Разработчик: Super God
Описание
Instead of erratic hacking of the attack button the player must instead first aim at their target and then strike. The attacks are powered by arcane gems which make them powerful enough to bring down the ancient dragons threatening the world. Each gem takes a few moments to recharge, which means the attacks must be planned carefully lest they run out at the worst possible moment.
Features:
- CRAFT YOUR OWN COMBO
- GAMEPAD SUPPORT
- INTERESTING ENEMIES
- TERRIFYING BOSSES
- LARGE GAME AREAS
- UNLOCKABLES
- MYSTERIOUS LORE
- UPTEMPO SOUNDTRACK
Поддерживаемые языки: english
Системные требования
Windows
- OS *: Microsoft® Windows® 7
- Processor: 2.4GHz
- Memory: 1 GB RAM
- Graphics: 256MB Graphics
- DirectX: Version 9.0c
- Storage: 130 MB available space
- Additional Notes: Microsoft Xbox 360® Controller for Windows® (or equivalent) is strongly recommended.
Mac
- OS: 10.6
- Processor: 2.4GHz
- Memory: 1 GB RAM
- Graphics: 256MB Graphics
- Storage: 30 MB available space
- Additional Notes: Microsoft Xbox 360® Controller for Windows® (or equivalent) is strongly recommended.
Linux
- OS: Ubuntu 14
- Processor: 2.4GHz
- Memory: 1 GB RAM
- Graphics: 256MB Graphics
- Storage: 30 MB available space
- Additional Notes: Microsoft Xbox 360® Controller for Windows® (or equivalent) is strongly recommended.
Отзывы пользователей
Rad! Killer slashing and cool tunes inside the stages! Love it!👾
TL; DR Rip, tear, and live to tell your tale.
Note I played with KBM.
Story
Dragons are buried beneath the earth, and they have been unleashed. Our weapons do nothing, humanity faces extinction, but the Astral Gems have the power, use them, tear them apart.
The story is optional, there is only one mandatory dialogue. Worldbuilding, and backstory is all handled with notes found in libraries or at the end of a section, you can skip all of them. All you need to know is told to you in the introduction but sure you can read the notes and some of them are interesting or a sort of deadpan fun, but I stopped bothering after a while because it is not why I like playing Riptale.
Presentation
One of the first things to pique my interest in Riptale is its striking visuals. Retro designs with little to no depth or shadow in black and white but then contrasted by a vibrant red. It is and always has been a killer combination.
The fact that the enemies are easy to tell apart is a plus, as is the fact that all hazards have something red on them. So Riptale ends up being quite readable even with a low focus and with the blood splattering every which way and as your sword leaves a distinct steely trail through dragons and their cultists.
There are also unlockable filters and while I did not bother with them too much, I can see the appeal for using a few of them. Who has not dreamed of playing Riptale on the Virtual Boy? However, there are those that are less of a novelty and reduce the contrast of the art style and those can feel less straining on the eyes.
Video games often have soundtracks, this is no exception, I remember when I first played this, and I was immediately taken by its introductory theme Bells of Convocation, it is slow, methodical and surprisingly heavy which means it is very different from the rest of the OST.
In general, I like it a lot, but I can see why someone would get bored with it, and that is primarily because it is short. Most of the music that anyone will hear is the area themes, and the boss theme, the others take up such a minute amount of a time that they are barely worth mentioning.
Yet, I did find myself liking the area themes, even now I do not get bored with them. They have great tempos and can get my adrenaline pumping. They are enjoyable to listen to and also made to loop well, and if they were not this would have been awful. Though, with that said, it also gets very repetitive to listen to the same three songs on repeat, interspersed with the boss track, and if you are good, the fourth area theme.
Gameplay
Descend into the bowels of the earth, go deeper, and deeper, drown the catacombs with blood and gore kill the dragons and their worshippers, and buy Astral Gems from the skeleton who makes bone related puns.
Riptale is fun, there is a frantic quality to it since enemies die in one hit, but all of your mistakes are harshly punished. It is something quite special, and very satisfying to behold, when you kill multiple enemies in one stroke or when you finish a combo, their blood splattering the walls, and coins scattering about. I love it.
The punishing aspect is also something I enjoy. Enemies are distinct and have one attack so it is easy to memorize and deal with them appropriately but when you mess up, you will be hit, that's bad. This might have emphasised a defensive approach to combat but that is not exactly right. Yes, you should pick your battles and you should approach enemies in the proper order and from the proper direction, but killing an enemy with each of your strikes will recharge all of your Astral Gems and that is far more preferable than waiting and potentially dying as a result.
Make no mistakes Astral Gems are your only attacks, and they are also your dashes. You need to use them effectively and dashing blindly can have devastating consequences. It also creates an interesting dilemma. Yeah, you can buy new Gems and unlock more powerful attacks, but they will affect your dashes and then your muscle memory can get you killed or cost you some health.
Which is really bad, losing health is something you will want to avoid since you will not have much to spare, the only way to recover is getting lucky: having enemies drop one or finding consumables in a room, the only other way is completing a subarea which rewards you with a single health point.
That is not something you will need to worry about on Hard mode, because if you get hit you die. It can get annoying especially since the challenge it provides exposes the game’s most fundamental issues.
One of the most glaring issues is with the lock-on system, and the auto-jump both of these are there to help you, and sometimes they do, but a lot of the time they have gotten me killed. They are very unpredictable, sometimes they work sometimes they do not, you will line up an enemy so that you face them perfectly but uh oh you slide down and attack just below the enemy, if you are in the Underground Forest or if they are against a mole-dragon than that means you die. I am not exaggerating because it means near-instant death, in extremely rare cases you can save it, but the thing is that both of these enemies require you to attack from specific angels and so when they move, or if they spawn unfavourably, you are in a terrible situation. The Forest swordsmen have the added difficulty of a very short windup, so even when you start attacking outside their aggro range, and even when you think you have a good angle they can still attack before you, which means defeat. So, add to that an unreliable auto-jump and lock-on and you have an area that feels like pure RNG, that is frustrating, it can get to a point where you restart every run unless you start in the Underground Forest so as not to waste your time.
Not to mention that you sometimes die as soon as you enter a room. You drop down or you enter it and right there is an enemy, you have a split second to kill them but your slash is a dash so you might force yourself into another group of enemies and then die. Such things are not too bad on Normal, but on Hard is gets really old, and frustrating.
To accentuate how hard Hard is: I started attempting Hard runs at 18hrs of playtime, I have not beaten it yet. My very best run reached the final area and had perhaps 4-6 rooms left before I reached the finale. I will not claim that I am particularly good at this sort of game, I can definitely be a bit too impulsive, but at this point it no longer feels like a skill issue, it feels like poor RNG.
I do love Riptale if I did not, I would not have played it so much, and I would have given up on Hard mode ages ago, and since I do recommend this game, I should end on other things I love about it.
There is one boss fight for each area, they are a lot of fun, with simple movesets or recognisable rhythms that are easy to learn, and that feel rewarding to master. Unfortunately, there is no boss rush mode, but a Normal mode run can be done quite quickly so it is not a massive issue.
Another thing I loved were the challenge rooms, these are great for getting a new player acquainted with the game. They are timed and force you to complete dark mazes, platforming, or kill hordes of enemies, of course this trains you to use the Astral Gems effectively and also consider the movement options they provide, which is great! However, all rooms you complete disappear, so once you have beaten them all you will never see a challenge room again.
Ultimately Riptale is a punishing game about killing dragons, that is a lot of fun, however, Normal mode is where the game is at its best since its most obvious issues are mitigated. I will continue playing this game because even Hard mode is a joy, and perhaps, one day, I will be able to dodge rain.
ive enjoyed this game for years. a simple and impressively rewarding game
Pretty good game, the slashing technique is super satisfying
Haven't finished the campaign (if there is one) but I really like it. Make sure to leave large gaps in your attacks so you can replenish crystals, but you also want to slash. And hoo boooy, slashing feels SATISFYING. Heck, a whole lot of stuff feels satisfying.
Really nice idea, but honestly not very much on top of it.
Game plays like it is a Roguelite with permadeath and random generation but the amount of content is rudiculously low and all runs are absolutely the same. No different characters, no alternative stages or bosses, no items. Buying upgrades that change the way your slashes work is the only thing you can expect, and most upgrades do not seem to change anything in fact or even make things worse.
Game also has a lot of RNG with random generation up to the point it gets annoying. It is very common that you are forced to do blind jumps with hardly avoidable damage from enemies that you could not see or a ranged enemy spawning in a awkward place where it is very hard if not impossible to get him w/o talking damage.
Game could be much better if it was not "roguelike" and honestly the only explanation of making it like that is to make it artificially longer, forcing a player to waste his time on the same 4 stages over and over again.
Not a terrible game but not a good one either.
You cant imagine how a simple slash & dash mechanic along with cool flow movement can make people play this game for hours.
I just kept playing and playing. The idea of running along & cutting somethings with style even though it is on a simple 2d format felt so good.
We definitely need more games like these. Worth full price 69/69
Entertaining Casual Rogue Lite Feeling Game.
Go into dungeons one shoting enemies.
Save up and buy new attacks to change your go too combo.
Gets more difficult the deeper you go.
Possibly best played on mobile to kill time despite how difficult 'aiming' may be.
No updates since 2017 but I hope to see more like it in future.
It's good. A roguelike platformer where your only attack is a really satisfying one-hit-kill iaijutsu slash. Style and cycle reminds me of Downwell, which is a huge praise since it's one of my favourite game.
It's not so well balanced, you may need to retry multiple bosses for multiple runs to be able to get their patterns, and sometimes the mechanic of attacking is just wonky and doesn't work as you would like to.
But that doesn't change the fact the game is so astonishingly fun, with every slash, everyblood splatter and every combo you make you start to get the mechanics down and it is extremely satisfacing when it pays off, the weight of your character constrasting the swiftness and power of your attack, the learning curve of the different enemies and the almost surreal text you find around. it is all truly a thing of beauty you don't get that on too many games.
Best than it looks, but got me bored too fast. Also, the stages randomness was so bad ( I just wish to fight the Twins, some times they are the 1st boss, others the last one...)
Music was the best part, really makes you want to play more and more.
Combat was fine, but it's way too easy lose control.
Good value, but a sale is recommended.
Quite good. It's a very, very light rogue-lite. Really it's just-you die you start over from the beginning. We used to call those "video games." Fun combat once you get the hang of it.
It's a duochromatic game about descending into the earth and fighting monsters.
You know what's a great game, Downwell, a duochromatic game about descending into the earth and fighting monsters (and saving your cat). And in Downwell you can tell what objects you can stand on and which are background. Also the enemies had much more red on them that clearly indicated which could be stomped on and which couldn't.
You can also unlock screen filters, just like in Downwell.
What sets this game apart is the combat. You aim in a direction, press attack, and fly in that direction swinging. If you hit something, you get a moment of bullet-time to aim your next attack. Combo-ing seems good? Your attacks refresh if you hit with all of them, but not in challenges apparently. It feels good, and I think the enemies drop more gold that you can spend in shops for different attacks. However, you'll figure out an optimal loadout and stop buying pretty quick (assuming the shops have anything you want, because they often don't). Also Quick-Draw, Quick-Draw, Triple Attack FTW.
Hey Downwell had a combo-system too, as did Nongunz (another duochromatic side view rogue-lite).
I mentioned challenges. They are side-rooms you sometimes find with a challenge like: get to the end without taking damage, or kill X enemies in the time limit. Some are easier than others, but they only seem to unlock "Trinkets" that are trophies. Also instead of challenges you'll find a library with 1 readable book. The books give some snippets of a back-story or bits of history and are often humourous in style.
Man, Rogue Legacy is a great game. I played it a lot. It had similar challenges and books with a humourous tone telling the backstory. Just like Riptale, it has pregenerated rooms with randomly generated enemy and box placement (also like Nongunz). Rogue Legacy and Nongunz were more about exploring in all directions. There is no going back (up) in Riptale.
Did I mention most of the enemies in the game are dragons? I don't think I did. Don't get too excited, as this game's limited budget meant a lot of dragons are just heads. Seriously floating heads, or heads affixed to the floor. One firebreathing head can't even turn around. It just sits there, breathing fire at regular intervals. Death would be a relief for them.
You start in one of 3 areas and proceed through the themed levels with area specific enemies until you meet a Boss. Every enemy has their attack patterns and probably 1 or 2 will give you trouble. It was the kendo men for me, and the snakes in boxes (Spelunky). The difficulty level of bosses varies, with the two actual dragons being easy, but the 2 Fire-Jester-Twin guys are still brutal for me.
BTW the music sounds super familiar.
I'm not accusing Riptale or being a rip-off (sorrynotsorry), I think it has some obvious influences that's all. That's how many great games get made (and it's not like Rogue Legacy is 100% original).
So I recommend it, especially if you liked any of the games I mentioned above. Check out the combat and see if it's up your alley.
really fun roguelike, i have a lot more hours offline. the artstyle is interesting and the gameplay is smooth. also a bit of lore here and there.
Hornswoggled: that is my one-word review of this game.
Riptale looks cool, it sounds neat, the reviews are glowing, but the game itself feels largely unfinished at the worst, and deliberately mis-designed at best.
First, the Pros:
- The red-black-white aesthetic is very pleasing, and necessitates comparison to Downwell, another indie game with high-score, combo, and rougelite elements.
- The soundtrack is really fun and bouncy on the first few listens
- Slicing enemies feels really satisfying
- Bosses designs are interesting
And that's about it. Now, the numerous Cons:
- Progress towards unlockables is hidden, meaning that while you're always working towards something, however trivial, you have no idea what is contributing towards that unlock or how close you are to getting it
- Screen-filters are used instead of palette swaps, are few to choose from, and are mostly awful
- 'Trinket' collectibles have no function, and 'Scarf' and 'Pet' collectibles are purely aesthetic
- Shops only offer weapon upgrades, but shop appearance is highly randomized, to the extent that three stages can go without a shop, or three screens in a row can have shops on them
- A significant portion of each screen is occupied by crates, pots, and barrels, each which could be empty, or could contain money or a recovery heart. Breaking pots and crates is not a fun part of any game, but here it's integrated as a major gameplay element
- Combos are only rewarded significantly when the entire gem meter is used, which becomes difficult as more gem slots are added, or impossible when room generations either give you too few enemies to combo, or arrange enemies such that they can't all be reached in a single combo
- All of the lore reads like a freshman creative writing exercise, with no sense of cohesion but plenty of proper nouns, superfuous kingdoms, and random attempts at philosophical meandering
- Ability to navigate to previous screens is random, depending on whether they're vertically or horizontally conjoined. There is no map
- Gems don't automatically fully recharge when you begin a new stage--you have to wait for them to recover from whatever state you were in immediately after you killed the boss or went down the tunnel
- The soundtrack, while initially pleasant, becomes incredibly repetitive after even mild repeat playthroughs, with a selection of about three main songs ranging from "fast retro megaman-ish" song to "fast retro castlevania-ish" song to "fast retro megaman-ish" song, and an extra song for the bosses
- Boss intros are unskippable
- Text boxes can't be fast-forwarded through
- Unlocking anything takes forever. Compared to another rogue-lite game I bought at the same time, Monolith, in which my first round unlocked 4+ guns/items, in Riptale you can go five or more playthroughs without unlocking a single thing
- No animation or indication that you've been hit other than a small noise and your hearts going down
- You can't see how much health you've had unless you've recently healed or been hit
[*] You have to quit a run and go back to the main menu to change the sound/game settings
And there's probably a lot more, but I feel like by this point I'm just piling on. The point is, this game is not finished. It was, for me, disappointing. I wanted to like it, because it's an indie effort, it's reasonably priced even when not on sale, and there are definitely some enjoyable elements. Ultimately, however, this game feels like a waste of time. I might chip away at it for a few more hours, but I wouldn't recommend anyone else buy this game when there are many superior rougelite/rougelikes on selection.
Wow... This game is an Absolute Gem!!! (you'll get the joke if you play the game). It is a Must-Play for Fans of Rogue-like, Samurai, Sword Play, Minimalist Aesthetics & Gameplay, and Pure Fun!!!
TL;DR - BUY IT!!!
First off, the price is Spot On. There's no reason to wait for a sale, get this game ASAYCAI (as soon as you can afford it). It is very fun, easy to pick up and difficult to master. The difficulty comes from some design flaws, like the fact that enemies can cheap shot you with a clairvoyance that is utteraly ridiculous, right as you enter a room... or that controls are in fact too precise.
You do have to aim at your target before striking, and while it may seem like the controls are a little off - they are in fact incredibly pinpoint, almost to a fault. The angle and timing really matter, even more so given that you only have up to 3 consecutive attacks. If you have good spatial awareness, you'll get used to having to adjust your angle by literally a fraction of a degree. This could mean the difference between executing a sweet combo... or just getting executed.
The biggest issue I have with the game is the BG Music for the main levels. It's the exact same looped track and it does not really vibe well with the music in the Menu, Shops and "secret" Lore Rooms. It's way too fast-paced, and bass drum heavy to be the song that you're hearing throughout most of your playtime. The 16-bit Midi feel is great, but every other song in the game is much better than the main track imo. It wouldn't be so bad if it switched every 3 or so stages after you find the lore room.
Would also be nice if you had the ability to switch the locations of your abilities at will, but maybe in a future update? Anyway, it's a great game and I Highly Recommend it. Cheers!
Tested this on my friends computer and just had to buy it for myself!
One of the best games I have played this year, a breath of fresh air with excellent soundtrack.
Never have I played a game that has caused me such consternation as Riptale. Every time I play I think to myself "I hate this game. It sucks, it's too hard, there aren't enough pick-ups, there's no checkpoints or the ability to save progress so I can go about my life."
And yet, I play it. I play it all the time. Almost every day out of a library of more than forty games I love, I play a game that I hate. It's flaws make it's perfection. It's difficult to describe how I feel about it. Perhaps this piece of art intends for me to reflect on the duality of man. Perhaps I'm supposed to find meaning in the hypocrisy of my choices. Perhaps it's just a really good game.
10/10
I love how you can only use your weapon abilities to move around, making it high-paced and tactical to get from A to B. I might have been spoiled by Spelunky a tad too much, expecting secrets to be everywhere in the game, but even without these deeper layers Riptale is a very fun experience. Boss fights can be a little annoying sometimes, but don't feel unfair or anything. The standard color palette has some issues with readability occassionally (haven't tried the unlockable ones yet), but is lovely to look at.
This is a really cool minimal hack-and-slash roguelite. The combat is probably the most satisfying of any game ever, which is great. My complaints about the game don't even begin to overshadow how fun this is. For $5, it's a must buy.
However, I have some complaints with the game, and I think my biggest complaint is that there's no sense of area progression. Areas are randomized as far as I can tell, so your first level could be any of the game's levels. The red and white theme also makes sure that all of the levels really blend together. I played for over an hour and at all times I could never really tell you which level I was on or how long my run had been. None of the areas ever say "Level 2" or anything, so there's no way to know how long your run has even lasted. The fact that there's no sense of progression really hurts this game in my opinion.
The artstyle is a bit difficult to get past for me. Although it definitely looks cool, restricting the whole palette to three colors gives serious limitations which hinder the game's enjoyment. Having different areas be different colors would be a great way to differentiate them, which would solve some of the progression issue. However, I'm sure the developer is married to the style they created, so the most I can ask is to PLEASE make non-interactive scenery pieces a light gray rather than a white. It would be so much easier to interpret everything going on on screen if there was at least a little bit of differentiation between the important objects and the scenery.
There's a few other improvements I'd really like to see patched in. First of all, the D-pad doesn't work on controllers, which I'm sure would be simple to code in. Secondly, the antialiasing on the homing attack looks INCREDIBLY out of place compared to the rest of the tricolor graphics. There's also no way to see your health unless you get hurt, which I think is a mistake. I understand that this game is trying to stay minimal, but you can even see your gold at all time. Your gold count only matters when you're in a shop, but health matters *always*. So, that would be a good improvement.
The mechanic of switching out your gems is cool, but there's a few ways it could be made better. First of all, there's no way to rearrange your gems unless you're in a shop. This seems like something that would give the player more choices without affecting balance, so I'd really like to see it added. Next, there isn't much of an explanation as to what each gem does. I'd love to see a menu when you press select that lets you rearrange your gem and see a more detailed description of their mechanics. I admire the simplicity of "show, don't tell", but I honestly can't tell what some of the gems do compared to normal gems, even after playing with them for a while.
I really hope the developer(s) keep working to improve this game. The combat is so cathardic that I'll probably play this all the time, and I'd love to have some improvements to the rest of the game to top it all off!
A platformer with an authentic retro feel. Graphics, music, gameplay and even the difficulty reminds me of my childhood days spent playing NES platformers. Nobody holds your hand through the game, but instead you learn from the mistakes. One of the better rogue-like platformers out there imo.
This is exactly what it promises to be: Fast-paced, indie, oldschool, retro 2D-action. If you are looking for a fast-paced, indie, oldschool, retro 2D-action, then Riptale is your game. It is well executed and made with love & passion.
I haven't clocked much on Steam (yet), but I managed to play it on beta, so I'm familiar with it and immediately bought it when it was released.
For a price of a small pint, it's well worth the money and good fun for several hours.
Дополнительная информация
Разработчик | Super God |
Платформы | Windows, Mac, Linux |
Ограничение возраста | Нет |
Дата релиза | 01.02.2025 |
Отзывы пользователей | 90% положительных (58) |