Разработчик: Red Obsidian Studio
Описание
Game System Introduction
- ★ A Roguelike gameplay and action system combined dungeon game.
- ★ Up to three weapons—used alternately in the battle, forming intricate attacks.
- ★ Props with many varying results to enrich your decisions in adventure as well as your outfits.
- ★ Monster differentiation system—the same monster may be affected by various differentiation elements, becoming tough to deal with.
- ★ With similar event mechanism like TPRG, all kinds events contain a certain choice and randomness.
What are the creative motive, game plot and game mechanism of the Red Obsidian Remnant? Which games do you use for reference in the process of designing?
As our first independent game, we choose the Roguelike dungeon type, because it is relatively well controlled. All the game experience is concentrated in a single hour of the game time, so that we can be more focused to make it rich and harmonious. Faced with the emerging of more and more roguelike dungeon games, what we can think of is to combine our game with ACT in order to make a difference. We hope the finally added plot can make the game more complete though the story is not the main part of the game.
Speaking of reference, we’ve seen a lot of good works and I think that encourages us to make our own. So, you may feel intimacy while playing the game. Since we all have been more or less influenced by Falcom, I think our game style is somewhat similar to that. In the aspect of Roguelike elements, we borrow a lot from The Binding of Isaac. I am an old player of the retro arcade games. I played a lot of SNK’s classical fighting games and the Last Blade is my favorite. I like to play on the arcade fighting platform occasionally, to recall the past.
What elements of the Red Obsidian Remnant do you think are interesting and innovative? In your opinion, what’s the core of the dungeon exploration roguelike game?
It’s our first time to make a Roguelike game, but we played a lot and we learn from others. The Roguelike game is the concentration of the long-term RPG, in which players have to experience a time to develop, and to develop changing routines in order to maintain freshness in each play.
The Red Obsidian Remnant is an action game and its fighting routine changes reflect more in moves. Besides, the equipment in the Red Obsidian Remnant is the key to influencing the development of the role. So we let the roles carry more weapons. The moves of each weapon can be used alternately and the combination of different weapons can directly form a fighting style. This can be counted as a solution, which just solved problems in the design. I think rules are born under various restrictions.
What are the characteristics of the monster system in the game? How to keep the balance of the monster system and the difficulty of the game?
As the action game, its basic part is to design monsters with different moves, based on which we add monster differentiation system. The differentiated monster will be attached around with spinning balls and each kind of the balls carries various effects, which may cause the monster explode or parasitize, split after death. You can simply do the math. Besides, there exist no monsters with pure armors since the armor will lead to the invalidity of the ACT basic system after the attack, and the failure to attack consistently, which will make you feel suck. Therefore, the characteristic of armors here is only adopted as part of the monster’s moves.
As for the difficulty and the relationships among monsters, we will enhance the AI initiative of the monsters, times of differentiation and the probability of the emergence of dangerous houses in the high difficulty mode. The premise is to maintain the basic value of monsters.
Sina Weibo
Поддерживаемые языки: simplified chinese, traditional chinese, english
Системные требования
Windows
- OS *: Windows XP/7/8/10
- Processor: 2GHz
- Memory: 2 GB RAM
- Graphics: GeForce 8800
- DirectX: Version 11
- Storage: 300 MB available space
- Sound Card: Any
- OS *: Windows XP/7/8/10
- Processor: 2.8GHz
- Memory: 4 GB RAM
- Graphics: GeForce GTX650
- DirectX: Version 11
- Storage: 500 MB available space
- Sound Card: Any
Отзывы пользователей
English is so bad you dont understand anything... which is a problem as there is no tutorial (another problem), and if then the text does not make much sense, its almost hopeless... Game also seems dead...
I had a few significant issues that contribute to a negative review:
1. The game refused to detect my controller...
2. ...so I tried mouse & keyboard and could not rebind my keys. The menu option is there but it doesn't save my settings.
3. On MKB, I cannot find the button to pick up items. It's not in the settings (although it does exist for controller) and I tried tapping all buttons on my keyboard while standing over an item and nothing worked.
As for the game itself, I managed to get through the first floor with no items and it seems alright. But I cannot continue playing the game with obscure unchangeable keybinds (why is the default dodge bound to U?!) and being unable to pick up items.
You spawn in a room, kill stuff, pick a new room, kill stuff. Get gear. Gear has next to no variety. Enemies have next to no variety. The rooms have next to no variety.
So what we have here is another game that's hedged all its bets on combat. And the question is: Is the combat good? Well inherently its going to be kind of lacking because of the enemy variety. But even beyond that? No.
You get to take two weps with... okay movesets. And juggle enemies. Do it enough you get a super move to spend meter on. Its basic, functional, fine. But not satisfying. Its just so easy. The enemies barely fight back. The moves are too strong.
One move in particular:
There's a weapon in this where the super move is to throw it at enemies. It tracks them. It nearly instantly kills everything. ANd its basically free.
My Quicktake on it (Parody):
https://www.youtube.com/watch?v=-JYrC4IfxGM
I have since finished multiple runs on all difficulties
TL;DR:
Pros:
- + Intriguing Talent/Misfortune System
- + Fluid transition from one weapon combo to the next
- + Equipment stacking
- + Endless mode with Leaderboard
Cons:
- - Bosses are always the same
[*] - Somewhat small selection of equipment and artifacts
Red Obsidian Remnant can't quite keep up with the genre giants, but has a few unique ideas going for it.
Generally the combat is pretty decent, it's not amazing by any means and especially against flying units, it can feel a little frustrating at times, but the 5 different weapontypes can be strung together quite effective mid-combo which feels great.
While there is a somewhat small selection of artifacts and equipment compared to f.e. binding of Isaac, if you happen to find the same piece multiple times, it's lets you stack them, increasing it's level und effects over and over.
Additionally you can encounter NPC's that give you little sidequests or can be hired as mercenaries, and plowing through the dungeon with your own little hero group is oddly satisfying (or scarring whenver they get torn to pieces).
After every run, you gain exp. increasing your overall level and gold that let's you buy new characters, and titles that will effect your future runs.
Levelling up gives you talent points, that can be spent to improve your character permanently, but will also unlock random misfortunes, that effect the behaviour and strength of enemies.
So that's how the metaprogression works and also increases replayablilty.
(Re-skilling will also reset misfortunes, so they can be randomized all the time if you want that).
One last thing to note is, that besides a lot of different difficulties, there is also an endless mode, where you can compete with others via a Leaderboard. A feature that I'd love to see in more roguelites.
Overall it's not a masterpiece, but it's pretty good and for the cheap price, definitely worth getting in my opinion.
Recommended!
This game is highly addictive and fun. I lost track of time while playing it. 9/10 well worth the price.
A great and deep dungeon crawling experience with a satisfying and fluid battle system.
I value games with a high replayability potential. Red Obsidian Remnant manages to deliver just what I want.
The core gameplay is about proceeding through randomly generated rooms while killing monsters, opening treasure chests, encountering merchants or mercenaries and obtaining better loot.
The game has surprisingly deep gameplay elements, and unlocks more features as you play through higher difficulties. Randomly generated options are pretty diverse. They're not just adding stats to your character, but sometimes even changing a way the weapon works by replacing combos or special attacks. Consumable items have a great variety too. Some items activate additional challenges you have to complete in order to get treasure chests to spawn. Other create areas in the dungeon where you can get gold by defeating enough enemies within them.
The soundtrack is also very good.
The only thing I can complain about is the technical state of the game. It has some minor bugs, translation typos and some very unclear gameplay elements I'd like to see explained in the game's guide. These issues don't really affect the overall gameplay experience, but I hope to see them addressed sometime in the future.
If you like games like Dead Cells, Risk of Rain and battle systems with heavy emphasis on juggling your opponents with fluid combos you might want to give Red Obsidian Remnant a try.
The translation is lacking, sometimes leading to confusion. English language support staff may have left.
But still the game is fun. It is a Roguelite-inspired action game, with permadeath. You can get some persistent buffs, but you aren't going to cruise through higher difficulties just from grinding. Many of the persistent buffs are relatively weak, and assigning points to the skill tree will also apply buffs to enemies. Mostly, to progress you will simply have to get better at the game itself, both in learning how to better exploit what you are given as well as just getting better at the combat.
The combat system is a bit more involved than it may originally seem. You can freely switch between three equipped weapons, with each weapon assigned to its own button. Switching mid-combo will simply continue with the next attack of the next weapon's string. Different types of weapons of course have different attack speeds and deal different amounts of damage, but the natures of the attacks also vary. Some attacks will juggle, some will stun, and some have movement built into them, giving you more reason to intelligently switch between different weapons mid-combo. Beyond this, higher rank weapons will carry not only extra elemental damage effects, they can carry other effects that activate upon killing an enemy (such as bestowing a protective shield or causing an explosion.) You also have jumping attacks, counters (performed after blocking, and some shields also apply special effects on block), specials that consume part of an "Anger" gauge, and supers that consume the entire anger gauge.
Mind, you might not notice those details about the combo system at first. The game requires you complete the game on Easy before you can play on Normal, and Easy can be beaten by randomly mashing attacks. There isn't a point to blocking until you reach Normal, and it doesn't become a critical skill until Hard. (Enemy attack rates are tied to difficulty. On Easy, you'll kill most non-boss enemies before they ever bother to attack.)
The game is quite fun. Multiplayer works fine.
But the translation needs work.
This is a first impressions reveiw. I do intend to play more of this game, and I'll update the reveiw if I have anything new to say.
The hillariously bad translation is simulteniously the best and worst thing about this game. While it isn't 'not' fun, it feels very incomplete from the start, like a very early access product. Get it on sale, and you'll probably have your money's worth. Overall, I feel that it's OK, rather than good or bad.
Great game, only gripe is that if you click side quests, the game goes to the dev console and you cant get out of it. Every command says "permission denied". So, you're forced to restart the entire game.
its like some kind of dark soul dungeon version when u playing nightmare mode
Played this today and I really enjoyed it!
First 30 minutes of gameplay here
https://www.youtube.com/watch?v=AntaErSL9Nw&feature=youtu.be
I'm not a huge fan of the art style and animation, but it gets the job done for sure. The combo system is much deeper once you dive into the game a little bit and the controls are pretty spot on. I played with the keyboard and it worked fine, but I would have loved to play with a controller.
All in all I liked the game and it was only 8.99. It was a fun dungeon tower, roguelike, beat em up, anime style brawler. If that sounds at all interesting to you, I suggest you buy it!
It is quite fun game, but there are still lots of bugs as this is early access still. I had to quit the game and restart for a few times due to bugs. Nevertheless, I would still recommend the game as it is really fun to play after all.
Fun dungeon crawler in that familiar roguelite vein. The devs mention being inspired by Falcom games, and it shows not only in the gameplay but the excellent music! Just watch the trailers!
Easy mode was deceptively easy; I haven't yet cleared normal and there are a few difficulty levels after that. Having an appropriate spread of weapons at all times is important- I usually mess up by relying too much on melee and running into a tough AoE opponent (that damn harpy)! Thankfully, some of the rogue-lite elements include a persistent skill tree and a random item/boost vendor between runs so if anything, boosting up is a matter of a little grinding. One rogue-like element I'd love to see the addition of is something like colored potions/pills from Binding of Isaac - items whose effects are randomized each run.
On the subject of rough patches, the floor generation and actual rooms leave a bit to be desired. Hidden rooms would definitely spice things up a bit! More furnishings and props would be nice. Heck, more everything. A lot of the altars and such look very similar. More mobs and not just palette/elemental swaps. Unique sprites for the vendors (they look like adventurers now). And more of that fantastic music!
On a separate note about the current state of the English translation - it is a little rough but nothing one can't work through with a little intuition and usage of context clues. There are a few issues here and there with the UI scale and some broken HTML elements but certainly nothing show stopping.
As of this review, the game is only at version 0.6.0.0. Core features are still being added, and I'm eager to see where it goes. Right now it's a rough gem that will really shine with a bit of faceting and polish. Highly recommended for hack-and-slash and rogue-lite fans, even in EA
So far with what the game has there isn't much, but I do enjoy the smooth combat, good music (theres not that many tracks i think yet?) and good art definitly worth the purchase. The translations aren't complete and aren't all that useful sometimes, but you don't really need it i noticed.
tl;dr Rogue Lite Dark Souls, definitely worth trying out.
11/26/2017
Devs are still working hard at the game minor translation fixes and best of all they added 3 new weapons and MULTIPLAYER PVP
High replayability, enjoyable rogue-lite combat and system for under 10 bucks. Easy to learn, hard to master. Perfect for those bored with dork souls. Can't go wrong. Translations are iffy but understandable. Animations and spirtework leave something to be desired.
It' a singleplayer dungeon crawl and brawl rogue-light. It has a pretty good soundtrack. Also it has a decent variety of enemies, items, and weapons for you to pick up on each run. There are a variety of difficulties, as well as challenge and side missions. All in all it has a decent amount of content for $8.99. Of course keep in mind the main game loop always plays out the same explore a floor then clear the boss to move on. I think the game would be alot of fun if you could play it online and team up with friends since there are diffrent skills you have to choose from to build your charecter. As far as complaints all I can say is I found the default key bindings to be pretty bad IMO. Luckly you can rebind them however you like. This is one of the few games that I would probably enjoy more with a controller though. Also when in the dungeons you can come across floors with people you can hire to team up with you, but you have no control over there equipment, skills, or items. They just kinda follow your lead and attack the closest enemy. It would be nice if you could give some of your items and other wepons to your party members and have a bit more control in that regard. Other than that I think the game isn't bad for the price. I'm sure if you wait it will go on sale or show up in a bundle before long if your not certain its for you.
UPDATE - This game is in a vastly improved state now. Less grinding, more items, more run persistence through an NPC that sells starter items/weapons, a faster pace, refined skill tree, and special moves to add variety to the combat. Even if the art style and animation are keeping you away, definitely give this game a chance, as it will only get better from here. The developers are taking the game seriously, and it's updated several times a week. Any major issue is patched out quickly. The one downside is that there's almost no English community for the game, and the English feedback thread has been dormant for a few weeks now. Don't let that stop you from trying a good game out, though.
A well-polished game, especially for one that's only been in early access for a day. The art style and motion tween animation leaves a lot to be desired, but the game has heart in the right places. The combat takes the roguelike/lite genre in new places with fights that feel like the player has control over their success even without grinding. Still, the game is a bit grindy in its current state; many of the time attack challenges are borderline impossible to clear on a fresh character, some bosses have way too much health for how often they break out of combos, and if you're only making it to the second boss consistently, it can take upwards of an hour to earn a single skill point. The progression system is deep even in this early state, but the grind to get anything worthwhile may be a bit too much for most players. Buy now if you want to support a roguelike doing something new (fast, responsive and stylish melee combat), or wait if you're looking for things like less grinding or co-op.
Pros
- The best melee combat in the genre, at least for now.
- A progression system that adds depth through grinding like double jumps that extend combos, and more time to land just counters and dodges.
- A combo system that easy to learn and mildly difficult to master.
- A solid foundation that will only show improvement as development continues.
Cons
- The art style and motion tween animation look and feel a bit amateurish, but this doesn't prevent the game from feeling polished otherwise. At first glance it may not even look like a retail game. Perhaps this will be improved later on, but don't let it prevent you from trying the game out.
- Some enemies and bosses have far too much health for a fresh run, slowing the pace down and making the progression system feel grindy when it takes so long to earn even a single skill point.
- Even if the player goes for the meaty stuff (more health, double jumps, more counter time, etc.), it's a significant grind to get anything worthwhile. Combine that with the high enemy/boss HP and the beginning phase of the progression can start to drag on.
For $9 you're still buying into an idea, but what they have so far shows a ton of promise. Hopefully articulate feedback is given and taken seriously by the developers. There are many roguelikes on Steam, but none like this one.
This game is a lot of fun. There's a lot of depth to it that you don't initially see. If you're a fan of combos, beat 'em ups, and loot, then check it out.
Translations aren't great, but there is a guide in-game, that's English. It explains a lot of the mechanics. Other stuff you figure out from playing a bit.
You can go back to previous stages to collect items if you'd like. Store weapons for later. Permadeath.
Merchants, weapons can be leveled up and lots of random type events. You can get better loot by beating certains challenges that each stage gives you, like beating all enemies within a certain time limit or without taking hits. Hire some helpers or enchant them to help you too.
Controls are fluid - I recommend a controller.
A fun action-RPG roguelike game that doesn't have quite the best translations (or sometimes no translations at all...) but is still playable. Still Early Access so hopefully they'll improve the translation overtime. The rest of the game feels done already.
You get to choose up to three weapons at a time to use from a number of differnt weapon types, allowing you to combo between them very easily in action packed, fast-paced combat. You also can find items (which are called Props for some reason?) that can be used to help out combat in different ways. Although you dont gain experience during a playthrough, you gain experience after you die to gain new talents that help you on your next playthrough. Progression while inside the dungeon is done through improving gear or finding better gear.
Overall, its a good game, just needs some better translations!
Игры похожие на 红石遗迹 - Red Obsidian Remnant
Дополнительная информация
Разработчик | Red Obsidian Studio |
Платформы | Windows |
Ограничение возраста | Нет |
Дата релиза | 15.01.2025 |
Отзывы пользователей | 82% положительных (22) |