
Tower Hunter: Erza’s Trial contains core elements of roguelite games, presented in a toon render style. The player explores a mysterious tower with Erza, vanquishes mutant monsters and defeats bosses to acquire a Hunter’s License and become the most powerful Battle Maiden.
Modeled estimate, not a reported figure. How we estimate →
About


Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Finnish, Japanese, Russian, French, German, Spanish - Spain, Portuguese - Brazil, Korean, Traditional Chinese, Portuguese - Portugal, Simplified Chinese*languages with full audio support
Engagement
Hours played at review time, across 41 reviews with recorded playtime.
Reviews
Themes across 41 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
[h1]大伙儿不就是为了女主小姐姐才买的吗🥺[/h1] [h3]优点:[/h3] [olist][*]小姐姐好美:)无论静态or动态,还是各种衣服发型都赏心悦目; [*]动作还算流畅; [*]bgm不错; [/olist] [h3]缺点:[/h3] [olist] [*]太肝了,后面用cheatengine方为上策; [*]剧情偏弱; [*]技能偏少,感觉还是《艾希》这类比较好 ; [/olist]
2/10 no new ideas here boobs do not make a game
It’s a good game, considering it was made by just two people. So I'm not going to complain or say anything disappointing & I’m really looking forward to playing their next game, Frontier Hunter: Erza’s Wheel of Fortune.
Avaliação: Bom. Joguinho bem simples em todos os aspectos, mas consegue divertir. Podemos iniciar no modo roguelite (perde muita coisa quando morre e retorna do início) ou no modo metroidvania (volta no checkpoint mais próximo quando morre). Optei pelo rogue pra prolongar algumas horas de gameplay. As fases são simples e fixas mesmo no modo roguelite, com um level design com muito pouco backtracing. Basicamente é só explorar até achar uma porta que te leve ao próximo estágio, com algumas das portas exigindo uma chave específica. No meio do caminho encontramos muitos inimigos que agem de forma passiva até chegarmos perto deles. Também encontramos muitos baús, armas, runas e equipamentos que auxiliam no upgrade da personagem. Um mapa ajuda bastante a se localizar. O combate é simples com poucos combos e uma variedade ok de armas de equipamentos para dar uma variada na gameplay. Com as runas temos uma liberdade maior de quais atributos queremos focar. Ao derrotar inimigos juntamos cristais que servem para fortalecer as armas, as runas, as skills e os equipamentos, é a única coisa que permanece na personagem após uma morte. A exploração é básica, com pulo duplo/triplo, dash, se pendurar na parede e pular de uma em outra. Os gráficos e a arte são até que bonitos, com uma trilha sonora que agrada em cada fase da torre. O design dos inimigos é ok, com pouca variedade deles. Os chefes são poucos e são fáceis, com exceção do último. A história é praticamente inexistente, com pouquíssima lore. De modo geral o jogo não é difícil, com algumas tentativas já consegui chegar e derrotar o chefe final. Após derrotar ele, podemos manter a run vitoriosa e continuar um NG+ subindo um nível de dificuldade mantendo tudo que conseguimos anteriormente. O problema é que o jogo não tem conteúdo pra ficar repetindo assim, zerei uma segunda vez e cansei. Mas curti de maneira geral o jogo e já tenho instalado a continuação que é inteiramente focada em Metroidvania.
Рогалик-платформер. Управление норм, но бывает, что не те навыки активируются (хочешь вертикально ударить с воздуха, а в итоге улетаешь наискось, например). От некоторых атак боссов не увернуться. Не хватает ключей на уровне, чтобы открыть все двери с сундуками. Графон - ОК, на Стимдеке на ультра со сглаживанием x8 80-90 FPS с вертикалкой. В целом, доволен. По скидке в 92% за 50¢ - супер. [8/10]
This game is NOT a metroidvania, regardless of what the tags say. Ezra's Trial is a 2.5D action linear roguelite, were every level is a maze with a defined path to the end. You are encouraged to explore to find chest that contain items you can swap with your loadout (one primary weapon, two secondary skills, and a buff grid), and encouraged to kill enemies for crystal drops (spendable XP) and keys for doors (leading to bonus loot). There is no backtracking to previous areas, and no skill-locked paths. You cannot spend your crystals until you hit the rest point mid-mission or post-boss, or if you die and return to town. Every runs starts from the beginning, and you have to beat the same bosses, with static level layouts. Dying (when not on easy mode) removes you weapons and loses some unspent crystals, with the gameplay loop requiring said deaths, as enemies scale faster than you. The combat is extremely clunky, with combo inputs blocking interruptions, leaving you defenceless, and you cannot modify the direction of attacks; light attacks are horizontal, heavy attacks are vertical, and you cannot heavy attack in the air without triggering a special attack (heavy+direction), making it pure luck whether you can hit flying enemies. The translation is poor, with some truly incomprehensible descriptions, and the camera control is unchangeably inverted (not that you'll use it much anyway). If I had to compare it to anything, it plays more like Rogue Legacy, minus any variation, than a Castlevania. Since you're immediately encouraged to put points into specific weapons, you're discouraged from experimenting, despite each weapon having its own moveset and speciality (for example, the katana has a charge attack on neutral heavy, and standard sword has a quarter-circle-light stab combo). The major issue with weapons is the complete lack of a move guide, so you simply have to memorise what buttons do what, including movement inputs and weapon-specific XXYYXY combo strings. I really wanted to like this game, and I was so excited to play a metroidvania, but this is simply not that. SuperEpic: The Entertainment War has a more fleshed out and enjoyable roguelite mode as a bonus proof of concept than this entire game. I cannot recommend this unless you enjoy janky 2D platformers with a focus on grinding for progress.
It's fun enough at first, a janky but serviceable anime roguelike action platformer. Doesn't take long to become a tedious slog, whether you're winning or losing. Areas are boring and very repetitive as you will, by design, be going through the same five, frankly ugly spaces over and over. Combat isn't bad actually, with sub-weapons and skills to mess around with, but it's nowhere near thrilling enough to keep running the tower. Platforming just sucks, with wonky gravity, inconsistent jumps, and loose technique, it's something to put up and not satisfying to master. The penalty for death is outrageously high, retaining purchased upgrades, but losing crucial collectables and weapons, while getting ejected back to the first area. It translates to hours of lost progress. In a game that's at most tolerable to begin with, this isn't worth it, and disrespects your time in order to pad the length. On my second successful consecutive run, the final boss OHKO'd me and I couldn't bear playing any longer. Even heavily discounted, I couldn't recommend this unless you're prepared to face a heavily grindy game with the possibility of major lost progress. Min-maxers might find some joy in constructing the perfect build, but doesn't seem appealing to a general audience. Don't expect anything from story or characters, they might as well not exist. Tower Hunter is purely about the grind.
对话挺有意思的,几块钱的小游戏肯定不能和恶魔城比啊
1年前特價買的,終於白金了 整體來說不是很難的遊戲,適合類惡魔城新手 沒有刁鑽地形,動作算順暢不拖泥帶水,數值上來打怪像割草遊戲 新手有可能會在第一周目卡尾王 但是本遊戲有個大缺點,第一關的怪物幾乎是由人形蟑螂所構成 這也是為什麼過了一年多我才白金,對蟑螂有生理不適的人極度不推薦 結論:只推薦在有特價時購買,如果只是想通關大概一個晚上就可以了 但是如果想白金的話,需要大量重複農一樣的關卡,至少40小時以上 如果真的買了,切記只選簡單模式,不要選類Rouge模式
一周目还可以,个把小时后面就是十分枯燥的重复刷那五关,与其说类恶魔城类肉鸽,并不像,除了横版两者的特点都很少,存档点和一只手数的过来的隐藏墙像恶魔城,不断重复捡东西像肉鸽,其实更像一个擦边的横版《dead or school》,steam也有,但装备和关卡丰富程度差远了,而且人家玩着是真蛮爽的。 几个非常致命的缺点 ①是受伤没有无敌时间,甚至被击飞的过程中都没有任何无敌时间,奇怪了,明明掉刺上不会连续扎到死有做无敌时间。boss的连射每一个波都能打掉人物半血,没有保险类芯片的直接秒杀,有自动吃药的会一瞬间把药全吃完可能外加直接嗝屁。 ②是前面第①点提到的敌人的属性,每下个难度甚至同一周目下个关卡,敌人的伤害血量都有极大提升,打个比方,SS的杂兵不说砍一刀了,牛子软下来都能压死低难度的最终boss。到S难度以上所有敌人都是霸体,SSboss会新增招式。人物每次升级所需的经验都是翻倍,但升级成长是固定的并不是敌人指数级的增长。一关打下来就几百经验,插槽最后升一级要上万,作者拖时长也是简单粗暴。 ③是八周目一次没见过掉落当前装备的武器,除了小概率商店刷出,有人可能说肉鸽当然要你体验不同的武器,但是武器相关都有配套的被动技能要点,第②点提到了,换武器升级成本太高,实用技能升级都不够用,怎么可能换武器升级,其实也无所谓,因为还有第④点原因。正在装备的副武器会掉,但概率明显感觉也不高。 ④是由于第②点提到的,高难度敌人属性及其离谱外加霸体,所以第③点的缺点也变相得不是缺点了,因为高难度根本用不着主武器,想站着挨打呢?小怪都能两下抽死,B还是A杂兵概率双倍刷新,有时怪完全重叠你看不出来,又由于第①点没有无敌时间的原因,一刀就秒了,只能全力堆副武器的攻击,像跳蚤一样瞎蹦着打。别看视频里各种武器搓招和自带的搓招技能花里胡哨,后面平A都不敢用,还搓招呢妹妹,压根用不着。 ⑤是由于上述的几点,副武器极为重要,不过作者也想到了又整了个活,副武器冷却时间刷新机制,假设副武器容量是2,恢复1发需要10秒,你用了第1发,冷却走到剩1秒弹药回复到2时用了第2发,CD不是继续前面的剩余1秒,而是完全重置,也就是说完全恢复需要花10x2+之前浪费的9秒。 ⑥是地图和视角的上下,摇杆是反向的,极其别扭。看地图时按B居然是返回安全点,每次都按错,要是进一步按错点了确认,此时人物回到初始点,UI消失,这时候你这能祈祷自己是认路达人,摸索着找到存档点,存档再重启UI才会恢复。 上面可能不直观,A级过关就能打隐藏boss,数值更逆天,41/77/32的石板(每周目全收集仅能获得25个)打他几乎看不到掉血,玩家的吸血被动对他也不生效,B站看到修改的200/800/100打他才看到明显的掉血,但也不敢平砍boss,一样跳蚤打法。可以想象,敌人的属性,霸体,超高周目升级的拖时长组合拳多牛逼。不全成就打一两周目得了,别高血压。
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Tracking started Jul 11, 2026 — check back soon for a trend.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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