Разработчик: Connor Ullmann
Описание
Key Features:
- Intense difficulty to challenge even veteran gamers
- Explore four procedurally-generated realms that change each time you play
- Gorgeous 2D environments featuring dynamic lava/water, realistic lighting, and more
- Every playthrough is a unique experience with multiple endings to discover
- Spear-based combat requires both precision and agility
- Magic system with 22 unique enchantments
- Unsettling music and immersive sound design with a haunting and mysterious atmosphere
- From independent developer Connor Ullmann
Поддерживаемые языки: english
Системные требования
Windows
- OS *: Windows 7
- Processor: Dual Core 2.7 GHz
- Memory: 4 GB RAM
- Graphics: Intel Integrated
Отзывы пользователей
No saving, no checkpoints :
With some instadeath places, begin again from game start ?
No thanks.
For those that want something for their money, at least looking around for a while without worries:
C.E., Health, Float, 100.0000 initial, freeze it.
Anyway, just to see the sights, bored, uninstalled.
Very difficult and unforgiving, but beautiful art style and music. The game reminds me of the old Shadow of the Beast games on Amiga 500, only much better character control. I wish there was a check point after like 2 bosses. Sucks when you finally get to the 3rd boss...and die before you can even start to learn it's moves or weakness and have to start the entire game over...just like most late 80's side scrolling Amiga games. At least most NES games gave you continues or something. But it's fine. It is what it is and I like this game. But it is obviously not for everyone. One weapon but alot of cool powerups and they are randomized every playthrough. Neat enemies and bosses. I recommend making a hand drawn map with notes. I use a big poster board. 7.2 out of 10.
I think the game is difficult enough mechanically without needing to prevent saves/checkpoints.
Game wont run correctly because of an issue the devs were aware of in 2015. By the look of the conversations on the forums this was still during Early access. I sat down to play in 2021 and full screen still isn't working.
If you do pick this title up make sure you test it before your 2 weeks runs out.
Overall this game's a positive experience, but it's certainly not perfect.
The movement, music, and aesthetic are all honestly quite stellar. The music in particular is really well mixed, composed, and engaging. The jumping and rolling are quite responsive, and it's actually pretty fun to roll-jump around the areas once you figure out all the routes. The issues with the game begin when you get into the actual combat. The combat isn't necessarily bad, but rather it's just too easy for the most part. Almost all of the common enemies can be taken care of with the exact same approach, you either just roll past them and click until they're dead, or throw your spear at them until they're dead. 3 of the 4 bosses are absurdly easy as well, and the last one is only made more difficult due to fast common enemies that can bypass your shield constantly spawning throughout the fight. The last area in general is quite annoying, considering if you make one misstep you fall into this lake of toxic piss and die immediately. The only other issue I have with the game is its lack of replayability once you do finally beat the last boss. I only put as much time into the game as I did because of how many times I would blunder during the last area or the last boss fight, having to start the game all over again. But for someone who finds the game even easier than I do, they could possibly get everything they need out of it within an hour. Because of all of this, I recommend this game but really only if it's on sale or you're a true blue completionist, I got it on sale in an adult swim game bundle myself. It's definitely an intriguing, quirky little game though, I enjoyed it despite it's glaring issues.
Did everything possible in this game. Even with Permadeath I really enjoyed this game. Getting the true ending was definitely frustrating but rewarding. I also like the idea of not knowing what type of upgrade you would receive. You have to work with what you get.
Could not even play the game due to resolution issues. Options are either fullscreen on or off, off is a window and on scales really bad to the point that I don't see the whole screen.
Just really really bad.
Oblitus is a hardcore 2d platform game that is inspired by Dark Souls but fails to capture its Essence. It's hard for the sake of being hard without the reward or satisfaction.
For a in-depth review check:
https://youtu.be/1DSnox1Aqa0
I thought this was going to be a decent game because i am a fan of adult swim games, but this is just disappointing. Everything is wrong about this game. It wants to be a 2D dark souls like Salt and Sanctuary but fall short of every game standard. My main issue is how awkward the controls are, and sometimes there is a delay on the keystrokes which never works out well. The part which is really back is that i can't even change the controls in the options, i can't change much in the options at all, i can't even turn down that annoying music. This is a browser game that really should be free but in reality is $17 (CAD) what a joke that is. I would price it at $5. The one postiive thing i can say this that the visuals are kinda nice.
This game is unfair. And I don't mean that in the good sense, like I'm saying it's hard and forces you to learn and adapt or anything. No, I mean this game is literally unfair. It kills you through things beyond your control. You can't really effectively heal, so each time you take damage you are stuck with it forever. When you die, you don't learn something so that next time you'll do better, you think "well I sure hope next time that boss doesn't prot those two attacks in a row like that 'cause its completely unavoidable." There are no checkpoints or permanent progression of any kind (that I've found; maybe those come later but I doubt it). Every time you die, you need to go through the whole game up till that point, and you need to do it all perfectly or you just die again. The best comparison I can make is that playing this game is like having to do a complete run through the entirety of N, and if you die on any level, you have to restart on level 1. Maybe you are into that; I am not. These designers learned all the wrong lessons from Dark Souls. Bonfires are there for a reason, and if you die in Dark Souls you only lose what you made a conscious decision to risk. You encouter an area, learn the area, master the area and then never have to return there again. Here it's like 'I sure hope you love the first 5 minutes of this game, cause that's what you will spend the vast majority of your time playing.'
O, and anything you hear about this game being procedurally generated is a flat out lie. I dunno if I heard that from the devs or from some other source, but the game uses a static map. Certain powerups and occasionally npcs are found in randomized locations each run, but the map itself is constant.
Hello, I was starting to write some feedbacks and I will present two of them, but as
I continued writing, suddently the game had a misfortunate event and I will be
describing it:
The vine grabbing mehcanics feels limited and awkward.
I should be able to freely manipulate my movement up and down while on a vine.
Secondly, it would have been neet to have the possibility, mid-through a Long Run,
to pause for a second and while pausing, browsing through the collection
of your current power-ups and maybe even rethink your fighting strategy
(like for an example, the following boss or mob) and think of power-up
combo or tactic. Or even just to glare and measure by the number of power-ups,
youre current run's progress or just have fun with staring at them.
Also, The game happened to be a HUGE letdown as suddently I feel deep in the caves and
wasn't able to get out at all. I was stuck in a huge massive ditch and explored
it all over just to find out that unfortunately, I had absolutely no way out.
I explored the whole area maybe ten times to just make sure as I was having
a great succssesfull run, defeating one boss, exploring three different areas,
Getting above ten power-ups, finding like more than five full health restores
and was being super proud of myself as this whole deal was my legitimly my
first run ever.
I'm upset about this ending, having to quit the game instead of dying by
a great opponnet or boss fight. I'm currently unsure as to pick this game up
again, while before I even got thinking to myself 'I havn't enjoyed a game
this much in quite some time'.
Most of this game is great. The visuals, world/level design, story seemed like it would shape up as I got further but a few things are severly lacking. Firstly there is no save game function. This means every time you want to play the game you're stuck starting from the begining with nothing. A design choice, sure. I get it. But the biggest problem with this design choice, my second major issue, is that the controls for mouse and keyboard are horrible. Its super cluncky, awkward and really holding me back from wanting to even play the game. Im not sure how the sheild is even supposed to function, sometimes it blocks other times enemies just walk right through it. So collisions come into effect here adding to the awkwardness of moving and combat. I found the most effective manner of engaging enemies is to just continuously jump over them while throwing your spear at them other wise you risk the collision failing you and taking a hit that you clearly blocked. Maybe if this receives an overhaul I will repurchase it but for now its refund worthy.
This game is divisive in a special way. Each of its mechanics and their special executions can drive people away. If you purchase it, set a 1.5 hour timer to check it out. If you like it you may end up loving it, and if things don't feel right they may never.
If you can even open the game. The forums are filled with bug-complaints, and though the developer has tried to work people through it, there may be no more official patches because of the limited success this game has had.
You may find the combat careful, nuanced, and varied, or you may find it sloppy repetative and ignorable. It functions almost identically to Bastion's combat system, with platforming. Medium-rate melee attacks, movable sheild that can be timed to deflect attacks, throwing your weapon, dodge-rolling, super-jumps, the whole thing. You start off very weak, and will have to fight monsters and explore to find powerups, since going to quickly means entring tricky situations you might not be prepared for, though after a few powerups then it is easy to glide right through whole areas.
You may think the randomized obstacles, monsters, and upgrades make replaying the game from the start each-time great fun, or the slight variations might mean nothing to you and make the journey into a trek. What upgrades you earn early on may influence how you explore the surrounding areas, and the variation at the start of the game is the most important since you will need to enter nooks and crannies to scavange for items.
I can only safely say that the aesthetic of the sound and visuals will almost certainly be pleasant, if not wonderful. The soundtrack is free to listen to at Bandcamp, You-tube, and Loudr, and is downloadable at your own price.
Because I know there are people who love it, and because I think it is a wonderful experience, and because if you aren't one of those people you can easily get a refund-- I recommend you give the game a shot.
I remember the days when I would get an SNES game for my birthday and that game would need to last until Christmas months later. I remember playing for hours upon hours upon hours just to get through it. Oblitus reminds me of those times. You're going to work hard to beat this game. You're going to put a lot of hours into it and when you die it's going to crush you. There are no extra lives, there are no save points (that I've found). After you've played for an hour and gotten to your first boss and it kills you in one or two hits and you start all over at the beginning ... let’s just say I understand why this game has mixed reviews. If you're a casual gamer, if the phrase "Nintendo hard" dosen't have any meaning for you you might want to steer clear. If you're a Megaman, Dark Souls, Impossible Game, kind of a player; if you want to experience the high highs and the low lows that only gaming can bring, if you want to come home after a long day of work and disappear into a devastatingly hard game with an entrancing sound track, then here's something that's going to push all the right buttons.
Very fun game. If you plan on getting this maybe wait for an update that adds saves or checkpoints because at this point if you leave the game while playing, it delete progress. Should also add new powers and a gallery for the descripction of each power once unlocked, and also you have to have more combos to attack and defende and having a map.
Need updates soon.
It's fun and challenging but way to hard, one life and you don't really gain much life back. I would prefer if it had a more forgiving mechanic but it is a platformer after all. I will say that the underworld is COMPLETE bull shit... ONE fuck up and your hard work is destroyed.......
Plenty of technical problems and bad control settings (no rebindable keys). Support from devs almost nonexistent. I bought it on day one and i havent been able to play the game enough to criticize the gameplay, i've abandoned every hope about it.
This review is 100% complete steam achievements.
I created a video review/speedrun/rant about Oblitus found here
https://www.youtube.com/watch?v=51tErGpivtU
-Story-
You play as a Harbinger, a little mask wearing tribesman with a spear who wakes up under a monolith that gives you a very brief idea of which direction you need to move in the beginning. This information is conveyed telepathically by a guide whom is stuck on this world. This guides name is Mud. So mud tells you to find him in either the Forest, the Caves, or the Hanging Furnace, and that is really all the background you get. So you set of either right or left and really dont know where you are going until you play the game at least 4 or 5 times then you start to understand where these areas are located. Anyway you meet Mud he gives you some flavor text and tells you to defeat a specific boss in the world 1 of 3 differing bosses. You defeat this boss gain its soul and must return to Mud so he can do some sort of mask breaking manuver that allows you to enter the final area the Under. Once making you way through the Under you face the final boss and complete the game, are eatin up by a clam and transform into a large beast as best I can tell, the story gets really fuzzy here.
-Gameplay-
Weilding a spear that you can jab and throw and a shield to defend yourself, you set off on your great mini-adventure. Progressing from area to area you discover scrolls that give your character differeing abilities such as higher jumping, dodge rolling, poison spear, or heavy armor. There are 22 scrolls and armor variations total in the game and these create the differing gameplay styles in the game. You may end up getting "heavy armor" and "bigger" and withstand your enemies blows or you may get "dodge rolling, higher jumping, gliding, and light armor" and be quick agile and jump all around the screen. The terrain consists of quite a bit of platforming.
-Combat-
Easily the best faccet of this game is how responsive and accurate the combat is. Your character reacts for the most part in the ways that you would expect and if you get stabbed it is many times because you misjudged the encounter. The harbinger wields the spear accuratly and spear throwing is a large dynamic part of the game. One thing to note is when you throw your spear it follows the trajectory of the harbingers arm in an overhand throw, this creates scenarios in which you may hide behind a rock and throw the spear over the rock without leaving cover.
Dodging is quick and responsive with blocking working as intended. There is even a parry (though there is little use for it.)
With combat being such a strong asset to this game its a shame there is not more engaging enemies and boss fights.
-Movement-
The harbinger is a quick little tribes man that can roll, jump, and pole vault off of his spear. Movement is yet another strong asset to this game allowing you to quickly traverse the areas in style. Once again input is responsive and all controls (at least with the XBOX controller which I used) feel fluid. Later play throughs see your character polevaulting through levels with relativly low difficulty.
-Enemies-
Enemies for the most part are varried, and while very few feel like they need to be approached in a different manner than any other foe, there are differences in their movement and attack patterns. All enemies in the game (including bosses) are dispatched with 2-4 hits with the final boss uping the ante to 6 hits. Villagers will jump on your back, vultures will swoop down from above, and spiders will launch themselves at your little harbinger off of their webs or chains. Once again combat is great, however enemy diffuculty could have been ramped up for a game that trys to focus on replayabilty.
-Boss Fights-
One of the most disappointing aspects of Oblitus. With a total of 4 bosses that appear in every play through, there is not alot of variety. Each boss fight follows the idea of hit the enemy in their exposed weak spot and depending on what scrolls you found throughout the level the bosses may be dispatched with as little as 2 hits to said weak spot. Each boss follows the same movement everytime and has almost no variation in their attacks. While you may die the first time you face each of the bosses, I doubt you will find your demise at their hands very often at all.
-Difficulty-
This game does not have the intense difficulty that it states. While combat is fun and engaging it is not challenging. Enemies die after just a few hits and due to the fact all character progression comes from finding scrolls in the world there is no need to fight any creatures in the game besides the bosses.... Yea... Enemies are easily skipped by pole vaulting over them and because they do not drop experience only health after a few runs you come to realize enemies and 95% of the combat in the game is decoration. Because of this lack of need to fight any enemies in the game it really ends up turning into a pole vaulting simulator the more you play.
-"Procedurally-generated realms"-
Oblitus whie trying to catch the rogue-like wave states they have procedurally generated levels and while technically this may be true it is not by any means a selling point for the game. The procedural generation simply sets upgrades in one of three different spots on a static level. For each run there will be minor changes such as go over the boulder or go through the boulder. The largest change in each run is where the guide Mud is found. Do not try and sell me on procedurally generated levels when after playing the game just a few times I can mentally walk through every step of the journey in my head.
-Upgrades-
It has to be said that over half of the upgrades in the game really have no effect on gameplay. As an example I picked up the poison spears upgrade. I knew that the enemy I was going to hit would die from two jabs of my spear, so I proceded to stab him once and let the poison finish him off. However the only effect that seemed to happen was the enemy turned green for 2 seconds and when the poison wore off he proceded to try and bury his dagger in my throat. There are a host of abilities just like this that really have absolutely no impact on changing how you play such as impact rolling, cannonball, and impact landing.
-Questionable design choices-
One of the levels the hanging furnace takes place in the clouds and much of the platforming consists of jumping from hanging ladder to hanging ladder. However there is no falling damage in the game, so falling from the hanging furnace has no consequence except for some irritation about how you have to work your way back up.
The hardest enemies in the game turn out to be the weakest ones. Due to a homing attack the final areas bug like creatures can easily get behind you and hurt you however these enemies are dispatched in one hit and I find myself having a much harder time confronting one of these things than the first three bosses in the game. The larger the enemy the less intimidating they are in Oblitus.
Without giving the player any type of reward for killing or punishment for skipping enemies 95% of all enemies in the game simply become background noise.
-Unlockables-
Finally Oblitus keeps you coming back for more with the collection of a single artifact piece on each run. The game gives you a teaser of this awesome boss fight after every time you complete the game and you slowly build this mask. Once the mask is completed you start a new run and are super pumped to fight the final boss. THERE IS NO FINAL BOSS! You give the mask to Mud and he goes good job dude way to waste all your time.
-Verdict-
While combat is good there is no need to fight any enemies, bosses are easily dispatched and eventually you feel as if you waste your time run in and run out. So much potential but this game is a huge let down, I cant recommend.
Edit: I'm not entirely sure what you people think procedurally generated means. The environement doesn't change. It's the same every single time. You guys don't think Souls games are procedurally generated, do you? It doesn't take 100 hours of playing a game to know whether or not it's generated randomly. Much like in Souls games, when I died and started at the beginning, I could retrace the exact same route I took previously. Nothing changed.
----------------------
THIS IS NOT A PROCEDURALLY GENERATED GAME, DESPITE WHAT A CERTAIN CURATOR MAY SAY
Oblitus feels very much like an early access title that will never receive any updates. While the game that exists is alright, there isn't much content, and there isn't much reason to come back for more once you've already played it.
Oblitus starts you off in the middle of nowhere with only a spear. You can use the spear for melee attacks, or throw it at enemies and wait for it to respawn in your hands a couple of seconds later. The combat is alright, though collision detection is spotty. You can also jump and roll to evade enemy attacks.
There is no procedural generation here. The only thing even remotely randomly generated is the powerups. Everything in the world remains the same once you die and respawn. Speaking of which. If you die at any point, you will be sent straight back to the menu. None of your progress is saved, and starting again will be just like the time you first started.
If you pick up any of the 20 or so powerups in the game, they will be gone, and you'll have to pick them up again.
There's about three or four bosses total, each varying in attacks and weaknesses. The bosses are pretty terrible, and will either repeat the same moveset over and over again, have a one-hit KO no matter your health or powerups, and/or not even have an obvious weak spot at all.
The game also focuses heavily on backtracking. So you will traverse through an area, pick up something that allows you to break walls, then traverse back through the area exploring areas previously unexplored. This would be great if not for the fact that the entire world is interconnected, and it's possible to fall from the very top, through several loading screens, back down to the bottom. At that point you're better off starting over again.
The framerate is spotty. There's no resolution options. There's no v-sync options. There's no options really.
It's a really frustrating game, because it looks like the artists made a good game, then whoever was responsible for the gameplay just kind of threw something together from another game, didn't finish, and called it good.
You're buying an unfinished game.
Well I deleted my past review. This game is good. If you're looking for a sidescrolling Dark Souls...eh I can't agree with that. If you wanna play a game thats along the lines of Volkkor, then hell yeah try this. It's not an easy game. You will die, and die often. But if you enjoy the art style and the gameplay looks interesing, then try it out (unless you're iffy, wait til a sell comes through) If the game has peaked your interest because of the relation that it's getting to Dark Souls, then I can't recommend.
I'm a man that will admit when he's wrong and I was wrong and sorry if I turned someone away. I looked into reviews, got angry, and I jumped to conclusions (you know what happens when you assume) This is an interesting game. I hope with the second installement, or dlc, that they implement some more weapons, armor, maybe even classes. Then i'll be on board with calling this a sidescrolling DS.
7/10-would challenge my poopy review again
The developer of the game said he was inspired by Dark Souls creating this game. In a commentary it is said you will spend most of your time behind a shield(I actually rarely use my shield besides for bosses).
The movements of this game are very sudden and you need to be able to adjust yourselves to the surroundings to be able to play well. The detail put into the graphics is astonishing though the storyline could use a little more. We all know we aren't playing for storyline though.
Going through the game is a matter of time, process and elimination. You will have to repeat yourself until you find the right way to do something to continue.
This is the game for anybody who is into 2d games, hand graphics, and isn't aggrivated by repitition.
Дополнительная информация
Разработчик | Connor Ullmann |
Платформы | Windows |
Ограничение возраста | Нет |
Дата релиза | 19.01.2025 |
Metacritic | 69 |
Отзывы пользователей | 55% положительных (73) |