
Who will you become to triumph? A turn-based RPG where your personality traits change your powers and proficiencies. Combine personality traits, rare weapons, and 20+ classes into endless team compositions; combos & builds are the keys to surviving your long journey towards Yaengard.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Reviews
Themes across 48 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
This game was just a big disappointment. It didn't really feel fun, and the concept was an interesting one but ultimately failed to deliver imho.
Quite a nice roguelike game with unusual mechanic where the personality have a great impact on the gameplay. It took me two playthrough to master it, and I enjoyed every minute of it. Great game made by a small studio.
Hay que aplaudirles las ganas de innovar, pero algunas cosas le han salido bien (el combate) y otras no tanto. Aún así merece la pena si te centras en las que sí han salido bien y las otras "pasas rápido" por ellas eligiendo simplemente lo que claramente es mejor para los personajes que tienes en ese momento. Las clases dependen de las armas que lleves, así que los puntos de progresión de tu personaje sólo tiene sentido que se los apliques a características que beneficien a esas clases. Esto me costó verlo un poco al principio, y me pareció un poco lioso saber que era lo mejor, pero en el menú de pausa (sí... ahí...) hay una mini guía de que es mejor subir según la clase de tu personaje. Así que simplemente miro ahí cada vez y listo. Pero entonces... cambiar de tipo de arma no tiene sentido a mitad de partida, porque entonces le cambias la clase xD sólo tiene sentido ponerle mejores armas del mismo tipo. Igual con los rasgos de personalidad... no tiene sentido una vez darle a uno un rasgo y después darle el contrario. Así que al final acabas buscando a ver a cual le viene bien y listo. Así que toda esa innovación se les queda en algo en lo que acabo pasando rápido y aceptando lo que me toca en cada partida, como si fuera un roguelike con personaje aleatorio. Donde merece la pena recrearse es en el combate, que sin ser demasiado complejo es interesante. No necesita que los mapas sean más grandes, las distancias importan, pero más allá de 3 casillas no. Es un juego de elegir bien lo que haces y en que gastas tus acciones, mirar cool downs, decidir cuando gastas acciones extras (tienes 3 por personaje por cada vez que descansan en una taberna), combinar acciones de personajes, mirar el orden de acción de personajes y enemigos... Y por lo que llevo parece que está bien nivelado.
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Hours played at review time, across 48 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Sometimes the game screws you over, like stun-locks and stuff. Last straw was when I had a fight against depthwalkers, but couldn't move once cause i got stun-locked at the beggining of the encounter
ออกเดินทางผจญภัย เลือกเส้นทางเดิน เก็บอาวุธ จัดสรรอาวุธ ต่อสู้ ชอบมากๆ
Good, interesting game. One full run complete, will do some more, for sure. I do wish there was some more random encounters as there were several repeats during my run. Choices you make could be a bit more reasonable as far as what depletes your stamina and what doesn't. Had a couple instances where it felt like it depletes stamina because you chose a dialogue option...not because anything of value happened. Also a little silly to choose an option to restore your stamina...that costs stamina....I know some kind of resource management is probably called for- just not sure if I feel the stamina system was the right choice or couldn't have been done differently. The behavior perk system is great, and actually gives some personality to your characters (even if only in your head) Would be nice if you could see the perks that each personality grants for the min/maxers out there. The class system based on your equipment is a nice touch, just wish that maybe the abilities granted for your class stood out more. Some are cool, others are practically useless, or behind some kind of limiting factor like how much hp you have. Trinkets stand out as an equipment that could be better. All the ones I found were overall a net negative or inconsequential for a minor boost- but may have been bad rng. The battle system is simplistic, but pretty fun, especially once you get some of the cooler weapons/abilities. Enemies felt decently varied over the course of the game with a few different tricks to look out for. Not really a fan of the big monsters that auto crit- seems a bit dirty. Tend to be immune to stun as well- for what it matters- very few CC options available- usually a root- rarely a stun. Bosses were cool- but ultimately uninteresting. Fight a creature. Move out of the swirly squares. Hope you have the right rng/abilities to deal with their minor gimmick such as if the dodge is obscenely high or if they generate a lot of fortitude/apply heavy debuffs/dots. All in all though- great game and I hope the devs continue to add more and improve. $25 maybe feels a little steep for the content, but if you see it on any special- it's a great pickup. 7.5/10
nice
Wait for a deep sale. What's here is worth roughly $10, and further development seems minor to unlikely based on their news and Discord posting. But as someone who's already consumed a lot of their competition, I decided to take a chance on it. Meh review, but leaning towards negative due to lack of polish. There are bugs. Rewards are sometimes not given (typically Treasure/Potion related ones in my experience), a certain boss near the end of the game needs a minute or more to resolve its turns (likely some logic bug such as an internal infinite loop), settings often aren't saved or applied on change, etc. Nonetheless, annoying as they were, I was able to do a complete run. Meta seems to be less about forcing archetypes and more about finding a mix of weapons that don't care about their own weapon damage (supportive effects generally) and swapping the rest out to keep up with loot power creep. Yet, there's little reason to seek out combat when the alternative is free loot and/or personality traits, so having an AGI specialist to flee mandatory combat nodes means you can mostly be looting. Events are very repetitive, you'll have several that you see 5+ times each in a given run. The variation is in what 3 cards you'll be given to respond with, but that's not enough. "Act III" isn't really an act. Think of it more as an extended end to Act II. Line of sight is inconsistent. Some objects that don't show as a wall prevent ranged attacks, and other locations that look walled off aren't. There's a few specific maps with these issues. Trinkets are supposed to be game-changing equipment with a strong positive and strong negative effect, but not once in my first full run did I see a good reason to take one. The negative effects are consistently bad, but the positive effects tend to be niche enough that you'd have to be in an ideal spot for it to be good - and then you're stuck with it until the next trinket even as your gear changes and said effects are no longer good. Potions barely exist (Act II) and feel tacked on. Most of the loot you'll be taking are three generic armor pieces (+stats, no unique effects) and two weapons (1-3 skills and a Weapon Damage range). Overall? A passable timesink loot/dungeon crawler that's suitable for multitasking, since the complexity is on the lighter side. There's enough difficulty modifiers to challenge most players, but no metaprogression so the use of said modifiers is up to the player.
It seems to have it all... but its simply not a good game. I gave it a try... and shelfed it. came back ... and shelved it. Sorry, gonna uninstalle now =(
[h1]In General[/h1] The game I think is well rounded, as far as I tried. [h1]My Perception[/h1] I thought it was gonna be a little bit more character building, but it's very roguelite. I can see the appeal of this game. I'm not a huge fan of the genre myself. When I looked at the page, I initially thought it was gonna be a more team deck building rpg With elements going to philosophy. And there's some of that. I feel like It should have two or three more cards per interaction. But, I know it's impossible to request all possible outcomes for any encounter. So what it has is pretty OK. [h1]On the topic of graphics.[/h1] I don't think the graphics are the problem. (Even though I know that they are pre-made assets, which there is no shame in using). [h1]On the topic of character building[/h1] I wish I can aim my character creation a little bit more. On the other hand, it does make sense, because it is reasonable for a character to be shaped by the world it lives in. I mentioned before that it is a roguelite. Because it's a roguelite it's very heavily reliant on luck. Attempts/runs can live and die on what you get. I played on an easier difficulty, and when I died, it allowed me to retry with an item. This removes some of the luck aspects and makes it in favor of tactics. But if you have bad gear, because the game just rolled badly for you, you might hit a wall, and makes you have a really hard time getting past.
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