
Explore the dark underbelly of a massive wine cellar contested with cult bandits, traps, and paranormal bosses. Select from an array of different characters with unique abilities, and opportunities for customization.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, French, Italian, German, Spanish - Spain, Danish
Engagement
Reviews
Themes across 41 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
The art style was very appealing. the use of the mouse to look around felt a little slow, but overall clean. There are multiple times where you must remove your hand from the mouse to the keyboard. This feels very clunky. I think the addition of multiple characters with unique stats is great and adds a lot of replay-ability. The inclusion of a contest mode is great as well. Starting each level invisible is a great idea. The ability to scout the level and find loot before fighting is helpful, especially just starting out. The in game upgrade system looks really good, and is very easy to understand. There is screen shake with every shot you fire which makes it very hard to keep track of what is going on. There is a large variety of unique weapons to acquire that makes each run different. One thing to note though: there is definitely a skill ceiling. This game is hard. I run into an occasional bug where enemies' bullets will pass through walls and hit me, but it isn't very often. The music and the ambiance is very well done. its dark, creepy, and it keeps you focused. Overall there is a lot of charm and creativity with the game. I'm excited to see how it continues to evolve.
Overall I like the game. Once I got the hang of it, I really started having fun! I especially love the weapons mechanics and the art. However, it was really confusing at the start. I would’ve loved more explanation at the beginning. I felt that I was thrown into it with no knowledge or even any idea of what was happening, gameplay wise. Maybe having something separate from the tutorial but still peaceful? Like a sample first level just to explore. Anything as a step before immediately starting with enemies and traps. I’m also still confused about the darkness starting every level. It is extremely confusing to a beginner. I’m totally blind for a few seconds, and I frantically use all my torches trying to see, which makes the level almost impossible going forward. Is it supposed to be like that? For how long? Can I stop it? I think an explanation of what and why is crucial here. The tutorial was fairly helpful, but it was really hard to read because the text was so small. Can I change the size of the text and hp bar? If so, how? I couldn’t find a “controls” setting.
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Hours played at review time, across 41 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Cool game
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As a fan of many roguelikes, this game is very well-rounded and checks all the boxes: a clean art style, thematic sound track, diverse weaponry, and plenty of replayability. I enjoy the unique ability to be "cloaked" at the start of each level, allowing the player to get their bearings and determine where best to begin the fight. Some of the default controls are a little awkwardly configured in my opinion, but I was able to easily grasp the different imputs and jump right into the bulk of the game. All around, Vintage Year is a very clean and complete indie roguelike dungeon crawler that is both easy to pick up and ensures hours of light fun.
I love top-down rogue-like shooters, they are some of my favorite games. Vintage year deviates from the pack of standard top-down rogue-like shooters by forcing the player not to run and gun the whole time. In order to be successful, you must be strategic about when you engage with enemies and how you use your resources. This provides a different kind of complexity of game-play than what many top-down rogue-like shooters offer. The atmosphere of this game is amazing. The creepy sounds and music puts the player on edge as they make their way through dimly lit, cult-infested levels. The world of this game is very intriguing and I feel like there is something sinister happening in the background as I play. Overall this game is solid. At the price, this game is very easy to recommend. It might not be the kind of game you want to pick up every day, but when you really let yourself get immersed with the atmosphere, this game is truly special.
This game is really cool! It feels like an actual challenge and the environment with a lot of great variety in level generation, playable characters, and enemy variants! I actually sent this to one of my friends who loves gauntlet style games such as this. Very creative and really well done!!
Quiet a good game. I like the pixel art style and the game style. However, it would be better if the hit reflection can be more rough like add more blood and knock back.
This is a lazy retro pixel 2D top down twin stick shooter. Instead of some dungeon it's a wine cellar but it's really hard to tell because of the awful graphics. The game features retro pixel "art" because the developer lacked the talent to produce compelling graphics. The levels are procgen because the developer lacked the talent to produce meaningful story/content/level design, so uses algorithms as a substitute for competence. Resolution and controls are fixed. The game feels like a tablet reject. There's an inexplicable $6 price tag for this shovelware of the lowest order. Impossible to recommend. [quote][url=https://partner.steamgames.com/doc/store/reviews]Developer Response![/url][/quote] The developer has weighed in to inform everyone they didn't read the [url=https://partner.steamgames.com/doc/store/reviews]Developer Usage Rules[/url] for Steam "partners", or they deliberately ignored the part where Valve says: [quote]Though it may be tempting, not every review needs to be responded to. A developer response will frequently draw more attention than the original statement, potentially turning a small issue into a much larger community discussion. It's also not a good idea to use this feature to refute customer opinions. Your direct attention can be seen as validation or a defensive attempt to silence your customers.[/quote] The developer strangely chooses to admit that this wasn't a full time project and not a serious, dedicated effort to make a video game. The developer explains their choice to not include any actual content or level design in the game, but that doesn't excuse it. It's a matter of opinion, but when I see asset/template flips, retro pixel "art" being used instead of developers bothering to hire someone with enough talent to produce contemporary video game visuals, and procgen being used as a copout for having to dedicate much more time and effort, which is certainly needed to add rich content to a game, I see that as lazy. This is comparative opinion, of course. It might seem like doing 10% of a very difficult job is hard work and not lazy, but the developers who chose to only do 10% of a job that gamers deserve 100% of is absolutely lazy in my opinion. Especially when developers think gamers don't deserve a dedicated product, but instead a "side project". I've written well over 5,000 game reviews on Steam now. When I compare the hard work done by professionals to produce rich 3D cutting edge visuals, and deep compelling level design and story work in a game, to "games" like Vintage Year, with pixel "art" used as a lazy substitute for proper graphics, procgen used as a lazy substitute for content, and an admission the developer didn't even bother working full time on this, I'm going to draw a conclusion that I've drawn countless other times. My recommendation is that gamers deserve only the best. No compromises, no cash grabs from academic side projects that got dumped into seedy game bundles, but only games that are of the highest quality made by professional, dedicated game developers who don't make compromises. Note: The developer also seems to want to inform us they didn't read/didn't understand the [url=https://partner.steamgames.com/doc/store/pricing/new_currency]regional pricing rules and conditions[/url] that they agreed to when they let Valve sell their game on Steam in a variety of different currencies. Imagine not knowing what price you agreed to let Valve sell your lazy shovelware for! But then it's academic, I suspect very few people paid for this up front. Like myself, I suspect most people got their hands on this from game bundles. The developer flogged off keys in bulk to Lazy Guys (ha, lazy, no co-incidence), Indie Gala and Indie Game Stand. For a "side project" the developer seems awfully keen to gouge as much money from it as they can.
Very simple, fast paced, top down shooter. It's refreshing change of pace from bullet hell shooters. You clear cellars, earn corks, buy abilities and NPCs, and custom content. Easy to pick up, difficult to master.
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