
"Wetory" is a 3D action roguelike game with a cartoon-style graphics. The story revolves around a child who can create watercolors from their feet, embarking on an adventure to restore all the colors in the world after they are stolen by a villain.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, Japanese, French, Italian, German, Spanish - Spain, Portuguese - Portugal, Simplified Chinese, Dutch, Portuguese - Brazil, Spanish - Latin America +5 more
Engagement
Hours played at review time, across 25 reviews with recorded playtime.
Reviews
분위기 음악 그래픽 다 취향이라서 너무 좋았다 타일로 공격하는 방식이 신선했지만 가시성이 좋지는 않았다 (이펙트 투명도 조절은 가능했는데 그럼에도 뭔가 많았음) 화면 안에 너무 오브젝트가 많아서 뭐가 뭔지 구분하기 어려움 보스 같은 녀석들이 화면을 많이 가리는 경우가 있음 그리고 버그인지 아이템 운이 좋았던건지 모르겠는데 게임 플레이 중 어느순간부터 체력이 안 닳았고 (대쉬 소모량 2로 늘리는 대신 맞았을 때 자동 대쉬 사용하는?) 아이템이 피해를 받기 전에 대쉬를 써주는 건지 덕분에 2트만에 엔딩봄.. 처음엔 버그인가 싶었는데 혹시나 해서 적한테 비벼보니 대쉬가 없을 때 피가 깎이는 것 같았음 쓰다가 생각났는데 대쉬가 없을 때 체력 소모하고 대쉬쓰는 아이템이 있었고 둘이 같이 있어서 그랬던건가 싶음 설치형 물감들 (초록, 보라) 설치 후 다른 색 물감으로 변경하면 아직 사라지지 않은 몇몇 타일들이 무한지속되는데 이건 버그인것 같음, 다시 그 색으로 돌아오면 사라지는 것 같음 물감이 6개? 정도 되는데 전투중에 다쓰기 어려워서 대부분 초록색(지상), 주황색(공중) 두개만 쓰면서 진행했다 한 번씩 검정물감(혹은 다른물감) 찾는다고 Q,E누르고 있으면 지금 무슨색인지 신경쓰느라 어지럽다 플탐이 해결해줄 것 같긴한데 아이템덕에 그냥 깼지 아니면 엔딩 못 봤을 듯 상점에서 아이템 구매전에 아이템 효과를 미리 볼 수 있는 방법이 있는지 없는지 모르겠음.. 그냥 이미지만 보고 느낌으로 구매함
I liked this! I like the paint concept and I think the boss and enemy designs were all pretty cute. Boss mechanics were also fun to play against. It's not particularly hard, especially on the base difficulty setting that you're forced to play on for your first attempt, but you can play the harder difficulty after a clear for an extra challenge. Although I will say achievements don't seem to activate for me? I finished the game twice for both endings and got nothing for it, which is a bummer, but the game is still fun.
[h1][b]夺回属于这个世界的彩色[/b][/h1] [h1]前言[/h1] 《Wetory》是一款特殊的Rogue类游戏,本作中角色将用脚走出一片天,所过之处会泛起颜料,这些颜料正是对付怪物的利器。 黑灰色的压抑风格、房间相连式的地图设计、多重道具产生的属性互动都比较类似于《以撒》。 [h1]失色的世界[/h1] 游戏开场简单交代了故事背景,一个第一视角的人拿着相册翻阅着。 一个特殊的孩子自出生起就得了一种怪病,脚上会不断渗出颜料,其他人则为此避之不及。 然后就是所有故事惯用的桥段,坏蛋出现了,夺走了这个世界的色彩,而能掌握颜料之力的主角则成了救世主。 本作使用了黑白灰等色作为主要色调,以粗线条为各类角色和物体描边,一方面体现了失去色彩后毫无生机的世界,另一方面也使整体气氛更为孤独压抑,吻合主角的经历。 [h1]运用色彩之力[/h1] 角色会在行动后使走过的地板泛起颜料,这些颜料会飞回角色身体,从而对路径上的敌人产生伤害,是主要输出手段。 实际体验过程中,这个机制并没有提供特别爽快的反馈。 首先玩家要先将角色、敌人、路径点连成一条线才能创造输出环境。 其次颜料从形成到飞回有很长一段时间,这段时间敌人很可能跑掉。 因此就需要玩家不断走位,最后通过歪打正着的方式命中敌人,这与游戏的设计初衷是背道而驰的,缺少了灵活的主动性和可控性,产生的反馈可想而知。 [h1]类以撒构筑[/h1] 《Wetory》让我能联想到《以撒》,除了类似的画风,地图和道具设计也起了很大一部分作用。 本作的地图也是以房间划分的,进入之后需要清空怪物才能继续向前。 完成每个房间后,玩家可以从普通箱子、彩色箱子进行二选一操作,其中前者可以提供钥匙和金币,后者则提供强力的道具。 道具是本作中除了技能点外最容易获得的构筑内容,一般能提供增加涂色速度、增加幸运、最大生命值、混合颜色等效果。 随着游戏的进行,主角会获得各类色彩,每个色彩下都有一些可选的分支技能,这些技能可以改变颜料的攻击和作用方式,是提高角色战力的最佳途径。 另外需要提及的是,本作单局游戏失败重新开始后,角色等级会保留,能够减少一部分Rogue游戏肝的成分。 [h1]结语[/h1] “所过之处,颜料四起,纷飞之径,不再荆棘”,《Wetory》带来了一个另类的色彩攻击模式,玩起来颇有新鲜感。 不过色彩之力并没有那么好掌握,整体攻击方式和手感还需打磨,颜料乱飞与各类敌人混在一起也是需要解决的问题。 [quote]关注[url=https://store.steampowered.com/curator/36224058/]老实人鉴赏家 [/url] [url=https://steamcommunity.com/groups/laoshirenLSR]老实人评测[/url]:独立游戏爱好者聚集地,黄油绅士交流中心。 不错过游戏的亮点,不放过游戏的槽点,带给玩家最直观的测评感受。[/quote]
강해지면 기분이 좋아요 포기하기 쉬운 난이도는 포기
Wetory, developed by PepperStones and published by GRAVITY, is a 3D action roguelike that distinguishes itself through an imaginative color-based combat system and a visually expressive world. Rather than focusing on traditional hack-and-slash mechanics, the game builds its identity around movement, spatial awareness, and reclaiming color in a world that has been stripped of vibrancy. Its premise is deceptively simple: a child protagonist must recover stolen colors from a corrupted world, but the execution transforms that concept into a surprisingly tactical and emotionally resonant experience. At the heart of Wetory lies its tile-based combat design. Instead of allowing freeform button-mashing, the game emphasizes calculated movement across a grid-like battlefield. Each step matters, and positioning becomes as critical as timing. The protagonist does not rely on conventional melee attacks; instead, color powers tied to reclaimed hues grant unique abilities that influence both offense and mobility. This creates encounters that feel more like dynamic puzzles than straightforward battles, rewarding players who think ahead and adapt to enemy patterns. Color mechanics are central to the progression loop. As players defeat bosses and advance through procedurally generated stages, they regain specific colors that unlock new skills. Each color offers distinct attack patterns and strategic options—some emphasize area control, others favor direct offense or evasive movement. The interplay between these abilities allows for diverse playstyles, encouraging experimentation across multiple runs. Because each roguelike attempt presents different room layouts and enemy configurations, the combination of abilities and terrain generates varied combat scenarios. Visually, Wetory embraces a charming yet thematic contrast between dull, washed-out environments and bursts of vivid color unleashed during combat. The aesthetic design reinforces the narrative concept of reclaiming vibrancy from a gray world. Particle effects resemble splashes of paint, and enemies often appear as abstract, colorful manifestations of corruption. As players progress, the world gradually regains life, visually reflecting their achievements. The art style is cartoon-inspired but refined, ensuring clarity during fast-paced encounters. The roguelike structure provides replayability through randomized dungeons, incremental upgrades, and branching choices within runs. While the overall narrative remains linear, the path taken through each attempt varies. Players must balance risk and reward when choosing routes, upgrading abilities, or confronting stronger enemies for better rewards. The difficulty curve gradually intensifies, with later stages demanding sharper reflexes and deeper understanding of enemy behaviors. Boss encounters serve as highlights of the experience. Each major adversary embodies a stolen color and presents unique mechanics that test mastery of movement and ability synergy. These fights often require careful positioning rather than brute force, reinforcing the game’s strategic core. Success brings not only progression but a tangible sense of restoring life to the world. Sound design complements the visual direction. Upbeat yet atmospheric tracks underscore exploration and combat, while sound effects emphasize the splash and impact of color-based abilities. The audio feedback reinforces the tactile sensation of reclaiming vibrancy, making each successful attack feel impactful. Although the soundtrack is not overly complex, it aligns well with the game’s tone and pacing. While Wetory’s innovative mechanics are its strength, they may also present a learning curve. Players accustomed to conventional action roguelikes might initially struggle with the tile-based movement system. Mastery requires patience and adaptation rather than reflex alone. However, once the rhythm is understood, the combat becomes deeply satisfying and distinctive within the genre. Ultimately, Wetory stands out as a creative reimagining of action roguelike design. Its fusion of color-themed abilities, strategic tile-based movement, and expressive visual storytelling gives it a memorable identity. Though it may not offer the sprawling content of larger-budget roguelikes, its focused mechanics and cohesive aesthetic make each run engaging. For players seeking a fresh take on dungeon-crawling action with a strong visual and thematic hook, Wetory offers a vibrant and thoughtfully crafted experience. Rating: 6/10
공격방식이 특이해서 적응하는데 시간좀 걸림. 특이한 공격때문에 내가 공격해야겠다 하면 안맞고, 그냥 이래저래 피하다보면 애들이 죽어있는느낌? 그래픽도 카툰풍이라 좋았고, 뭣보다 브금이 젤 맘에 들었음. 마지막으로 나만의 문제일수도 있는데, 버그인지는 모르겠는데 도전과제가 안깨짐...ㅠㅠ
나름의 재미가 있는 게임입니다. 아이작인나 건전과는 플레이 방식이 달라서 적응하는데까지 시간이 걸리긴 하지만 이쁜 그래픽과 음악이 좋았음. 가시성이나 비율 문제같은 아쉬운 점이 있긴 한데 이 부분은 추후 해결되지 싶어요. 추천
한국 인디게임 최고.
잠깐 해보려고 했는데... 한시간 반 태워버림.. 재밌다..!
2022년 지스타에 가서 처음으로 플레이 해봤는데 이제서야 사서 해봤습니다 물감 종류는 6가지지만 머리가 나빠서 지상은 초록색, 공중은 파란색으로만 공격 한거 같아요 음악 잘 만들기로 유명한 회사에서 브금 만들어서 그런지 게임 할수록 빠져드는 느낌 상점 주인이 귀엽습니다 버그인지 모르겠지만 도전과제가 해금되지 않는 문제가 있습니다
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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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