
Coffee-break rogue-like themed after Japanese folklore tales.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Russian, Japanese
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購入後2周ほどダンジョンをクリアしたので軽くレビュー。 トルネコやシレンのようなオーソドックスなローグライクです。 開始時に操作する妖怪を選びます。 妖怪ごとにステータスやスキルが違い、遠距離主体の妖怪や近接主体のものがいますので好みのタイプを選びましょう。 ダンジョンではアイテムが落ちていますが装備品は各種効果のあるお守りのみ。 ATKやDEFなどのステータスを強化する物もあれば、空腹を抑える物、浮遊してトラップ回避等もありました。 それ以外では食べ物や各種薬があります。 食べ物や薬では即時に回復する物やステータスを強化バフする物があるので必要な物を携行しましょう。 ただ持てるアイテム数が少なく、最大で5つしかアイテムを持てません。 なので取捨選択する必要があります。 お守りを含めた装備もこの5つに含まれる上、同種のアイテムのスタックも無いので持ち運べる数は大分少なく感じました。 また後述の巻物はクリアする上で絶対に必要な為、これを考慮すると後半は殆どアイテムを持てません。 折角色々なアイテムがあるのにこの制限の為、バフ系の薬は殆ど使う事がありませんでした。 持ち運べるアイテムの数で難易度が大きく変わるので簡単に変更出来ないと思いますが勿体無いかな。 チュートリアルを除くダンジョンは3種あり ①10階層のノーマルダンジョン ②10階層のイージーダンジョン ③無限のダンジョン このうち①と②をクリアする事で選択できる妖怪が増えます。 10階にたどり着き、階層内にある祭壇?に巻物を設置する事で出現するボスを倒す事でクリアとなります。 巻物は3つあり道中に落ちていてますが、5つしかないアイテム欄を占有しますので所持品に注意しましょう。 このゲーム、オーソドックスなローグライクと言いましたが、珍しく前の階に戻れる登り階段があります。 書いてる間に思いつきましたが、巻物を階段の横にでも置いておけば占有をあまり気にしなくていいかもしれません。 自分は初めて10階に辿り着いた時、巻物を完全に無視していたので慌てて戻りましたが途中で餓死しました。 ちなみに巻物は読む事が出来ますが、内容がクリア時に解放される妖怪のものになっているようです。 また仕様か偶然かは分かりませんが、巻物の3巻目は毎回10Fにありました。 独自要素は少な目ですが多様な妖怪を操作するのは中々面白いです。 値段もお手頃ですし、軽くプレイ出来ますので気軽にローグライクを遊びたい方にお勧めします。
This old school rouge-like game is fun once you get the hang of it. You play as various Yokai creatures with different abilities to level up. The combat seems simple enough but can be gruelingly punishing like in most old school rpg games. [h1]Pros[/h1] +Accurate Yokai creatures which is not something that appears in a large number of games on Steam +Cute pixel art to represent creatures and other +Variety of style between characters attack and spell abilities +Can be challenging which is great and if you are feeling overwhelmed there is an easier difficulty scaling +Pick up "coffee-break" game which means you can jump into it for a few minutes and enjoy a game or two [h1]Cons[/h1] -Short looping soundtrack while playing that will get old rather quickly despite the theme it fits -User Interface can be a bit annoying to figure out at first -Leveling not gained through combat but through item that is on floors -Potential to have some story but is lacking it entirely So all in all this is a decent title but of course there are better rouge likes out there for the asking price. I picked this up to scratch a "yokai in my entertainment itch" and this does it well enough. If you're interested I'd say wait for a sale. This sat in my wishlist until a 20% off sale and it may go even lower in the future. So if it seems like something you may be into keep it somewhere to keep an eye on. [quote=Crimson-Albedo]Follow my reviews through my curator at [url=http://store.steampowered.com/curator/32482033/]Crim's Humble Opinion[/url][/quote]
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Hours played at review time, across 37 reviews with recorded playtime.
I've been playing the Switch version of Yōdanji time to time and it's hard to decide. It has good bits, and bad bits. Fun for a bit, but ends rather suddenly for the most part. [h1]Pros:[/h1] + Short sessions, a non-endless-mode run can be done in 20-30 minutes + Good pixelart and higher-res illustrations per character + Characters are fairly varied and play differently + No incentive to kill everything on the level, though you still want to scout for items [h1]Cons:[/h1] - The soundtrack is really short and barely lasts one session before you'd have to disable it in options - Combat is relatively shallow, fights end quickly and mistakes end in demise - Some mechanics (hunger rate, regeneration rate, hit/dodge %, ...) are never explained in numbers, you can only guess - Your starting character selection is randomized and varies in difficulty Clarifications follow, [h1]On combat[/h1] Baseline level for the genre. Your character can level up by destroying wisps (1 exists per floor) Levelling up grants ability points and some stats Characters have 4 abilities (3 that can be upgraded at lv2/4/6/8, one at lv6/8/10/11) Enemies also have levels and abilities, but you don't know the numbers With this selection, most characters have 1-3 ways that you can play them, but at least there's plenty of characters (21) There's a hunger system. Find no food for a while and you'll loose HP/MP regen and then perish. There are items around the levels including food, one-time buffs, healing, boosting equipment, and scrolls (3 needed for boss in main mode). The inventory holds 5 items total and there's juggling involved. Environment plays no role in combat, can't even take cover because ranged attacks hit around the corner from 2 tiles away (??). Fleeing mostly isn't a thing as 18/21 characters act at the exact same pace, and equipment/buffs affecting speed are rare. [h1]On characters[/h1] The general deal is that you get to unlock every animate object in the dungeon to play as, down to level up "wisp" and the normal mode's boss. Some are exclusively melee, some are range-oriented, some lay traps, some rely on buffing/debuffing/stunning, a few can summon allies. One gets to pick each skill from a randomized selection of 3 and is a lot of fun to play. A side effect of stats being shared between player and enemy characters is that most fights only last 2-4 turns, getting flanked by >=2 enemies at once equates death for most characters, and it's generally easy to perish by mis-guessing how much an enemy can hit for at most or whether you are going to land the final blow on them while low on health yourself. [h1]On starting characters[/h1] Your starting characters are as following: [list] [*]The otter "Kamaitachi" [*]The lantern "Chōchin Obake" or the umbrella "Karakasa" [*]The cat "Nekomata" or the snow girl "Yuki Onna" [/list] I'm not adding a wall of text here so, in short, https://steamcommunity.com/sharedfiles/filedetails/?id=1548691028 https://steamcommunity.com/sharedfiles/filedetails/?id=1548691702 If by the roll of dice you get the umbrella and/or the snow girl, all is well - with minor prior experience with roguelikes, you have good chances of beating the game first try with either of two. Those getting otter+lantern+cat (25%?), on other hand, are a little less fortunate - the cat isn't quite a beginner-friendly character (despite seeming the most powerful of three), and beating the boss with the lantern requires you to understand that you need buff items if none of your skills deal reliable damage or cripple the enemy. All in all, if only things were just a little better
[b][i]Review copy provided by publisher via Curator Connect[/i][/b] Japanese folklore is loaded with strange and fascinating creatures. From demons who can be defeated with beans to flying-head vampires, they run the gamut from hilarious to horrifying. Yōdanji hopes to fall somewhere in the middle, stuffing a bunch of bizarre spirits known as yokai into a traditional roguelike structure of exploration and death. It’s an inspired idea that could get a lot of mileage out of its unique characters, if it had any sort of depth or balance to match. There’s unfortunately no story to hook on here (probably their first mistake), just an assortment of folklore critters and a dungeon to send them into. Yōdanji has 20+ yokai to play as but they must be unlocked by finding scrolls in the Yokai Hunt mode, essentially a finite, collection based version of the game’s Endless mode. Each floor of the dungeon has items to find and enemy yokai to battle, hopefully granting you enough power to overcome the greater challenges on lower floors. You’ll have to rely on your chosen yokai’s skills to see you through, and leveling them up will be key to victory. Your skills are essential, in fact, because there’s barely any other depth to the combat. Levels in Yōdanji are mostly featureless except for obstacles like boulders or trees, and none of the characters are designed to take advantage of them. Most yokai are melee fighters, and while there are plenty of status effects they’re the common can’t move/can’t act/take damage ones that provide no tactical complexity. That leaves your skills to do the big damage and grant what few new combat options there are, but I can tell you after an hour of playing the base classes that you’re going to find an ideal 1-2 punch of skills and just use that forever and ever. Oh, and you don’t level up normally, but instead track down a will-o-wisp enemy on every floor that gives you a skill point for killing it. That means combat is meaningless except to gate off access to places you need to go. The other kicker here is that combat hardly lasts long enough for any kind of tactics anyway. Your health is usually going to be measured in single digits and regular attacks can do up to 4 damage, so most fights are resolved in a scant two turns. This also means effects like paralysis and merely being outnumbered can easily be the kiss of death in a single turn, and indeed all my deaths in the last half-dozen attempts have been in one of those manners. Yōdanji may bill itself as a coffee-break roguelike but you can’t afford to flub a single move here, which may be more stress than you prefer over your French roast. Items play an important role here, but their design still lends itself more to irritation than interest. Powders can heal you or provide powerful effects, and charms held in your inventory take the place of equipment by imparting key boosts like defense or attack bonuses. But your inventory is limited to five items, and you also need food items to keep from starving to death as you explore. Most of your journey is going to be spent juggling items and guessing whether healing or buffs will be more important in the near future, and often being wrong. Worse still is that the three scrolls you need in Yokai Hunt mode to unlock a new character also take up space, so the further in you get the less valuable inventory space you have to work with. I’ve tried over a dozen times to unlock even a single character in Yokai Hunt with no luck, and even on the easier difficulty I can’t get more than one scroll before death claims me. I’d be more inclined to keep trying if there were any variety to the combat, or any interesting levels to explore, or any story to follow, or any interesting use of the source material at all. There are so many cool things you could do with Japanese creatures of myth, but here they’ve been boiled down to 8-bit sprites you mash against each other until they die or you get bored and give up. And considering how little there is to appreciate here, it’s probably going to be the latter. Did you enjoy this review? I certainly hope so, and I certainly hope you'll check out more of them at https://goldplatedgames.com/ or on my [url=http://steamcommunity.com/groups/audish]curation page[/url]!
2chに専用スレが立っていないのが不思議なくらい面白い。 初日はイージーモードで1勝39成仏くらいしちゃいました。 コーヒーブレイク・ローグライクと銘打っているだけのことはあり最悪30秒で成仏しますが、操作性が良く、ダンジョンが毎回変わるので気が付いたら数時間プレイしていました。難易度を問わずクリアするごとに使用キャラが増える方式で、使用キャラによって全く別のゲームとなるので見た目よりかなり奥が深いゲームです。 ゲームパッドを使う場合、操作に左右のスティックと十字キーを併用するというちょっと珍しい初期配置になっています。慣れるとかなりスムーズに操作できるのですが、最初は戸惑いやすいのでヘルプを見ることをおすすめします。
自由度が低く、不便なことが高難易度と思ってそうなゲームデザイン 装備はシレンで言うところの腕輪しか無いため装備取得による楽しさもなく、アイテム取得が5つまでという枠の狭さにより、バフアイテムなど拾ってもなかなか活用できない またキャラもスキルビルド制なのでテンプレになりがち 繰り返しプレイが前提のローグ系でやる気がでないのも久しぶりでした
Genuinely one of my favourite games, the art is amazing (both the pixel art and character selection sprites), all of the characters are unique and have unique playstyles, allowing you to pick what bests suits you, and there are so many different items and buffs in the game that make it easy to set harder challenges for yourself
Coffee-break roguelike themed after Japanese folklore tales. Get the ability to summon and trap yōkai - numerous spirits that have been living hidden among us until now! Admire them, give them witty nicknames, and then put them in the brutal ever-changing dungeon to summon even more yōkai! Spooky cute graphics and powders made from various body parts included. another great pixel game that bring nostalgic
Very fun rogue-like.
Harkening back to the classic days of rogue-likes, I absolutely love this game. From the pixel art to the moment to moment gameplay -- I'm in love. https://youtu.be/ipqq6GtKNaU
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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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