Разработчик: Vindicate Games
Описание
Set in a desolate future, you play as an elite mercenary fighting against a dark force which has locked the Earth in a state of unending dusk. Discover and combine powerful enhancements to unleash even deadlier attacks as you battle the ultimate evil.
NEW Arcade Mode: Get the original retro beat 'em up experience with up to 4 players in local or online co-op. Play through the entire game on normal (infinite lives) or hard (12 lives). Set a high score and challenge yourself or your friends! No RPG mechanics included.
NEW Post Launch Update List:
- Grabs are in! You can now throw non-tank enemies
- Adjusted experience and rewards to make the game less grindy
- Re-balanced combat to make progression smoother
- Added more enemy types
- Added more environments
- Added more interactables
Cyberpunk meets beat ‘em up: Brawl your way through a post-apocalyptic future in an ever changing landscape. Randomly generated stages provide countless of hours of unique gameplay.
Customized Chaos: Make your attacks even deadlier by equipping enhancement mods and tweaking your tech tree. Swap your mod loadouts and discover new attack synergies that will make your combos bigger and better.
Play solo or with friends: Choose from distinct character classes. Fight solo or online with up to four players.
Поддерживаемые языки: english
Системные требования
Windows
- OS *: Windows Vista or Later
- Processor: Intel Core™ Duo or faster
- Memory: 2 GB RAM
- Graphics: OpenGL 3.0 compliant video card
- Storage: 1 GB available space
- Additional Notes: Gamepad highly recommended.
Отзывы пользователей
I understand why maybe the complete lack of velocity in the jump landing would turn some people off, but once I realized that this was more of a walk-n-block sort of brawler, I really fell in love with it. Then again, I'm an easy sell: there's a bunch of buff robots and demons trying to beat the hell of the each other in a post apocalypse mega city and that's pretty much always going to be something i recommend. The fact that it's in a universe of a beat em up with learnable enemy patterns is just a happy coincidence for me, and maybe for you, too.
The most apt description I can think of is that Unending Dusk is the Diablo 1 of beat em ups. Let that sink in. If you are the right kind of person, you will adore this game.
Too repetitive and too much grinding. Grabs work on one line only currently.
I am a big beat em up fan and I was recommended this game due to my beat em up library. I want to start off by saying that this game is not perfect and does have flaws but there is something special and charming about this game. First off I appreciate the great sprite work and animations I can tell the developers put time into their design. The upgrade skill mods are really cool and interesting. I think it was clever how they re-use the module effects on different characters. The class options are definitely interesting, I gravitated to the engineer. There are some good lite RPG elements I wish some of the mods and upgrade systems were explained a bit more but its not to difficult to figure out. So now for some of the things that were not so great. The animations and movements of the characters and enemies feels stiff as if the were missing some frames in their animation. I can understand that its probably very challenging to make so many additional animation frames since this may be a small team. I just think some of the attacks and jumps just do not feel fluid. The other thing is the enemy AI takes a while to attack at some points early in the game. I felt overpowered till I got past the high priest stage and then the difficulty spiked and I was like oh boy I probably need to level up. Over all I think the developers have something special here and I hope they continue to improve on their ideas for future updates or future releases. I wish them well and appreciate what they made here. I would recommend giving the game a try, its a definite pick up during a sale.
Bought this game years ago but only played it recently. I am having quite a lot of fun with it. Plays and looks like the beat'em up in the late 80's and early 90's, but with some simple RPG elements. The game is pretty simple to play even though the spawn rate of the enemies is crazy in the higher difficulties. Just a heads up, the last 4 stages involves fighting multiple bosses at once. The final stage has 3 waves of boss fights. First wave are bosses from stages 1-5. Second wave consist of bosses from stage 6-7. You fight the final boss in the third wave who has very annoying AOE attacks. Some stuff are not stated in game nor could be found on the internet. for instance:
1. You can play as all 6 characters one the same save slot. You need to choose which character to play each time you start a game.
2. Progression, level and gear for all characters in the same save slot is not shared but credits are shared.
3. It's the second heavy attack that can be charged (the one that can launch the enemies).
4. Special attacks and ability attacks have alternate modes activated by holding their respective buttons. Alternate special attacks usually comes with a buff to attack power, movement speed and damage reduction.
5. Higher tier mods are obtained as mission reward, bought in secret shops found in missions or bought at the forge when you unlock nightmare and hell difficulty. However, for the forge, you pay credits to get a random type of mod.
6. A skill(tech) is awarded every 5 levels. You need to choose one out of 3 at level 5, 10, 15, 20, 25 30, 35, 40, 45, 50. To respec, just select the other skill you want and pay the required credits. Max level for the game is 50.
7. Max mod slots is 50, starting from 1. You gain one slot per level.
8. Mods can only be upgraded for a max of 2 times. Some can only be upgraded once.
9. You have 45% base resistance in normal mode, 15% in nightmare, -45% in hell mode. But no worries, it is still very easy to increase the resistance beyond the cap, which is 75%. Certain skills can increase that cap.
10. You don't take damage when blocking attacks that can be blocked.
11. Templar's auras hit the whole screen (alt special ability attack, default special attack).
Finally, an advice. Don't start your first play through as rogue or templar. These characters cannot run thus very difficult to use. Best start as either of the other 4, finish the game and unlock endless mode. Farm adequate credits, then start your play through as a rogue or templar. The first level is easy and can get you to level 5. Buy 5 mods of your choice and upgrade them to max value. It will make the following stages bearable.
This game is worth getting on sale.
Unending Dusk is an old-school beat-em-up with ARPG mechanics and a pretty decent, darksynth-esque soundtrack that was admittedly rough around the edges in its early days, but regular updates have smoothed a lot of those edges and made for a compelling cooperative experience whenever I can rope friends into playing it. The developer even does double XP events on occasion, and eventually decided to leave it up permanently. It has up to four-player online coop but regrettably no local option in the story mode, though it is available in the arcade mode, which disables the RPG elements, and can use Remote Play.
The time and place: a dark cyberpunk future in the last city on Earth, still recovering from a fierce intercorporate war. The onset of a of seemingly endless night spells impending doom for the city given its reliance on solar power. A brilliant cyborg engineer has taken it upon himself to gather a band of the deadliest mercenaries, assassins, bounty hunters, war veterans and even religious fanatics he can get to find the source of the unnatural darkness and combat the strange forces it has arrayed against them. Together, this cabal of cybernetic warriors must shoot, punch and stab their way through a seemingly infinite tide of corrupted androids, cultists, monstrous creatures and worse.
Unending Dusk's player classes are easy enough to pick up but take time to master. The Assassin uses a sword and can cloak and ambush, the Brawler is self-explanatory, with nasty charged heavies, the Gunslinger has unparalleled range for a beatemup character with guns and grenades, and the Engineer is spammy with a lot of AoE electrical attacks. These four were initially available, with the Rogue and Templar added in later updates. The former is a fast-hitting character with the option for ranged attacks and fast-recharging specials, the latter an extremely slow-moving heavy hitter with long melee reach and screen-hitting holy auras. They have varying stats and attacks, but the control scheme is simple. You can walk or sprint, perform light attacks or charged/uncharged heavies, block, and use special and super attacks. Unlike many games, you can block without fear of chip damage, though some attacks, often denoted by an enemy flashing red, are unblockable. Certain passive upgrades even give you a temporary buff from a successful block. The Rogue and Templar cannot sprint, though the former has half the dash cooldown of other classes. Notably, the ability to throw enemies was added in a later update, with the classic "walk into an enemy to grab them" mechanic.
Upon first selecting a character and after completing a stage, you return to the Engineer's safehouse, from which you can access shops, your character's equipment and skill trees, use a stage select, and use practice dummies to gauge your attack damage. Stages must first be played in order but can be repeated ad nauseam for additional money and experience. The first five stages can be played on Normal difficulty, though stages five and six may test a particularly low-level player. However, later stages must be played on higher difficulties and these have a recommended minimum level exceeding what you would be on a first playthrough, unfortunately necessitating some grinding. When I first wrote this review I hadn't played the later stages, as the game is much more fun when played in coop and my friends weren't high enough level yet. One of them actually finished the last stage before I did!
General game feel is similar to the beat em ups of the SNES and Neo Geo, though with less emphasis on combos then games like The Ninja Warriors Again. There's some added depth in the RPG mechanics: Every five levels up to the cap of 50, you can choose one of three passive skills flavored to your class, and each level increases your mod capacity. These mods are the game's equipment, most conferring passive stat bonuses and some adding additional projectiles or other damaging effects to your attacks and abilities, along with new visual effects. The latter are called "Keystone" passives, and only one of a given type can be equipped at a time, but any number of non-keystone Mods may be equipped at at time, your capacity permitting. Different characters have different ratios of Physical to Plasma damage output, and inherit different percentages from the associated Power and Energy stats, meaning you won't want to use the exact same Mod setup on every character.
Of note is the game's generally forgiving respawn system: If you die in a stage, instead of kicking you back to the safehouse or out of the game entirely like in the old days, you can simply pay a fee taken from credits picked up in that stage, only being forced to start over if you run out of credits for revives. This cost understandably escalates based on the current difficulty level. There is no option to revive downed teammates in coop however. If someone dies, they have to pay to get back in, no exceptions.
I wasn't able to power through Unending Dusk like a lot of other games, and completing the Story Mode took many hours of play, via grinding for levels and upgrading mods. The game could stand to be less grindy still, but I've enjoyed my time with it and it has only improved with each update. I look forward to getting the rest of its achievements one day.
Once you've beaten 1 mission of this, you have, far as I can tell, seen everything it has to offer.
Up to map 7 or so it effectively has 4 types of enemies, 2 of which were only on map 7:
Dudes who walk at you and swing once. This is almost every enemy, they're functionally the same enemy.
Ninja. They're the above but spend the majority of their time invisible and invincible and if not juggled or killed go invisible as soon as they exit hitstun. Absurdly annoying.
Jiggle witches, who just spam fireballs at you. Serious spam. Like 1 ball every half a second per witch. Its pretty obnoxious.
Golems. They swing at you once then let you hit them for like 10 seconds. And die. What is the point of these?
Maps are absurdly repetitive. And stages are too long. You spawn in, kill 3 waves of enemies, all of which take too long to die for how many the game throws at you. Occasionally you get a message from a cat about events like totems... which you just hit and move on. Or the floor is covered in an absurd number of traps. But there's only like 3 events. And you have to do what feels like 10 areas per stage. 30 waves. With, until near the very end of the game, only 2 functionally different types of enemies, one of which is just annoying.
Once you reach the final are you get to fight the bosses. Goddamn are they trash.
Some examples:
- Man who dashes past you with a sword then heals ala Master Yi or Juggernaut. And does so a random number of times. And moves so far its hard (especially for Templar, who can only walk) to punish him at all, nevermind beat out the regen.
- Man who spends 90% of the fight invisible and invincible then pops up and shoots a screen wide laser that half the time ignores block for no reason, who even if you DO block it, immediately just shoots you again, somehow hitting behind him, so even if you play perfectly he just punishes you for free anyways. So you have to tediously tap him 1 hit at a time.
- 3 men at once who spam giant fireballs that juggle you and do way too much damage while also spamming aoes on the floor. Which, again, screw over the templar, who doesn't have the mobility to deal with this and still have time to fight back.
All of these bosses are entirely, 100% immune to hitstun. All have giant hp bars. All do far too much damage. And summon allies, infinitely, for free.
So if the enemies and maps are bad, what about us? The dudes we play as, progression, etc?
Its... not too good. Bad. Not sure what the devs aiming for here.
It has an rpg like progression system based around items; level up to gain capacity, use that to slot items for stats/to add effects to your attack and level up a skill tree.
But it doesn't tell you what any stat does. And the skill tree is just boring passives like 'fill X bar y speed faster'.
So the only interesting part is adding effects to moves.
You can add a missile effect and stike effect to your attacks. Spawn fireball, lighting, etc on moves. Amount of stuff summoned goes up from Light>heavy>ability>meter using move; ie basic strike summons 1 fireball, heavy 3, meter using 9, that kind of thing. But these attacks do practically no damage. So I don't get the point. And they're so expensive to buy you can't really try them out to see which feels like the best combo despite the spawn having infinite hp enemies to try stuff on.
Hitting for over 100, add fireball, gets less than 10 more damage. What? That wasn't even worth slotting in.
It also has items to dump your cash into but a good 1/2 of the shop needs to be unlocked and doesn't seem worth the effort when the start items are so meh.
You can buy ai allies, but seem to have no control on which one you get, and they vanish after 1 map.
You can buy bounties to get bonus cash from running maps but... that's just boring. I'm just running the same map. You didn't make the map more fun or anything. Its paying for busy work.
And most confusingly, you can pay 5k credits... for a token you can sell for 1k credits. What? You get tokens in maps you can trade for bounties or these for free but then you are getting an item to trade for an item that's worth less than killing the first screen in the game. Why is this even here? Why is any part of this chain of trades a thing that exists?
Now all that leaves is the characters movesets and... the other issue.
Your character has:
Basic attack combo. Tends to feel bad. Poorly animated. Also really imbalanced between characters; engineer, for example, gets a giant 1/4 screen aoe as his basic move. While others struggle to hit 1 dude an inch in front of them.
Jump attack. Also feels bad, very stubby.
Heavy move. You can charge these for more damage... except for Templar. Who just can't for no reason at all. Tend to feel alright.
Dash attack. Again, not everyone gets this.
Special move, which uses a recharging meter. You get 2 of these per character. Usually like a dash and another move. Near universally a dash and other move. This 'other move' is usually the most unique part of a characters kit.
Super move which takes a meter that fills when fighting. Templar aside, very underwhelming, usually just a burst of damage in an aoe or a line. Not that much better than just attacking and almost certainly worse than using the meter for the haste powerr.
Holding super mode gives you a haste power.
There's also a grab but its so funky to use it may as well not even exist.
So characters have 7 moves, tops. And 1 is just a dash. To try and carry this grindfest of a game that has you grind for items to add to these moves to make them do nearly no extra damage.
That's... not enough. It maybe would be enough if the addon items weren't jokes. Or the game wasn't incredibly poorly animated so they felt satisfying to use. But neither of these things are the case. Combat feels bad and very spammy.
The game has 'costumes' listed in its updates, but don't be misled, those are just pallete swaps. Visually the only character I find appealing is the Templar and she's by far the most half-assed character in the game so its wasted; she's missing nearly half the moves the others have and her non-dash special and super are both the same move: hitting the enemies on the entire screen with a dot. Which feels really good so I don't hold it against her too much.
She is, in fact, more or less the only part of this game I like, damned shame she's missing so many moves. Great design visually.
So what's the 'other issue'?
When you get to the 7th or so map, the game forces the difficulty to 'nightmare' to continue. Which makes enemies almost instantly kill you and take even longer to kill. And they already took FAR too long. I just dropped it here to make this review.
While it had its issues up to this point; the lacking enemy variety, movesets, absurdly imbalanced bosses, unclear UI, underpowered and boring progression, etc, as a 'turn off your brain and grind' game, it was fine. I was having fun. I was playing a cyborg Templar and deus vaulting things so hard my presence alone was killing them.
But then you get to this. And its like... no. I'm not grinding the boring maps 20 times to buy stats I don't know the effect of in the hope the stat I bought makes these enemies not nearly instakill and not take 20 years to die, per wave, 3 times per area, 10 times per stage, only to end up at a boss that's completely immune to hitstun, knocks me back every hit and either heals or spends half the fight invincible, again.
Fix this stupid forced nightmare crap and I'd rec this if people literally only want a mindless, basic brawler to see numbers go up in (even if you have no idea what the numbers do). As is I wouldn't rec it at all. Its no longer fun even as a mindless grindfest when enemies suddenly gain so much hp and damage.
I went into this game with already low expectations, but boy is the actual game even worse:
- 6 characters, all with stiff as hell controls, and don't be fooled by the swords, there is no melee combat, since getting close you get automatically hit. Instead, melee characters send short shockwaves that make them s**k both at close range and long range. But generally, you can forget about basic attacks, here is how an effective playthrough will work: you guard until your special is ready, then you use the special that should fill your ultimate gauge; repeat until the gauge is ready, then kill everyone with your screenwide ultimate and go to the next area.
- as a fan of games with upgrades, these are the most underwhelming upgrades I've ever seen in a game. I can't imagine a scenario where I say "cool, I hit the enemy and random blocks fall on his head, repeatedly". You get upgrades that either boost stats or boost a bit less and give you an ability, but there's absolutely zero variety: there are only 2 choices at any given time, one for int, and one for str, so you will buy that specific item every time, even multiple of some.
- as a fan of beat-em up/brawling games, these are the stiffest animations and controls I've ever seen. It's even hard to explain, they just don't move as they should, both aesthetically and input wise. For example, the dragons you see in the sample images aren't some cool dragons that travel through the screen of have some cool animations, they just appear when you use the ultimate as enemies around you suddenly die, hit by nothing.
In the end, I just hope my review will convince people not to make the mistake I made buying this game. I bought it at 90% off, and there has never been a game I wanted to refund more than this.
Conclusion: Don't make my mistake, don't buy it, it's much worse than it looks.
Simply put, it feels like Shadowrun if it was a beat-em-up. It has the same cyberpunk aesthetic, the same RPG-ish elements where you can customize your character with cybernetic enhancements, and a story about mega corporations destroying the world. This is 1000% my kind of game. The graphics look like a higher end SNES game, and the music is awesome and keeps you pumped as you blast your way through hordes of androids and cultists. There are six different characters to choose from and almost endless ways to customize them, so there is a ton of replayability. Yeah, some people may not care for the grind of leveling up your characters, but there's no reason that you HAVE to do that. I have my two favorite classes and I'm focusing on leveling them up. I don't care much for the "tank" characters so they'll probably end up the last to be maxed out. Plus the devs have a double XP event going on now, so it's the perfect time to give it a shot and get your characters a great head start.
If you are looking for a simple street of rage clone, this is not it. In the story mode, its more of a beat em up rpg. You gain xp, find new mods to add more attacks to your moveset. This sounds great and all but one problem. this game becomes a horrendous GRINDFEST.
The game goes like this, you beat the first five stages on normal difficulty, then nightmare difficulty along with a new stage is unlocked. But the new stage is only available in nightmare difficulty and also has a recommended character level of +30.. Being only about level 18 when you first finished normal difficulty. You going to have to grind back on the old levels on normal / nightmare to get stronger for the sixth stage.
After you beaten the sixth stage on nightmare, hell mode and the final level are unlocked which has a recommended level of 45-50. Again, grind like mad on the old levels on nightmare / hell to prepare for the final level. I clocked in total of 40 hrs of grinding to beat the game. It was very repetitive torture. After you beaten the game, the endless mode is unlocked. Just more of the same grind. Also there is a traditional arcade mode with no rpg mechanics but also didnt bother since I was sick of the game after story mode.
Pros
- Good SNES graphics
- Find new mods to add more attacks strings to your moveset
Cons
- Heavy duty grinding is required to beat story mode
- Some achievements are very RNG based, you might never find them in your playthrough
- Unpopular game, good luck finding people for multiplayer
- Did I mention this game is a HUGE grindfest?
2/10
For my money, Unending Dusk is one of the best nods to old school fighting games around. The solid, pixel-bred graphics, apocalyptic wasteland settings and mixture of demonic enemies, Mad Max rejects and unrelenting robots give UD a feel that's completely its own. On top of that there's great music in several of the levels that's stuck with me long after my 50 hours of fighting.
The thing is that you can nail the look, sound and vibe of Super Nintendo/Genesis days but shoot yourself in the foot with an AK-47 if you don't have the gameplay to back-up your presentation bravado. UD delightfully doesn't suffer from that fate. You pound and smash your way through the ferocious looking enemies and heavy hitting bosses with an upgrade/leveling system bought n' fought by hard earned cyber cash and experience. There's a variety of characters to choose from each with their own look, range and feel; all of whom are pretty ho-hum at first but once you start equipping upgrades and customizing what kind of all-hell special moves and projectiles you can unleash on your opponents, well, things start getting better and better the further and further you go down the rabbit hole. It's not always I'll play games to the point of maxing everything out, every time, in every game in this modern era of gaming but UD had me hooked something fierce.
It does get a bit grindy with the sameness of only so many levels to occupy your time and a set number of enemy types to thrash through (there's a good amount and variety though but still...) but where further inventiveness is added is the increasing difficulty levels drastically alter the number and types of enemies thrown your way with each tier also unlocking another level. To progress through the higher ranks you are going to need to hone your character into an ultimate killing machine to get the job done. You might also need to call in additional human players to conquer the crazed odds stacked against you. UD is an outright blast with others and once I started getting into the multiplayer it again freshened up the grinding, roguelike/RPG elements that were put in place.
There's not much else I can say here. This one's simple to pick up and go a few levels by yourself or with friends and deceptively deep if you want to make it to the top of each difficulty level. I don't regret a cent I paid for this one and got more than my money's worth in terms of enjoyment and challenge. It's an underrated gem of a side-scrolling fighter with greasy good Genesis graphics and music wrapping up the tight gameplay in just the kind of blood-dripping bow that a knuckle sandwicher of a game like this deserves.
The grind is REAL in this game.
A lot of dedication and love has been put on this game, and it shows. I bought it since I am a fan of the Beat'em up genre, and was looking to have RPG and skill tree mechanics. It did not disapoint, and got my $'s worth of value and entertainment.
Pros:
- Different characters to try with very different play styles.
- Skill tree with 50 tiers and 3 skills in each tier. Do not expect Diablo 3-esque talents with visual skills and new mechanics. Most of them (at least for the 2 or 3 characters that I've tried) just rebalance certain attributes.
- Synthwave soundtrack, very good and adds to the ciberpunk ambience.
- An tem and enhacement management system (very J-RPG'ish) with lots and lots of items.
- An interesting (if somewhat basic) storyline that adds flavor to the grind. No in-game cutscenes, though, just text you encounter in the road.
Cons:
- The grind, THE GRIND! I haven't reached the end of the game, but it is asking me to replay all levels in a new difficulty (Nightmare). New enemies are added to former levels, so the challenge ramps up. However, the gameplay loop stays the same and it gets monotonous eventually.
- The "levels" are just horizontal hallways you fight your way through. Yeah, it is a 2D game, but even older 2D brawlers have mixed use of terrain in vertical or perpendicular perspectives. This adds to the monotony of the grind.
- Unresponsive controls. The new standard for Beat'em up controls is Streets of Rage 4 (also River City Underground plays nicely). Unending Dusk, unfortunately, feels clunky and unresponsive, especially in the mid of a combo and when you want to turn to the other side to face enemies (you get stuck).
- No in-game guide or tutorial to use items, types of damage and various add-ons. This can get confusing, and you'll end up just experimenting, and those experiments will cost you in-game money, which in turn you get by grinding... repeat the cicle.
All in all, I recommend this game for brawler fans that like character progression and do not mind the grind. Also, if you have a low-spec computer, and are looking for a challenge in the style of the old Streets or Rage games but with more depth, search no more and give this game a try.
If you enjoy old-school style, side-scrolling beat-em-ups, give it a shot.
This is pretty much Golden Axe in a cyberpunk setting with a limited progression system. For the price, you can't really go wrong going on with that mindset. Perfect for people that enjoy Golden Axe, or Streets of Rage, but don't have Streets of Rage funds available.
It certainly has its charms to counterbalance its at times frustrating gameplay.
While Unending Dusk is a good game, it’s a great game to play with friends. I and three of my friends bought this game. We have had a blast.
The RPG elements work great in a beat’em up. There are 50 levels and 5 classes each with their own skills. You pick between 3 skills each level up. There is also a bunch of equable items to buy or find.
The story is funny and repeating missions is cannon to the story because missions are different each time you play them.
The music is like a techno remix of doom.
The sprite work looks good and contestant.
If you like action RPGs or beat’em ups, you will probably have a lot fun with this game.
2d arcade action beat em up with currently 5 different characters with their own skill trees, it can be a bit grindy at time but its just fun and persistent loot and levels is a plus, some of the hit box detection can be a bit wonky at times but all in all solid time killer.
Great game, feels like a real arcade classic. Art style and pixels look good (a lot of games in the same genre botch that). Otherwise fun progression and hours of gameplay with 4 different characters and one unlockable. Highly recommended for fans of the genre.
Seems pretty basic at first but once you start gearing up it gets fun. The animation is a little rough and the character art takes some getting used to. But once you settle in it's enjoyable. The I had been eyeing the game for a while and once I saw that they added the final stage it was time to give it a shot. Glad I did. As someone who still plays openbor games it is right up my alley.
Edit: There is a strange lack of grabs.
This is a classic beat-em-up style game with a cyberpunk-meets-demons theme. It also has RPG elements--you accumulate credits and XP as you battle enemies. If you die, you can revive for a cost in credits, or return to home base to gear up and try again. I see room for improvement in this game but also lots of potential.
I love this game, definity reminds of me of the retro beat'em up games from the 90's. Love the customization options. Hopefully there will be character skins available in the future.
Very old school beat'em up. The combat is pretty unresponsive. Requires a lot of timing and understanding of when an enemy is going to attack to prepare for it : ).
The items are pretty fun. Can augment attacks with a whole bunch of elements and watch everything just explode.
The stages are kind of randomized. I don't really like this. It makes the rooms feel pretty disconnected and makes it feel more of a grind. Add to that the 2-4 waves of enemies per room and it just gets to be a tad bit frustrating. On top of that, some rooms have stage graphics in front of the room, which can hide things like enemies and traps. We're talking things like pillars and the like. The enemy corpses also don't decay, which is a bit annoying. 3 waves of enemies later and you can't see the floor anymore.
There isn't much variety to traps. They're all more or less the same thing. Little circles to not step on.
It just feels like a grind to me because the rooms kind of blend together with no flow to them and each room has so many waves of enemies. That's just my opinion. I don't think that I'll be doing nightmare mode and whatever is after that. Just don't want to grind the same stages over and over again for enough currency to have enough damage to do things like nightmare mode well : /.
Unending Dusk is a decent beat'em up if you enjoy grinding stats and finding rare attack mods. As you can see I dropped over 80 hours just to max out 2 of the 4 characters. I guess you could say that it has some roguelite elements, although there is no perma-death. The stages are randomly generated so you can run into a secret shop or a hidden area, and that is not counting the stat grind which is usually associated with the genre. For me the game managed to capture the nostalgia that I have for classic beat' em ups, despite having all those new features. In my opinion the combat, aesthetic and the controls are faithfully implemented. I play Streets of Rage (2) very often, by comparison the execution of attacks is essentially the same. Unfortunately, it has no grappling which is perhaps my biggest problem. There are definitely some modern features added to the formula such as character levels and different damage types, but overall it truly feels like a game that could be on Genesis - mainly due to aesthetic.
Replay Value:
Each of the 4 characters can gain up to 50 levels which takes about 30 hours per character. All of them have a skill tree with many upgrades, not counting numerous attack modifiers that you can equip. You not going to get all content in one run as there are many randomized features, such as hidden areas and randomized loot. There are 3 difficulty modes, each of them increases the difficulty and loot quality, additional to adding one new level per mode (and even an endless level at the very end). Obviously the game will get a little repetitive after the first few runs, but if you enjoy finding rare attack upgrades I think you can get a lot of replay value. It has that "post-game" aspect that keeps going until you run out of steam. The developers also added a lot of achievements and a few hidden events, although the lore of the game is not particularly exciting. Most of the randomized events just give some extra experience or make a funny reference.
Pros:
+ 4 unique characters with individual skill trees
+ 3 difficulty modes with improving loot drops
+ decent RPG elements, many rare attack mods
+ good soundtrack & genesis-like aesthetic
+ online co-op
+ achievements & hidden areas
+ awesome devs, so many updates with no community
Cons:
- combat is a bit repetitive due to lack of grabs
- could have used more stage variety, elevator perhaps
- does not support local co-op (online only)
Overall Thoughts: 8/10
Participating in this 'Early Access' title has been a very positive experience for me (bought it on day one). The developers made numerous updates to the game, despite not having a community to work with (literally just 3-4 people playing). They added a lot of content, new moves for all characters, skins, achievements, and improved skill balancing. While the core combat system is not great due to lack of grabs, this game has a lot of replay value if you like grinding. Unlike some of the beat'em ups it supports an online co-op for up to 4 players, so get some friends and see how far you can go before you need to grind for some gear.
Review By: http://store.steampowered.com/curator/31294838-Hidden-Gem-Discovery/
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Дополнительная информация
Разработчик | Vindicate Games |
Платформы | Windows |
Ограничение возраста | Нет |
Дата релиза | 15.01.2025 |
Отзывы пользователей | 70% положительных (40) |