
Become a glutton for punishment and persevere, alone or with a friend, against 20+ merciless bosses and legions of skeletal nightmares in this savage yet charming 2D souls-like.
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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*, Spanish - Spain, French, Italian, Japanese, Korean, Simplified Chinese, Portuguese - Brazil, Russian, German*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
Fun little gem I found thanks to r/metroidvania a while back. Bonus points for the possibility of local coop, especially since a lot of the bigger names in the genre don't really feature this anymore. That being said, we had to look up online exactly how to allow a second player to join the game, as it wasn't really explained in-game (maaybe some update making it easier wink wink?). But alas once done, me and the missus had a good bit of fun with it.
Recomiendo totalmente este juego, es mucho más de lo que aparenta a simple vista. Para quienes disfrutan de sacar logros, cada jefe derrotado te otorga uno, y el título es 100% completable, lo cual lo hace aún más motivador. Tiene una gran adaptabilidad: se puede jugar con mando y cuenta con cooperativo tanto online como local. Una vez que superás el breve tutorial inicial, se desbloquea la opción de sumar a otro jugador. Personalmente recomiendo disfrutarlo con un amigo o con tu pareja (este fue mi caso), ya que la experiencia multijugador resulta mucho más divertida y completa que jugar en solitario. El sistema de progresión es muy atractivo: podés crear tu personaje subiéndole estadísticas y desbloqueando armas para adaptarlo a tu propio estilo de juego. Tenés la libertad de ser un mago del vacío, un pícaro con dagas, un arquero, paladín, guerrero… o incluso inventar tu propia combinación. Las posibilidades son enormes y cada jugador puede encontrar el estilo que más lo haga sentir cómodo. Si tuviera que señalar un aspecto negativo, sería el mapa: es demasiado grande y no existe una vista completa en miniatura, lo que lo vuelve tedioso al momento de volver a explorar zonas para abrir cofres, acceder a puertas bloqueadas o visitar áreas nuevas. No arruina la experiencia, pero sin dudas podría mejorar. Otro detalle a optimizar sería el sistema de comparación de armas, ya que hay muchísimos tipos y en ocasiones uno termina eligiendo por intuición. De todas formas, siempre podés volver atrás y probar distintas opciones. En definitiva, este juego nos sorprendió mucho. Esperábamos algo más básico por su estética y nos encontramos con una verdadera joya de su género. Lo completamos al 100% en unas 20 horas y quedamos más que satisfechos. Si estás buscando un buen juego con mundo abierto, rol, hack and slash, al estilo Castlevania o Blasphemous, con combates desafiantes y la posibilidad de vivir la historia en cooperativo, ¡este es tu juego!
So if im not mistaken I could swear this used to be a flash game back in the day if not then it is remarkably similar to many flash games I played a long time ago. The game itself at the start is ok and takes a bit to kinda understand how the enemies work and all that but nothing complicated and I loved that as it reminded me of those games I used to really enjoy. This game has somewhat tarnished the love for those games now by being broken, buggy, and poor choices by the devs on how this game kind of went. The combat in the game is simple and not hard to learn but it doesn't work right. When fighting enemies it is extremely common even if you sneak behind an enemy for a 1 shot that they will snap hit you. Many enemies will always have to have the last laugh and many times it just isn't preventable and shows that your skill will only get so far. My attacks at times will pass through enemies doing no damage and vice versa on the enemy side and im not really sure why the game reads that way. The smaller enemies seem to be the more aggressive while the big guys alot of the time will stand there and just let you kill them without blocking or running away. I counted 23 seconds on 1 such enemy as I thought the game just broke but nope that is just how the game goes. Parrying for the first few areas is great and I slaughtered everything with no trouble but once you go beyond it parrying simply just doesn't work anymore. I even had a boss whom I beat due to parrying his attacks easily came back as a regular enemy in a new area and no matter what I tried none of his attacks were parryable anymore. This massive oversight nets your game an F alone as with this simple kind of combat all the little mechanics need to work. You can still beat the game fairly easy anyway but if it is broken then fix it. There is one boss in particular that can run into you and kill you in less than half a second if you don't level your health enough and even blocking doesn't help as it chews through your stamina to. This game has a plethora of weapons for you to look at and try out and over 90% of what you find is complete and utter garbage. It is all for looks. If your weapon doesn't have physical and also some sort of magic damage it is terrible the entire game. I tried out damn near everything because the damage numbers don't add up for alot of the weapons either. And almost every single one of the weapons especially the good ones are all shoved in the last 2 to 3 areas of the game. I mean you cannot walk 10 feet without running into a new chest with yet another cool looking useless weapon you have been looking for the entire game. Spells are few and only 2 of them are worth anything and the rest are trash. Leveling your character helps in some ways but for the most part your only leveling your guy to wield different weapons and armor for different bonuses. The easily most frustrating thing in this game is most of the time you will not die fairly as in most souls likes most of the time you can attribute your own death due to something as simple as a miss step, a poorly timed block, or maybe you just didn't see something coming. This game will not do any of that but instead uses cheap tricks in order to slow and kill you. Well over half of my deaths I can attribute to jumping from one ledge to another just to have a projectile come from off the screen the moment I put pressure on the jump button and being hit midair stopping me dead and falling to death. This game relies entirely on input reads to beat you. Platforming in a particular area was maddening as I kept jumping onto another platform just to fall straight through it to death costing me many Umbra for the games brokenness. None of this even speaks to the fact that almost every enemy you fight in the game are simply retextures from start to end. This thing is weak even by old standards. I would look elsewhere.
Beautiful coop game, loved to play it with my friend!
[h2]Simple and functional, but ultimately forgettable.[/h2] Watcher Chronicles is a simple game with a straightforward loop: fight skeletons, explore distinct areas, and challenge numerous bosses. Its core is an enjoyable — if ultimately repetitive — combat system that will appeal to players who don’t mind doing variations of the same fight for hours. If that sentence doesn’t excite you, you can safely skip this one. Combat is responsive and based around stamina management, with dodge rolls, blocking, and a parry-style mechanic that rewards perfectly timed blocks with a stamina boost and a free hit. It’s satisfying when it works, but the system is practically mandatory for survival, so players who dislike reactive parrying may bounce off the experience quickly. Each new area introduces slightly altered enemies — often reskins or mechanical iterations on previous foes that deal more damage or have a new elemental twist. Bosses follow a similar design philosophy: mostly humanoid or large enemies with a few unique moves to mix things up. Defeated bosses eventually get recycled as standard enemies, which adds some variety but feels like a shortcut rather than meaningful evolution in gameplay. Weapon variety exists, but it’s limited. Most weapons follow the same basic three-hit combo formula with variations in speed and damage. The inclusion of secondary weapons like bows or magic helps a bit, and some equipment offers stat buffs or elemental effects, but don’t expect deep customization or combos. It’s all serviceable but rarely exciting. A clear and helpful map system ensures you won’t get lost, which is a standout feature in an otherwise linear experience. Despite the game’s Metroidvania/Souls-like labeling, there’s very little actual backtracking, and the structure is much closer to a traditional action RPG with stamina mechanics than a true Soulsborne or exploratory platformer. Unfortunately, the game suffers from a “floaty” feel. Characters lack weight, enemies hover as if everyone’s fighting on the moon, and falling off platforms results in death — but you can’t knock enemies off to do the same. It’s a missed opportunity that makes combat and traversal feel less impactful than it should. A recurring “rival” enemy, Nemesis, pops up at predetermined moments, presumably to build tension, but it ends up more annoying than anything else. If you lose this scripted fight you'll have to trek back to where you were and the encounter vanishes, which serves to interrupt flow more than enhancing it. Watcher Chronicles isn’t remarkable in any specific area, but it’s consistent. It doesn’t aim high, but it rarely fails either. For players looking for a low-friction action RPG to pick away at with competent, if repetitive, mechanics, it might be worth the time. Just don’t expect anything groundbreaking or particularly deep.
Кране специфический мультиплеер, причем только если у обоих есть контроллер. Но для сингла может и ничего.
коопа в игре по факту нет, то что есть работает через удаленный доступ к пк и требует два джойстика. кривая херня, не смогли сделать нормальный сетевой кооп
(間違ってPS版を買い直してしまいましたのでそっちのプレイフィールを書きます) 値段相応の出来というのが一番ピッタリな評価かと思います。あえてオススメはしないので「いいえ」にしてありますがクソゲーという程ではないです。気になってる人はセールで買うのが一番良いかもです。 # マップ & 探索 - デザインの使いまわしが非常に多く飽きやすいです - セーブポイント以外のチェックポイントが存在せず、かつセーブポイントが少ないので死んだ場所まで戻るいわゆる「戻し作業」が必要になります - 敵からのドロップはお金と時々回復アイテムが落ちます - 宝箱が多く配置してありますが、殆ど強化素材かソウル的なやつで稀に武器が入っています。今のところそれ以外が出てきたことはないです # 戦闘アクション - 武器種は色々あるのですが基本的にモーションが全く同じだったり似通っているので長時間プレイしてると飽きやすいです - ボスとモブ敵ともにヒット & ランをしてくる傾向がかなり強い。ガチンコで勝負したい人には向いていないと思いました - 強攻撃がなく、通常攻撃と遠距離(初期は弓)だけです。弓も割と火力があります - ジャスガ的なやつがあり、ボス戦では成功すると敵がのけぞるのでそこを叩く戦いになります - ボスは対して強くないですが、探索してると何の前触れもなく突然ボス戦が始まります。セーブポイントから遠いボスが多くこの点もストレスがたまります - 回避直後に一瞬だけ固まるのでその時に被弾することが割とあります。回避メインで戦いたい人は結構ストレスかもです # 日本語訳 - インタラクトを相互作用と訳してあったりするので杜撰な訳ではあります。ストーリーを楽しみたい人には不向きですね。
This is a really good 2-D souls-like metroidvania. The cartoony art style is well-executed and the designers really seem to get the rhythm of souls combat. It almost seems like the game would be great for getting a kid into souls-likes because it has a less grizzly atmosphere but I imagine it would be too hard for most kids. That being said the game has some small issues. The biggest one I’m noticing is that some of the harder bosses don’t work well with the surprisingly restrictive stamina system. It seems like some newer developers don’t realize the reason that Elden ring could get away with bosses having 6 or 8 move combos is because stamina had become mostly cosmetic, that and the possibility of guard breaking them. The other quibbles I have are the at times nonsensical fall-damage and the slow response of the blocking. But overall these are small complaints.
2D 플랫포머 스타일의 소울라이크 게임. 소울라이크 게임이지만 레벨디자인이 너무 거지같다. 일단 수호석상이 너무 드문드문 있어 수호석상에 도달하기도 전에 죽어버리면 그 길고 지겨운 길을 다시 가야 하고, 몬스터를 피해서 가기엔 애초에 2D 플랫포머 게임이라 회피해서 가기도 쉽지 않다. 무엇보다 이해가 가지 않는 건 보스를 죽이고 나서 저장할 수 있는 수호석상이 없다는 것이다. 그럼 플레이어는 보스를 죽이고 레벨업을 하러 이전의 수호석상으로 되돌아가야 한다는 건데 보스를 죽이고 다시 뒤를 돌아서 나가야 한다는 게 진짜 귀찮다. 그렇다고 그냥 진행하자니 바로 다음 몬스터가 나타나 여기서 죽으면 기껏 얻은 재화 다 잃는다는 부담감이 크다. 보스를 죽이고 나서 바로 다음 몬스터가 등장하면 보스 잡느라 HP 포션 다 쓴 플레이어는 그냥 죽으라는 건가? 웬만하면 할 거 다하고 이제 할 거 없는 고피지컬 유저나 도전과제 용으로 깨는 것을 추천한다.
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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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