
Xecryst Remains is an Objective-Based Party-Based Third-Personal Action-RPG "Overworld Striders". Fight through randomized handcrafted stages with a freeform Action-RPG mechanic. Including Player-Like AI, classless customization, and upgradable tier-based equipment.
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Languages: English
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Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Honestly this game really has a lot of potential and I'm scared that it won't pick up enough attention for the developers to have an incentive to improve their game. The concept technically isn't new but it feels fresh and if a triple a company were to make a game like this, improving the graphics, balancing, and improving the descriptions because the English isn't so great I'm sure it would be successful. I absolutely love the idea of large co-op games of around 10 people and i think this is on the right track. But I do have some suggestions that i can give and i realize that a lot of these ideas are borrowed from other games but i really do think it will work on this game to make it even greater -Simplify the damage: There are so many different damage types and it feels too punishing for when an enemy has a resistance to a weapon you have. -More mission variety: As of now there's really only two kinds of objectives both are just running down a clock. Some ideas i have are eliminating a set amount of enemies, Killing one big boss (think of a field boss in other mmorpgs like destiny), protecting a vip, etc. -Revamping the combat: When I first played this game i kinda liked the simplicity but immediately realized that it could be improved immensely. First, instead of having a hit then walk away kind of combat we can make it more fast paced by removing the cooldown between attacks and have each weapon type have a different speed, range, attack style, etc. As an example we can either look at Black Desert Online combat which is similar to Teras where its movement based in terms of dodging, dashes and abilities that move your character or something more simplistic like Warframe which have different weapon stances and combos. Perhaps switch to a more Warframe style melee combat system then eventually moving to more fast paced attacks like in Black Desert and Tera because i know those are probably harder to design. Another change i Would make is making attacks not all just single target. I will admit that I'm not that far in the game yet and don't know if there are characters with aoe damage yet, but I will say that two-handed weapons like a spear or hammer should be able to hit multiple enemies at once (Yes I know it unrealistic but I don't think thats an issue in a game like this and plus it would be a lot more fun). With these changes you can increase the amount of monsters that spawn (Within reason) and it would be great, knowing that feeling of wiping out huge waves of enemies at once. -Balancing the game more: This is probably one of the hardest part of making any game and to be honest I'm definitely not qualified to say how to balance it, but as a player I'm able to give my opinion on what feels good and what feels bad. To start off, i want to point out in a game like this where it is purely co-op, you can make your players feel like gods. It's ok to make maybe 50% or more of enemies an easy kill because its satisfying to see the amount of kills you have gotten. Right now it feels as if enemies get too strong too fast and it tells you that depite being level 15, enemies are already at power level 30 and i get that you have 7 people but that's still not enough to be able to survive an onslaught of enemies all double you level. Harder content could be something as simple as increasing the stats of enemies which doesn't have to be that much, from experience simply increasing the health of enemies to increase the time to kill, but still not enough to break a sweat is enough to make me feel like there's some increase in difficulty. Another way is by making bosses have more varied attack patterns that are identifiable and avoidable. Looking back at Tera's dungeon bosses are a good example. -Other things: Increasing weight limit: This feels so limiting early on at most you can really only carry your set of equipment, 2-3 consumables and little extra loot that doesn't even sell for much. I'm not saying to remove weight limit but it definitely should get a large increase perhaps scaling with level. Make the numbers more meaningful: Reading the stats of some items feels really confusing, insignificant or just has a lot of useless decimals (just round them instead of going to the hundreths). For example, i had an item that had a 15.xxx% chance of happening yet, it only increases my damage by 0.2xx%! thats ridiculously small and pointless to use. Normally in other games these percentage start out small maybe like a 2% damage increase but with progression they start to become more and more impactful and significantly boost damage or defense. Increasing weapon drops: I feel like they don't ever drop in comparison to other gear items and i think the idea of picking up stronger and stronger weapons to match the difficulties of enemies will really help make it easier to progress instead of wiping out constantly at the same place, progressing only a little bit each run. I have a lot more ideas of improvements but sadly am pushed for time. If the developers are reading this thanks for sticking around and i really hope that you take these suggestions into consideration and I have helped you out in some way with maybe the direction to take this game in. Ultimately, its up to you guys to make this game great as you're the one's who will dump hundreds of hours improving a game that people will love. You've done a great job so far and I really hope that you continue to work on and improve you game because this is a project that is worth putting in the time and I could see it being a huge success for the developers and a way for their careers to take off. Thanks again for reading!
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Hours played at review time, across 47 reviews with recorded playtime.
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super nice free to play pc game! I realy like it! you can play it!
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*At the time of writing this review, multiplayer is not function; however, the game is playable solo, and waiting for a multiplayer fix is making me wet* TLDR; This game is good. Music? Takes me back to PSO forest/ruins in 2019 Combat? Straight up good. It feels intuitive and precise. UI? There's a lot there, and its all ♥♥♥♥♥♥♥ good. Finding items and equipment in this game feels fun, exciting, and fresh. The progression for your character is well done and carries itself beyond sessions. If you were turned off by the description of a horde/wave based rpg (like i was), then understand that this game is not about loading into a single session lobby and fighting waves of enemies while drowning in a sorrow of repetition like most games. It feels like getting into random field-based dungeons (soon with friends) and playing a fun, and precise action rpg, with ACTUALLY unique character development options and gameplay.
Runs at 2FPS but besides that fun for 2-3 min then you quit
I really don't know what I just played
I love Xecryst Remains! We fight while work on the missions. Such skillful free combat.
Интерфейс просто ужасен , он сразу меня от толкнул , но сама игра неплоха , хоть и сложно понять что происходит
Surprisingly fun (when it works) I hope the dev keeps working on it! =)
This is the kind of deep game you will get addicted to after spending a bit of time learning how it all comes together. I was looking for just the game to keep me busy. thx. Well done.
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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.
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Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.