
Demons, giants, mutants, and a talking Ball with hybrid limbs?! In WarriOrb you play as a mighty demon trapped in an unlikely body. The path ahead is not an easy one. Will you do whatever it takes to regain your freedom?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, Simplified Chinese, Hungarian, Romanian, Traditional Chinese, Russian, French, Spanish - Spain*languages with full audio support
Engagement
Hours played at review time, across 40 reviews with recorded playtime.
Reviews
一款很可悲的游戏,因为销量非常的差劲,可以想象制作组只能一次次蹭别的游戏进各种慈善包得到一点点分红来苟延残喘,然后成员互相怨天尤人嫌弃玩家不识货,竟然不来买和玩他们这款旷世巨作。 就问制作组一个问题,假如玩家需要在你们这款游戏里反复训练,来实现在零点零零几秒内进行多次极限目押才能过关,那么玩家为什么不去玩老虎机或者去打街头霸王职业比赛呢?至少那样能赚到钱,而现在把大量的时间和精力浪费你们这款游戏里的意义和奖励是什么呢?值得吗?你们自己能给出答案吗?
Let me be upfront: I didn't like this game. Most of my time playing it was pretty unpleasant due to a number of questionable design decisions and gameplay issues. I don't intend to ever play it again, and I wouldn't recommend it over any similar titles on the market. My playtime only totaled 43 hours because I forcefully strived to unlock as many achievements as possible, and I got quite frustrated by the fact that I wasn't able to beat the last boss on the hardest difficulty level — more on this later. However, I can't bring myself to leave a "not recommended" tag on this one. There's something about [i]WarriOrb[/i], being the indie product it is, that intrigues me in a very unusual manner. Therefore, I wouldn't discard the possibility of people actually enjoying it for what it attempts to offer. Allow me to hopefully elaborate. First of all, users have attached the tags "metroidvania" and "souls-like" to this title. Given the game's unforgiving nature, I don't have reservations regarding the latter category, but I'm inclined to question the former. [i]WarriOrb[/i] is divided into three major Acts. Yes, the second Act is indeed the largest, but it is the only chapter to present three independent areas which can be tackled in any order. In contrast, Acts 1 and 3 are very much linear and restrictive. The few sidequests available in Acts 1 and 2 do not encourage exploration in a substantial way, and those three areas in Act 2 aren't exactly interconnected by elaborate pathways. Ultimately, players won't be searching for major secondary corridors and places during their playthroughs. The only features that might spur careful examination are the small alcoves — each containing an optional chest — hidden along the world's main routes. Most of the game is composed of tough platforming segments interspersed with short combat encounters. The protagonist is some sort of spherical creature capable of rolling around and bouncing off surfaces. In fact, I suspect people will spend the majority of the adventure in ball form, since the guy's normal running speed is quite slow. Getting past each level requires mastering the bouncing ability in order to reach distant platforms, climb tricky vertical structures, and avoid lethal traps and chasms. Moving and leaping as a ball also becomes a necessity during battles, as certain enemies cannot be dodged otherwise. These movement capabilities are available to the player right from the start. Only in Act 3 is a new traversal technique acquired: your character learns to envelop himself in a bubble that allows him to descend slowly in a fall or float high when carried by upward windstreams. Despite the absence of a metroidvania-style world, [i]WarriOrb's[/i] combat still features some complexity. Many items and collectibles can be used to increase or modify your fighting skills. A small selection of melee weapons provides different swinging maneuvers and special power strikes to defeat opponents. Up to five crystals might be equipped at any given time to enhance your survivability with boosts to attack damage and speed, physical and magical defense, among other effects. Spells have varied purposes: they can injure enemies directly, buff the melee weapons, confer temporary offensive statuses to the ball form, shield the protagonist from harm, or simply heal him. These sorceries must be assigned to mana slots at a bonfire before you can use them — some have infinite uses with cooldowns, while others are to be recharged by resting. Since the ball-guy starts the game with absolutely nothing, you have to find all of this stuff in chests. You may also discover two rare types of containers in a playthrough: the red type bolsters your maximum health, and the blue one rewards you with more mana slots. The first two problems that I can pinpoint are perhaps just minor nuisances, but they still count toward my final opinion. Even though most levels in the game aren't that labyrinthine, the lack of a proper map makes remembering important landmarks and exploring locations a bit more complicated. In addition, I found the sidequests to be somewhat vague and obscure, demanding an unreasonable amount of digging to be solved and completed. This ordeal was significantly bothersome, considering the nonexistence of any guides for this title. Since the game was released in 2020, its developers could have at least included more in-game clues and descriptions for each mission. Now, [i]WarriOrb[/i] is arduous. Sure, my evaluation is based on the hardest difficulty setting, but even then I think the whole experience is gruesome for the wrong causes. The platforming segments are excruciating for a simple reason: moving in ball form is wobbly and clumsy, and multiple obstacle courses require precise execution. Controlling your guy as he rolls and bounces around becomes quite tricky when you're trying to avoid chasms, projectiles and deadly spikes. Furthermore, you're expected to employ your ball maneuvers in combat situations, especially when escaping from tall foes is required. Enemies swarm you frequently, to the point that even bouncing high in the air isn't enough to avoid them. You will not survive without mastering the ability to quickly switch between normal and ball forms, as you constantly deliver quick attacks while still maintaining the height of your bounces. Failing to do so will most certainly result in defeat. In true [i]Dark Souls[/i] fashion, each death sends the protagonist back to the area's bonfire, and I can tell you that these are few and far between. Yes, a temporary beacon can be placed anywhere on the map, allowing teleportation back to it from the bonfire, but this feature is entirely disabled on hard mode. Enemies are the source of great suffering in [i]WarriOrb[/i]. Their variety isn't vast, but those that exist will piss you off. The flying guys tend to be complicated because reaching them is hard — the tall monsters, on the other hand, may easily pin you against walls. The bosses are also a significant problem in this game. They all pack a punch, withstand a lot of punishment, perform difficult-to-avoid moves, and engage you in at least two phases. There are five of them, with the final bastard being the one who made me give up. Why, you ask? One of her moves, consisting of three homing projectiles, is nearly impossible to dodge in the precarious arena where we're forced to face her. On hard mode, each of her hits drains half of your health bar. I don't think further explanation is necessary. So, why am I giving this a "recommended" label, despite such a dispiriting experience? Well, this game displays a world that is particularly outlandish in terms of tone and overall aesthetics. The crazy characters you meet and the places you visit are so whimsical that I was actually captivated by all the silliness. I could mention the fountain that was in love with a mirror, the dwarf that got locked up in a kitchen cell (why the hell is there a cell in a kitchen?), or the giant statue that was in dire need of a chair. The best one, though, was the ant merchant who dealt with [i]microtransactions[/i] — his name was [i]MerchAnt,[/i] by the way. Sure, this is all fluff that doesn't excuse the problems mentioned before, but I also recognize that some people might enjoy the challenges presented here. I honestly felt a real sense of accomplishment after beating most bosses without taking any damage. There's undoubtedly a target audience for this game, so slapping a negative sticker on it would be rather unfair to its indie developers. Wrapping up, I think [i]WarriOrb's[/i] graphics are OK and its soundtrack is forgettable. I didn't notice any major bugs while playing it, fortunately. This game is certainly not a masterpiece and you can skip it without much consideration. However, go ahead and try it out if you want to undergo a weird kind of masochistic adventure.
去你妈的四块三
all i can say at this point that the platforming feels clunky and it kills any desire in me to engage in combat later on
[h1] 确实是在玩球 [/h1] 普通难度 15.5h 350死通关 作为银河城,全作还是有一些闪光点,但是也极其明显的缺点。如果不能接受僵硬手感和略折磨体验的不建议游玩。 优点: · 首先要提的肯定是玩法,整个游戏的核心玩法是通过玩家操纵的主角球形恶魔在球人形态之间的转换来通过各种陷阱机关、与敌人战斗。在球形态可以获得更高的移动速度,同时可以通过反弹跳得更高并蹬墙跳;在第二章中引进的荡绳和第三章的漂浮能力也提升了更多可玩性。在角色跳跃这个核心机制上做文章在这类游戏中确实比较少见。 · 一些陷阱关做的极其精妙,尤其是第二章的骷髅人地区,在一个长版面中通过一个漂浮箱子的机制能制造出如此多的花样,同时要求玩家几乎0容错地结合普通跳和变球弹跳,在不断地试错中才能通关。有几面跳完确实有让人惊艳之感。 缺点: · 上述两个优点均有其对应缺点,首先作为游戏核心玩法的跳跃手感过于僵硬,虽然制作组已经在游戏设置里默认调松了反弹跳的输入判定范围,但在近距离蹬墙跳时依然存在大量按不着的情况;在高难度陷阱关中存在大量一个角色宽度甚至更窄、但是需要反弹跳的平台,而整个反弹跳很难通过操作精准控制落点,更多时候只能凭感觉和运气在跳。(最后一章的窄平台加跟踪弹一度让我想摔手柄) · 如上面所说,陷阱关难度巨高,需要不断试错探索,导致初见几乎无法完成。在普通难度下可以通过无限放存档点苟过去,但在困难难度下就是地狱级别了。[u]所以初见千万别玩困难难度[/u]。 · 游戏很特别地尝试了3d场景制作,但大多数时候是一个misleading的状态,不知道什么时候场景镜头会拐弯,尤其是第一章中很多看起来能跳的平台结果是在场景外,令人十分沮丧。人物建模和立绘只能说是比较粗糙和廉价。 · 在游戏过程中能收集若干武器、饰品和大量法术,不同章节的怪、boss也需要调整不同武器和法术进行战斗,但部分饰品平衡性欠佳(指50%几率不消耗充能的法术石,结合在商人处购买和拾取的护盾法术,可以大量套盾,还有一定几率免费复活),同时通常战斗基本靠叠怪,僵硬的跳跃手感让整个战斗更加吃瘪。 · boss战几乎boss的每一个招式都只有唯一解法,这就导致部分boss rng成分极高(第二章矮人和后记女儿)。尤其是女儿二阶段,三种攻击模式一种可以轻松无伤闪避加输出;一种需要在窄平台上躲三个追踪绿点,大概率受伤但仍可以输出;还有一种只能躲,几乎无法输出;直接导致能否进三阶段几乎纯靠脸。这在boss设计上是十分不能接受的。 · 最后一章内容和前两章相比大量下降,有仓促收尾之感。 · 进入新章节后无法返回之前章节,但游戏中并没有明显提示告知玩家,损害一些想一周目全收集的玩家的体验。 [h1]BBBB的Metroidvania评分表[/h1] ┌────────┬──────┐ │地图系统▪▪▪▪│ ★★☆☆☆│ ├────────┼──────┤ │战斗系统▪▪▪▪│ ★★☆☆☆│ ├────────┼──────┤ │能力系统▪▪▪▪│ ★★★☆☆│ ├────────┼──────┤ │升级系统▪▪▪▪│ N/A▪▪▪▪▪▪│ ├────────┼──────┤ │装备道具▪▪▪▪│ ★★★☆☆│ ├────────┼──────┤ │剧情美术▪▪▪▪│ ★★☆☆☆│ ├────────┼──────┤ │游戏性▪▪▪▪▪▪▪│ ★★★☆☆│ └────────┴──────┘ [u]总评[/u] ┌────────┬──────┐ │粪指数▪▪▪▪▪▪▪│ ★★★★☆│ ├────────┼──────┤ │fun指数▪▪▪▪▪│ ★★★☆☆│ └────────┴──────┘
序章挺好的,没想到本体这么难玩。剧情挺没意思的,找开关太无聊了真的!我又容易迷路,操作也不容易。。。。。真的折磨!
WarriOrb is far from the worst game I've played, but the only appeal for me were the visuals. In some ways it reminds me a little bit of games like Venture to the Vile, a similar looking game that shares in common a lack of good map (Ok, that game has an overworld map, but eh..). Plaforming is quite tough, precision platformer would probably be a good tag, though it is also kind of slow and floaty, not the most appealing character handling for this. Combat felt fairly simple and wasn't exactly fun, with the slow attacks and movement either.
[h1] Nowadays there're plenty of games with at least good visuals, but that's not the biggest concern here. There're even much more games that are copy paste from other games and finally there're dozens which doesn't have clear goal or some kind of cake to hook you in, that's why cake is a lie. Gameplay is slow paced, play as devil orb or something, character can roll under things and bounce like a beach ball. Level design is mediocre, sometimes player have to go back until finally stage is finished. Battle is simple, attack, dodge and fart, usual stuff. Dialogs with characters are boring in this case and choices doesn't make much difference in this game. Visuals are good and will probably make you consider playing, but after that huge dissapointment. Game is badly optimized and take 7 GB of space which is a lot for such simple side-scrolling platformer. Overall balls drop to the floor. Removing this game from my library. [/h1]
A very poor platformer game that I do not recommend
WarriOrb is truly the first Orb-type game. It really makes you feel like an orb.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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