Разработчик: Damian Schloter
Описание
You have been imprisoned and left to rot in the depths of Slasher's Keep, a frightful construct towering above the forgotten forest in the remotest wilds of Ool. As rulers came and went the keep remained the final destination for the nation's most undesirable elements. Many a scoundrel has tried and failed to escape its dungeons, perilous as they are. Will you share their fate, or will you overcome the challenges ahead involving the features below?
- randomly generated levels
- various traps to trigger and secrets to find
- randomly generated items granting you stats and abilities
- dynamic melee combat with different swings and thrusts, as well as precise parrying
- smacking of enemies into spikes and chasms using your inventory sack
- various types of enemies with different abilities
- various types of magic wands for a bit of ranged combat
- two playable characters to choose from with more to unlock
- a drag-and-drop based crafting system
- cartoon graphics made up of cel-shaded models and hand-drawn sprites
- Get a new dungeon after dying and grow stronger with each run!
Поддерживаемые языки: english
Системные требования
Windows
- OS *: Windows 7+ 32bit
- Memory: 2 GB RAM
- Graphics: Geforce GTX 460 or equivalent
- DirectX: Version 9.0c
- Storage: 2500 MB available space
- OS *: Windows 7+ 64bit
- Memory: 4 GB RAM
- Graphics: Geforce GTX 770 or better
- DirectX: Version 9.0c
- Storage: 2500 MB available space
Отзывы пользователей
Very cool game
Combat sucks.
The game's decent, but not great. Combat is pretty simple, most deaths I had were due to me making a dumb mistake, as long as you play it safe you should be fine. There's various classes and while I had some fun playing through, after finishing it once I didn't feel the motivation to try a different class because it seemed like my gameplay style would still be the same. The weapon crafting system was cool, and I did like the mechanic of being able to toss stuff back to the beginning at checkpoints so if you die you can start with some good gear. So I'll recommend it given I enjoyed it enough to put 11 hours in, but I wouldn't recommend it as a roguelike to put countless hours into.
This game is amazing and I mean it. Among the pile of shovelwares and assetflips in this store you will, eventually, find gems like this. Go watch the developers YouTube channel. The guy put his heart on it. And it shows.
Sure there are bugs and sure the """"young"""" folk can't parkour anymore BUT the premise behind the game is solid. After you realize someone dedicated a lot of time in this single man project, you will enjoy past it's obvious flaws and give it another try. The weapon system is well thought, it's customization is rarely seen among the genre. The style is very concise with it's limited scope and even hand-crafted! But the gameplay mechanics shine every level with mindless fun, making each enemy encounter a race to spikes (for the 'ol kick in the nuts)!
If, at any moment in life, you asked yourself: how could I make a simple GOOD game? The answer is right here past the big green BUY button.
Dark and Darker but single player, hand drawn, and a bit less frustrating.
Good if your computer can't run Skyrim. Otherwise just play Skyrim.
Agree with everyone else. Looks amazing, the combat isn't very fun
Idk what these people are talking about: this game is great.
It's definitely not as hard and punishing as Dark Souls. The art style and graphics are very charming. You can rotate around an apple and it'll have some 3D depth and effect. Again, very much not as punishing as Dark Souls. Dark Souls is for people who like to eat nails and broken glass for fun. This game even has a chute to send items you don't need anymore back to the start room for when you inevitably die as a head start to restarting.
When you die, you lose some skill and all your items, but, again, the chute mechanic, and you still retain some level. The custom weapon making is pretty cool too.
The combat and mechanics are very fun and rewarding. It's definitely not the type of game where you sit there, turn off your brain and mash click till things die. You have to actually think about timing a little bit, and stepping backwards sometimes. It rewards you for having skill and not limiting you strictly to base stats. I like this more than I like Barony, and I have a lot of time in Barony.
This is very much a labor of love game, and I love this game so much already.
Seriously, I have no idea what people are talking about when they say this is punishing: I just think these types of games aren't for them. This game has good humor too.
A really neat concept for a game, but the clunkiness really ruins it for me. Constantly getting stuck on objects on the floor, the too tight corridors of the game make it so you're constantly wedged into spots, all in all, I would not recommend it.
Note: I really wish there was a neutral button for this game.
[table]
[tr]
[th] ✔️ The Good [/th]
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[tr]
[td]
• Unique Visual Style: *Slasher’s Keep* features a striking, hand-drawn art style that makes every dungeon and enemy visually engaging, adding charm to its roguelike gameplay.
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[td]
• Dynamic Combat System: The melee combat is fluid and satisfying, with a variety of weapons and physics-based mechanics that make encounters feel impactful and rewarding.
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[td]
• Deep Crafting System: The game includes a robust crafting mechanic, allowing players to customize and upgrade weapons and gear to suit their playstyle.
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[tr]
[td]
• Replayability: With procedurally generated dungeons, unique character traits, and a variety of items to discover, the game offers high replay value for roguelike enthusiasts.
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[tr]
[td]
• Engaging Progression: The skill tree and loot variety provide a satisfying sense of progression, giving players the tools to experiment with different builds.
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[td]
• Challenging but Rewarding Gameplay: The game strikes a fine balance between challenge and reward, making victories feel earned and satisfying.
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[/table]
https://steamcommunity.com/sharedfiles/filedetails/?id=3393095230
[table]
[tr]
[th] ❌ The Bad [/th]
[/tr]
[tr]
[td]
• Inconsistent Difficulty Spikes: Some levels feel disproportionately harder than others, leading to frustration for players not prepared for sudden jumps in challenge.
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• Repetitive Level Design: Despite the procedural generation, some dungeon layouts and enemy encounters feel repetitive over multiple runs, reducing long-term freshness.
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[td]
• Clunky Inventory Management: The inventory system can feel unintuitive and cumbersome, especially when sorting through loot mid-dungeon.
[/td]
[/tr]
[/table]
https://steamcommunity.com/sharedfiles/filedetails/?id=3393095342
[table]
[tr]
[th] ⚠️The Ugly [/th]
[/tr]
[tr]
[td]
• Extremely Buggy: *Slasher’s Keep* suffers from frequent bugs, including glitches that can lead to unfair deaths or disrupt gameplay flow.
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[td]
• Stage 7 Issues: Stage 7 is particularly frustrating, as it involves excessive parkouring without a save point, making it insufferable to play.
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• Unreliable AI Behavior: Enemy AI can sometimes behave unpredictably, with foes getting stuck or failing to engage, breaking immersion during combat.
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[/table]
https://steamcommunity.com/sharedfiles/filedetails/?id=3393095506
[table]
[tr]
[th] Current Price 💰 [/th]
[th] Historical Low 📉 [/th]
[th] ⛔️ Worth the price? ✅ [/th]
[/tr]
[tr]
[td] $13.99 [/td]
[td] $4.19 [/td]
[td] ✅ If you like Roguelike Crawlers and can overlook the bugs its ok. Regardless, Get it on sale. [/td]
[/tr]
[/table]
[hr][/hr]
Overall Score:
6.5/10
You're going to die.
Spider boss = throw bombs at spider eggs = acid pool = run around
Spawn, loot, craft weapon, die
Spawn, loot, craft weapon, chute, die
Spawn, loot, craft weapon, chute, loot, kill spider boss, fall in hole, die
Level 9 is gay
lovely aesthetics ruined by punishing death, miserable combat, and being just yet another rogue lite in a sea of rogue lites.
yes
Took a bit to 100%, but I generally liked it. I liked the various abilities, and the crafting is fun. I really wanted to try doing wands more, but I never felt like they were consistent enough, even with abilities that boosted them. Overall, it was a fun game and worth it on sale.
Not very fun the game is super repetitive and the combat is not fun. The concept is really great and i like the graphics but it is boring in play. All the great stuff in the clips with the physics and stuff is really rare you are not doing this often it is mostly block their attack, now start to hit them a bunch, then you stop to block an attack and then start to hit them, a bunch and do this over and over.
unique and unforgiving, get it if you're into that.
Simple dungeon crawling fun. Get it on sale and you wont regret it.
It's not bad. I just find it to be a little too simple and tedious at the same time. The mechanics themselves are slow and easy, but demand your vigilance and focus at all times. Each stage is a big step up in damage/health from the enemies, and there's good enemy variety. Though I will admit the skulls are beyond annoying. It's basically "Have enough ranged consumables." or "Wait a random amount of time for them to stop shooting and actually attack you." The weapon smithing system is top notch, I really liked it.
Permalearning perks you find is a cool system, a good way to simplify rpg progression so that it wasn't so tedious when you died.
But, I feel like where it falls short the most, is in its random generation. It didn't take me long before I was *so* sick of going through this extremely simple and 1 dimensional map devoid of any wonder or sense of exploration. My biggest obstacle in every run is running back and forth through the toony tunnels to wherever my map wasn't filled to try and find more rooms I missed, or get back to the shop/chute in any area.
I think it would be much better if every floor just went on forever, and had multiple exits, then you could do silly stuff like farm the first area until you're a god. Or you could belay going to the next jump in difficulty until you're ready. This would make it possible to complete a run first try. It would also drastically cut the tedium of careening down the halls you already emptied to "get to the thing".
If I could go back, I wouldn't buy this game unless it was on sale for < 5 dollars, there is just too much tedium involved for it to have Slasher in the name.
fun but abandoned by dev
I have played 3 hours and, in this economy, that makes it worth the 13 dollars whether enjoying it or not, at least it only cost me $13 dollars to get 3 hours closer to death.
I am enjoying the game at this point.
This is a VERY difficult review to make with the lack of a more nuanced recommendation option. This game looks AMAZING. The art style is one of the most interesting I've seen. The game mechanics are interesting and unique. HOWEVER. The combat of the game simply falls flat. The melee combat feels very clunky and at times unresponsive, and the wands feel incredibly weak and difficult to use.
This game has some major potential, but unless it's polished up, I can't recommend it as a full experience. It feels far more like a proof of concept rather than a full game.
This game is a pretty hard sell for me. I love difficult games where you feel like you are gradually learning and getting better at the combat, but player ability feels like it practically doesn't matter here. You get constantly put into situations where death effectively feels scripted until you just get better items. For example, you enter a room, the door shuts behind you and you get immediately piled on by 4 or 5 enemies from all sides, so you just have to sit there and accept massive damage, or to simply die on the spot. The combat feels extremely clunky and "having better movement" or "getting better at parrying" feels like it just doesn't matter when you are just have to accept damage regardless.
The progression system also feels pretty frustrating and dissatisfying compared to other roguelike games. Sure there are a few permanent upgrades, but losing percentages of player level, equipment, and money doesn't feel good especially if you just get very unlucky. After dying for 4 or 5 times I never even got to learn what you use money for.
The game feels like it lacks polish in a number of ways. In addition to the map being small, it's unnecessarily confusing especially because staircases are labeled the same color as walls and all of the room designs feel like nothing meshes together or has any sense of identity, and even the open rooms manage to feel claustrophobic. One run I found a "secret" where I traveled up a staircase but the secret was literally a requirement in order to progress to the later part of the level. There is also no in game menu to see all of the controls listed out for you, and after the game gives you a prompt there's no way to go back and relearn what just happened.
All in all I didn't have a terrible time playing Slasher's Keep, but despite being a huge fan of roguelike games I thought there were too many fundamental aspects that fell flat for me. Maybe I will return to the game and give it another chance some day, but I don't see that happening any time soon.
Very cool very nice
It's like a group of people wanted to make a punishing dungeon crawler, but mistook spongy enemies as "punishing" and then tried to add platforming. Emphasis on tried. There's a really good framework here, tarnished forever because what was built atop it simply isn't.
Gameplay gets very monotonous and character progression feels actively detrimental. As you progress, more and more you will be forced into a very slow and careful playstyle, lest you get swarmed by spongier and spongier enemies that will 1 or 2 shot you. That is fine if you like an intentionally slow dungeon crawl and you have the combat mechanics to back it up, but I found that after a single completed playthrough (which is more than the vast majority of people who have played the game), progression got more irritating than anything else. That isn't helped by parrying being a bit inconsistent, especially as enemies start attacking faster. Sometimes attacks will just hit anyway, even if you are blocking in the correct direction.
If you enjoy slowly replaying very samey, procedurally generated dungeons over and over, this is definitely the game for you. I think a few, small tweaks could have increased the game's longevity, especially when it comes to character and enemy level progression, but as is, the game doesn't really work as a rogue-like.
Also, while I liked the music, much like the game, it got incredibly repetitive, since you have to replay the same floors many times and the same relatively short tune always plays on those floors, on repeat.
fucking amazing, one of the best rogue-likes I've played
Дополнительная информация
Разработчик | Damian Schloter |
Платформы | Windows |
Ограничение возраста | Нет |
Дата релиза | 15.01.2025 |
Отзывы пользователей | 83% положительных (1526) |