
Wallachia Reign of Dracula is a retro-styled action platformer/shooter game.
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About
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, Italian, Spanish - Spain, 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
good
Premetto di averlo finito solo a livello facile finora. Se siete dei fan dei vecchi giochi arcade d'azione di fine anni '80, questo è il gioco che fa per voi. Si tratta infatti di una sorta di Shinobi arcade ambientato nella Valacchia del XV secolo, quella, per intenderci, dipinta nel classico film Dracula di Bram Stoker, di Coppola. Potrete usare arco e frecce e per gli attacchi ravvicinati, una spada. Ci sono anche attacchi speciali attivabili a comando quando avrete abbastanza sfere, le quali spesso cadono dai corpi dei nemici una volta uccisi. Grafica sufficiente ma funzionale al tipo di gioco, ambientazioni suggestive, boss fight emozionanti, abbastanza difficile già dal primo livello di difficoltà (ce ne sono 3): è uno di quei giochi da provare e riprovare, come i vecchi giochi arcade. Lunghezza normale, ma tenendo conto della difficoltà, non lo finirete subito. Per i fan dei giochi 2D vecchio stile è un gioiellino, compratelo a occhi chiusi se lo beccate a 2 euro!
Não sei bem se recomendo,cutscenes parecem ter sido feitas no powerpoint É legal o visual retro do jogo mas os controles sao bem ruins de definir nas opções O hud é bem pequeno e estranho e o jogo tem game over kk precisa disso msm? Nao joguei o suficiente pra nao recomendar,mas nao boto muita fé nao kk
muito bom poderia ter setor de compra armadura e arma muito bom
gostaria de informar que roda perfeito no steam dack.
8/10 - You will replay levels a lot, unless you are better than me.
Le faltan ajustes y no se guardan los niveles, está masó menos, pero debes empezar desde el principio
This looks nice, presentation is great, the stages have nice set pieces and transitions on them, and the level design was "ok". I remember the early stage songs were a banger but I have a hard time for the life of me remember the later stage music - I guess it was alright? There's certainly a strong arcade vibes here. Some flashy action set pieces, lot of shooting arrows, some occasionally light platforming. Stages are made up of several parts with bosses to end each one. Familiar attacks felt roughly balanced considering their energy costs and each of them had at least some seeming niche usage which is all good. I would say it's a good game, but I would be a bit hard pressed to call it a great one due to numerous various grievances. It doesn't seem like a bad purchase for some 5-10 bucks. [h2]Suggestions & Grievances[/h2] In normal mode the continues are infinite, so you can brute force your way through the game with that. I was a bit confused as to why there wasn't some sort of a [i]"load game"[/i] option where you could start from the beginning of the stage you had gotten so far considering there are infinite continues in the normal mode, but I've come to learn that the change away from limited continues on normal was an update done at a later point after release so I can get why any sort of 'save' functionality might not have been planned from beginning. I think a more fitting approach for this game instead of the infinite continues one might have been the classic one seen in beat 'em up arcade games with limited "credits" where upon dying you continue right from where you died instead of reloading the stage/screen. This would allow you to still brute force certain sections and/or bosses to get glimpses of the further stages, but getting through the full game would require getting better at preserving your "credits". However, I understand that this sort of change might be too late to make at this point of the game's life cycle. Personally, one of my biggest gripes would in fact be with the use of default arrows, which you have an infinite amount, and it's preferential to keep firing them out constantly out in front of you as you travel. Running and gunning is the name of the game, basically with potential carpal tunnel being the main drawback for the arrow spam. Perhaps this is the default for arcade games of this type and it just isn't my jam [i](though from what I recall games like Contra allowed you to also hold down the shoot button even if it might not have given you the optimal fire rate)[/i] but you can easily start feeling some trouble in your hand about 3 stages in if you ask me. You could assign your controller's turbo on that button [i](provided you have access to functionality like that as a player)[/i], but that would prevent you from using the 'charged shots' which require you to actually hold down the button unless you also then somehow assign the non-turbo version of the arrow shooting to yet another button. I would have liked it simply been possible to hold down the bow button to attack with the default arrows and perhaps the charged shot would be tied to another button. Alternatively, and the solution I would actually prefer, is that the number of default arrows would have also been limited like the special arrows, say 50-100 at start of stage or something and say like additional potential drops throughout the stage [i](think for example the classic Shinobi games with limited shuriken)[/i]. This would encourage additional usage of the sword, as well as spending more time thinking about the scenarios where the usage of the special arrows might be more optimal over the default ones - rather than say often defaulting to simply saving the special arrows for the stage bosses. Limiting the number of default arrows would additionally push players towards their tactical usage in that it would put an emphasis on the charged shots that I think I would be healthy one since at least personally with the current infinite arrows I simply often forgot that charged shots were even a thing that existed. I do realize that this sort of change would be a major one considering that the game is pretty much finished as it would among other things essentially require checking out that the whole game is entirely completable - at least theoretically - by only using the sword... though perhaps given the in-game only-sword stage 2 achievement maybe this wouldn't been as far-fetched as it might sound initially? Another more of a personal gripe of mine would be the excessive use of on-touch hit boxes where I would like that with enemies that have their actual attack swings, they would also not have so aggressive on-touch hit boxes, but I mean I get it's the usual default. I should clarify that obviously enemies such as horse riding ones should have a hit box in front of them when they are charging but maybe less so when they are basically standing still and idle. Anyways, there are other various minor annoyances I found throughout. While you're in the [i]"holding aim"[/i] stance, this locks you out of using your melee sword attack, which seems unnecessary to me. There doesn't seem to be any sort of sound or such when you try to activate your familiar without having the minimum required energy that confused me a bit first time around. Another recurring issue seemed to be that the camera should have often been more panned towards the up of the screen rather than straight-middle. This created some awkward 'climbing' sections where it's hard to see the enemies and your - as well the enemies - projectiles got often [i]"eaten up"[/i] by getting off-screen when you tried to [i]"peek up"[/i] to see the enemies. There were several occasions where the bottom section of the screen simply didn't have anything but ground to show yet the camera was centered dead centre on the main character rather than being more eager to show the upper sections. [h2]Some stage-by-stage commentary[/h2] [spoiler]To me it felt the stage 4 was easier than stages 2 and 3. On stage 5, part 2, the pit with the hounds has the aforementioned camera panning problem. The boss of this stage felt quite janky, easily repeating patterns, and sometimes feeling like nigh undodgeable if you don't abuse its AI. Once you figure out a strat, you can take it down in like 30 seconds but it felt quite weird to pull off and not necessarily intended(?).[/spoiler] [spoiler]In stage 6 it felt strange to me that also the rocks which had fallen but had stopped moving were still dealing damage while entirely stationary in the ground. I would have expected their hurt boxes to have gotten disable by that time. In cliffs the camera panning issue felt very apparent. There's a strange arrow power-up pickup at the start of the cliffs which seemed pointless considering I think all of the enemies in the area die from one normal arrow and you seemed to get another arrow power-up in the caves right after. In the caves I would make the first spike on the ceiling start shaking prematurely so the player would be alerted to the fact of such potential hazard being a thing the first time around. Projectiles getting eaten up by awkward camera centering was especially noticeable in the vertical screen with the crossbow & shield soldiers. Bear boss seemed kinda dumb - it is basically just meant to be a DPS check where if you dish out damage fast enough it's an easy clear but otherwise you're in trouble?[/spoiler] [spoiler]Stage 7 honestly felt quite solid all around. Felt it might have gotten extra polish in design and playtesting. Definitely like a notch up from the couple of levels preceding it. In hindsight, I think the mid-to-late sections of the game - stage 7 notwithstanding - were the most roughest and felt like some extra work could still be done to make them feel better to play.[/spoiler]
Ho letto che questo gioco è come Castlevania, che come Contra, forse le pessime versioni arcade. Ed è questo che Vallachia è, un mediocre gioco arcade, per me è molto più simile al primo Robocop della Data East, il personaggio ha una hitbox ENORME, qualsiasi cosa vi fa male(anche la criniera di un cavallo). Rigido, estremamente rigido, potete sparare nelle classiche direzioni, ma i nemici possono sparare da qualsiasi angolazione, I potenziamenti delle frecce sono totalmente inutili, uno spread talmente largo che cicca tutti i nemici, frecce di fuoco che fanno più danno, e le frecce verdi che attraversano le difese...quando ne hanno voglia(nel 90% dei casi non funzionano). Parlando di cose che non funzionano, il salto fa schifo totalmente ritardato anche se doppio, il salto di questa cretina non sarà MAI veloce come lo premete, ed in un gioco difficile non è una buona cosa. La programmazione dell'invulnerabilità è totalmente sballata, a volte dura a volte venite beccati continuamente. Graficamente è....ok, molto amatoriale ma carino. Le musiche belle. Voto 5/10...come per le elementari "gli sviluppatori sono bravi, ma per questo non si sono impegnati" Evitatelo...o prendetelo con un grande sconto.
Wallachia is a rare hidden gem if you ask me. It actually understands what made the classics so great and timeless. It's a true arcade-inspired action platformer. The game is fairly short and can be beaten in a single session but it's got some extra content and is designed for mastery which if you want to extend the play time a bit further is worth putting in the effort to 100% the game. I haven't finished Hard mode yet but I found Normal mode to be a fair challenge. It's got an old school lives system here so it is a bit punishing when you game over and are sent back to the beginning of a stage, but the stages are fairly short so it didn't really bother me until Stage 7 which has it's checkpoints pushed towards the end of the stage, but I mastered that whole stage in about 15 minutes anyway. Beating it hitless lol. You also lose powerups if you get hit a single time, but keeping them makes you feel like a total bad @$$ and as you learn the stage layouts and enemy behaviors, you'll be completing stages almost hitless pretty quickly if you got moderate skill. The graphics and artstyle is incredible, really reminiscent of early 90's arcade hits. Rare to see for indie games. The sprites are huge, which is great for detail but it does lead to one of the two major frustration points of this game: Large hit boxes and very low invincibility frames after getting hit. This makes dodging quite a bit harder, and recovery difficult as you can easily find yourself losing your entire health bar from one mistake. It's especially rough on some of the bosses, they have massive hit boxes and often give you very little room to avoid them, especially on Hard mode. Those parts would've been nice to see smoothed out but if you are used to that era of arcade games and hardcore console games than these issues are easier to forgive. The game is a lot of fun most of the time though. The soundtrack is pretty great. It's got that CD-quality to it and fits the stages well. A good handful of them are quite memorable and catchy too. It's fitting for a game clearly inspired by Castlevania, though it's not quite at that caliber. Overall it's a great little game for a decent price. Get it on sale if it's a bit too steep at full price. The game will best be enjoyed by retro gaming fans and hardcore arcade fanatics. For casuals it'll be a bit frustrating unless you are actually willing to LEARN how to play games. There is an easy mode, but I didn't bother with it. Normal felt alright, I died a good chunk of times on some stages especially early on, but as i got familiar with the controls and the game's design habits, I quickly learned how to deal with the threats. It's more of a shooter than a platformer, so like any good shooter, you should ALWAYS BE SHOOTIN'. 8/10
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