will zip around the room constantly before sitting in the middle throwing tons of extremely fast projectiles. Switching over to the other starting character did make things more manageable. Starting with a magic weapon and actually have the mana to use it made so much of a difference. I could not get past the first boss, if I even made it to the first boss, with the default character. The other character I managed to get a decent ways through the third and final zone before dying on my first run as them. Even then, this is still an extremely boring game. Enemies don't really feel all that different aside from having more projectiles or faster projectiles. There are no real patterns or ai to speak of. Rooms are as basic as could be. Decorations are just that, decorations. They don't act as cover or even as obstacles that block movement. The camera is also zoomed in way too far for the size of the rooms making it easy to get hit by projectiles you couldn't really see coming. This is not a good game. At its best it is bland and [i] barely [/i] functional. At its worst it is a frustrating mess that feels like the developer didn't even know what they were doing. This game is not worth it even on sale. There's barely even any content here anyways. For a few dollars more (or almost a dollar less on sale) you could get The Binding of Isaac: Rebirth and get 100s of times more content that is all significantly better designed.
I had fun for an hour but the only replay value is in the different characters which aren't really worth it. Good soundtrack. If its on a sale or in a bundle it's a fun hour.
Great little game :) I had a lot of fun and the music is good
comprei com expectativa positiva, resumo do jogo, ME DEIXA ROLAR SEM TOMAR DANO CACETEEEEEE. agora serio, não gostei do jogo, tem muito item que n serve pra quase nada, a maioria das armas não da dano, principalmente as melee. o jogo tem o sistema de rolar então voce pensa; ora bolas INVENCIBILIDADE. não. só não. rolar só atrapalha, melhor andar.
Jogo bom, recomendo para a galera que gosta de um desafio, o jogo tem dificuldade médio/difícil requer atenção e quanto mais fases passa mais difícil fica. Toroom é um jogo rogue like onde você sendo um coelho vai passar por monstros e bosses em cada fase que passar ( tipo o jogo Isaac) em geral gráficos incríveis e roda em qualquer computador e jogabilidade viciante nota 8 de 10
Maneirinho...Se vc n se irritar rapido kkj
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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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