Skul: The Hero Slayer
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Über das Spiel
Ein Angriff der Menschen auf das Schloss des Dämonenkönigs ist nichts Neues. So etwas ist schon unzählige Male geschehen. Dieses Mal jedoch war anders, denn die Abenteurer schlossen sich mit der Armee des Imperiums und dem Helden von Caerleon zusammen, denn sie hofften, mit einem gemeinsamen Sturmangriff die Dämonen ein für alle Mal auszulöschen. Sie waren so überwältigend zahlreich, dass es ihnen gelang, die Dämonenfestung vollständig zu zerstören. Alle Dämonen des Schlosses wurden gefangen genommen – bis auf ein einziges Skelett namens „Skul“.
2D-Plattform-Action
„Skul: The Hero Slayer“ ist ein Action-Plattformspiel mit Features eines Rogue-like; beispielweise bietet es sich ständig ändernde, herausfordernde Karten. Es wird euch auf Trab halten, denn ihr weißt nie, was euch als Nächstes erwartet.
Massen an Schädeln, unzählige spielbare Charaktere
Skul ist kein gewöhnliches Skelett. Seine ohnehin schon beeindruckenden Kampfkünste ergänzt er – je nachdem, welchen Schädel er trägt – um neue, spannende Fertigkeiten. Ihr könnt bis zu zwei Schädel gleichzeitig einsetzen. Jeder Schädel ist einzigartig, was Angriffsreichweite, Tempo und Kraft betrifft. Wählt Combos aus, die eurem Spielstil entsprechen, und wechselt sie mitten in der Hitze des Gefechts, um eure Gegner schneller in die Knie zu zwingen. Ihr habt die Macht!
Die Abenteurer
Skul ist einer Gruppe von Abenteurern begegnet! Sie erweisen sich als mächtige Gegner, die sich einen Spaß daraus machen, Dämonen zu jagen. Und auch wenn Skul klein ist, so hat er doch eine Menge drauf. Warten wir ab, wer am Ende wirklich der Jäger sein wird und wer der Gejagte …
Vom dunklen Quarz verdorbene Endgegner
Am Ende eines jeden Kapitels trefft ihr gigantische Endgegner, die vom dunklen Quarz verdorben sind. Ihre Macht übertrifft jegliches Vorstellungsvermögen. Der Ursprung des dunklen Quarzes ist Leiden und Hass gegenüber dem Leben selbst. Alles, was mit ihm in Berührung kommt, wird besudelt und fortan von ihm kontrolliert.
Systemanforderungen
- CPU: Dual core from Intel or AMD at 2.8 GHz
- GFX: Nvidia 450 GTS / Radeon HD 5750 or better
- RAM: 4 GB RAM
- Software: Windows 7+
- HD: 1 GB verfügbarer Speicherplatz
- DX: Version 11
- MISC: DirectX 9.1+ or OpenGL 3.2+
- LANG: Deutsch, Englisch, Japanisch, Koreanisch, Chinesisch
- CPU: Dual core from Intel or AMD at 2.8 GHz
- GFX: Nvidia GTX 460 / Radeon HD 7800 or better
- RAM: 8 GB RAM
- Software: Windows 7+
- HD: 2 GB verfügbarer Speicherplatz
- DX: Version 12
- MISC: DirectX 9.1+ or OpenGL 3.2+
- LANG: Deutsch, Englisch, Japanisch, Koreanisch, Chinesisch
Steam Nutzer-Reviews
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538 Std. insgesamt
Verfasst: 30.03.22 18:54
Das Kampfsystem bei welchen man mit verschiedenen Köpfen unterschiedliche Fähigkeiten hat ist sehr cool und es erfreut immer wieder aufs neue wenn man neue tolle Schädel findet.
Ich bin zwar stand jetzt noch nicht weiter als bis zum ersten Boss gekommen, das liegt aber auch daran das er ein Hund ist umso mehr werde ich mich freuen wenn ich ihn überwinde!
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2082 Std. insgesamt
Verfasst: 21.08.21 16:59
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1282 Std. insgesamt
Verfasst: 01.03.21 13:19
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1267 Std. insgesamt
Verfasst: 02.09.20 12:35
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359 Std. insgesamt
Verfasst: 12.05.20 20:29
Gründe für Tod sind entweder:
bad rng bei den zufälligen Schädeln, wodurch man hald nicht den nötigen dmg output hat
oder du selbst warst halt bäd.
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1407 Std. insgesamt
Verfasst: 07.10.23 14:57
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9180 Std. insgesamt
Verfasst: 19.09.23 03:41
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37281 Std. insgesamt
Verfasst: 04.08.23 17:17
this game is all about understanding enemy patterns and how to draft items. no run is the same. there is probably thousands of builds possible.
Game is pretty mature now and balancing is pretty good
I do wish it gathered stats of all the runs made (similar to slay the spire)
10/10
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10467 Std. insgesamt
Verfasst: 28.04.22 10:31
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1420 Std. insgesamt
Verfasst: 22.03.22 19:13
It is extremely repetitive. Trying out the different skulls is fun but not worth the time.
It is a very difficult game in a bad way. Relies heavily on RNG for decent build. Enemies have too much health. Gameplay is very repetitive. Success depends on memorizing attack patterns, but it takes 40 minutes to get to the fight
I've read other players' reviews that it took them 50 hours to beat a full run. It's not worth 50 hours
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8486 Std. insgesamt
Verfasst: 21.03.22 18:29
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4328 Std. insgesamt
Verfasst: 21.03.22 15:03
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4772 Std. insgesamt
Verfasst: 17.03.22 20:06
The pixel graphics are my favorite! I love the pixel art as it adds to the nostalgic feeling.
There is great diversity in skulls and their abilities, as they act as different heroes / classes. There are ton of references to media, history, literature etc, it just addicts you to find more and new skulls.
Item diversity and combinations between them are my favorite thing in this game. Im always striving to find a new build (as they are numerous) on a new skull. I love to play weak builds that offer additional challenge.
The story is touching, especially the ending. It made me cry to be honest.
The game has HUGE replayability, an almost infinite one. Despite the RNG elements, personal skills at the games mechanics and enemy's movements / attacks are more important.
I dont think i ll ever stop playing this game. Ever.
total score: 10/10
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318 Std. insgesamt
Verfasst: 11.02.22 06:31
In every other RL that I've played, there's a verifiable way to make sure that even if you are still trying to grasp what the game has on offer, you can at least try to save yourself and ensure you can learn more as you go. And you normally get upgrades to that ability or thing fairly early in the game.
Not Here. Not even a little bit.
Did you want to die repeatedly attempting to learn what you think is the best way to try to do something? Good, because before you can even THINK about extending your playtime, you'll have to collect an absurd amount of the in-game resource that persists between deaths, and then spend another un-godly amount of it. Oh, and don't worry, because enemies get stronger when you die to them.
Yup
As an insult to an already-piling list of injuries and general injustices against your better judgement, when you die, the enemy that killed you gets stronger. No hints to suggest better ways of dealing with that threat, no silly quips about nothing, not even some snarky commentary on your previous run.
Just pain. And then more pain. And hopefully you don't get the same mini-boss you just died on again this next run, or have fun suffering through that. And if you somehow manage to beat that mini-boss? There's an actual boss, and then the cycle repeats. But the mini-boss things are an ever-expanding party of random adventurers that come to end your calcium-rich existence. So even if you beat them the first roll around, get ready for rounds 2 and beyond, because they come back like a bad rash in summer.
And frankly, I'd just as soon deal with the rash, because at least I can put calamine lotion on it, chill, and play games.
As I write this review, the developer is broadcasting and even they are struggling with the first boss. And simply because of either overwhelming amounts of time in the game, or that they have developer mode in, instead they simply ignored death when it came for them and moved on.
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1303 Std. insgesamt
Verfasst: 08.02.22 21:12
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149 Std. insgesamt
Verfasst: 12.12.21 00:19
All roguelikes have an element of RNG, but this game relies too heavily on that premise. The skuls you get pretty much make or break your game. The good skulls are really good and a lot of fun to use, but then there are the bad skulls. The bad skuls are pretty much useless and they seem way more common. I just got annoyed and bored of getting the same bad skuls over and over and not getting any new fun skuls.
Pretty much everything else in this game except a few small things are very well made.
This game is so close to being really good, but it feels like you can only have fun if you're lucky with the skulls you get.
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1553 Std. insgesamt
Verfasst: 03.12.21 11:52
Though i did get somewhat bored of it recently, but only because i had been playing it so much.
It is a fairly difficult game, and as much as i like to build op builds and demolish everyone, i have yet to do so in skull after countless runs. It seems you always have to keep dodging and pay mind to the opponents attacks in order to succesfully complete the run.
The skull mechanic is super intresting, the upgrading and building makes it far more difficult than other rogue lites i have encountered.
If you are the person who loves getting mad over trivial moving pixels that kill other pixels, and doing everything over and over again just like i do. Then you will most probably love this.
i do recommend you give it a try.
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2082 Std. insgesamt
Verfasst: 06.10.21 04:12
Now onto the bad stuff. This game has a LOT of different skulls and items so of course there is gonna be good ones and bad ones. That is just the way it is with these types of games. For example if you get the werewolve skull at the start it feels a lot nicer than something like the skull shield. Even though i want to play and upgrade every skull it some times feels impossible to get past the third area with sub optimal skulls. This is just a balancing issue that the devs are slowly gonna fix so thats not the biggest problem. Overall this game is amazing and if you are a fan of roguelikes you should try it. Just want to say:
You are going to die a lot.
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287 Std. insgesamt
Verfasst: 26.08.21 23:30
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196 Std. insgesamt
Verfasst: 18.08.21 11:24
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1283 Std. insgesamt
Verfasst: 13.08.21 01:38
Idk I just don’t understand why create such a huge time barrier from moving onto the next room when you could QoL this game by making all cool downs reset once moving on and keep your runs moving faster…seems like a no brainer and would make this game way more fun cause at least I wouldn’t feel like I’m wasting my time and it would move at a quick pace.
This is the first roguelite where rookie mode is actually better than the regular mode. I heavily advise to play on rookie mode so your not wasting time sitting in every map waiting for cooldowns because trust me I'm sure 1-2 hours of my playtime went to doing that on normal mode.
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4942 Std. insgesamt
Verfasst: 04.08.21 23:15
The only issue I would have with it is that slight lack of consistency can make macro skills feel less rewarding.
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1617 Std. insgesamt
Verfasst: 13.07.21 15:10
The various skulls provide great variety between the runs, and the abilities feel very satisfying to use.
Unfortunately, 80% of your runs success is determined by RNG. Before you call me a noob, i have reached the final boss multiple times, but i refuse to waste any more time hoping for a decent run where you actually get what you need. Keep in mind that in order to know whether a run is good or not (and thus whether you should just restart instantly or not) you have to play for an hour or so.
This creates an evil, repititive and boring cycle of starting runs for hours on end hoping for the 0.000001% chance that you might get something that can actually reach and kill the final boss. The reason you need to rely so much on rng is because most rooms and bosses have attacks that are nearly undodgeable, thus requiring you to have a certain amount of dps to finish them.
If you don't care much for winning in roguelites, and just want to have some fun, interesting and varied runs, then this game will be great for you. But being unable to finish the game without playing pointless runs that go nowhere for hours is extremely frustrating to me, which is why i'm giving this otherwise great game a negative review.
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4384 Std. insgesamt
Verfasst: 03.07.21 16:34
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117 Std. insgesamt
Verfasst: 28.06.21 00:28
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2167 Std. insgesamt
Verfasst: 22.06.21 18:04
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3647 Std. insgesamt
Verfasst: 04.06.21 11:13
This game is from a Roguelike genre and if you like this genre you will liked this game.
Anyone can like this game even if they have not played in this genre.
The game takes you straight to the plot and there are not so many things here that are hard to understand.
I liked how each character did in this game, they look crazy. You can improve them all to legendary characters and then they look better and stronger.
Also the items look good and The items also look good and have ranks like common, rare, unique and legendary. Like for characters.
The boss fights, Well I have no words because they look crazy and very difficult but fun.
In my opinion, this is the best game I have played so far.
GOOD GAME.
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52 Std. insgesamt
Verfasst: 02.06.21 00:50
This is a strictly worse version of Dead Cells flat out. And by worse I mean significantly worse in every way.
All of the dialogue is terribly written, to the point that I'm gonna just assume this was translated from something other than english.
The combat is a mess, the gear system is a joke. Some of the Skulls you find are so insanely unbalanced that you are able to literally just 1 shot the entire screen with 1 button.
Visually the game is nice, and the boss fights look decent, but most of the attacks are telegraphed terribly. In general the game has a huge problem with visual clarity and enemies and effects overlapping to the point that you cant see whats happening to even be able to react.
I'm not gonna waste time elaborating. Just play any of the following Roguelites instead of this
-Dead Cells (Literally the same as this game but 5000x better)
-Binding of Isaac: Rebirth
-Downwell
-Hades
-Enter The Gungeon
-Monolith
-Nuclear Throne
-Rogue Legacy
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628 Std. insgesamt
Verfasst: 25.05.21 11:55
The artstyle, sound and the game design itself are actually pretty well done. I feel the game's balance is its weak point. I got in thinking it'd be more like dead cells but it's not quite as engaging. I kinda still like the game and have a soft spot in my heart because it clearly has a lot of effort put into it... but honestly I can't quite recommend it at the moment unless you're a masochist who wants to git gud.
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3002 Std. insgesamt
Verfasst: 14.05.21 01:44
The combat fundamentally has a pretty good feel to it. Hits feel impactful and so on, but the game has a problem with enemies overlapping. This isn't such a big deal in the first levels, where taking some damage isn't crippling, but later on in the game, it becomes a huge problem. The screens in the final area become extremely chaotic, with full of enemies that can shoot lightning-fast projectiles and melee enemies that can't be interrupted. This is made worse by the fact that the game doesn't give the player any post-hit invincibility frames (like every other similar game ever). The result is that you can lose devastating amounts of hitpoints in less than a second if an enemy hits you and it produces a chain reaction.
Now, I don't have any problem with games being difficult, but when I can't see what's going on due to the chaos on the screen and enemies standing inside each other, it ends up feeling frustrating instead of fair difficulty. You can even be shot from outside the screen. Most of the time I was afraid to use my melee abilities because most of them tend to lock you into an animation so that you're a sitting duck. For example, using a charge move can often be a bad idea because you can, and often do, take projectile damage during the charge, and there might be an enemy that can't be interrupted in the chunk of enemies you're charging into.
Taking some damage here and there wouldn't be so bad, but this game is exceptionally stingy with healing. Most other roguelikes, such as Dead Cells and Slay the Spire, allow you to fully heal between shops or major areas. Skul, however, does not. Sometimes it only lets you heal for 20% HP in shops. The average seems to be around 30% HP of healing. This means that taking damage is tremendously punishing, and careful play is a must. The limited healing combined with the difficulty of avoiding damage due to the chaos led to many frustrating moments for me. It also encourages boring, slow gameplay. In a game that makes damage avoidance so crucial, having clear telegraphs for enemy attacks and as little overall visual noise as possible is paramount. This game does the exact opposite: it has the most clutter I've probably ever seen in any roguelite, and yet avoiding damage is also more important than in most other similar games.
Skul features a pretty neat system where character abilites are tied to upgradable skulls that you find along the way. You can also have two of them at a time and swap between them. There are a lot of different skulls, and there's an impressive amount of variety in the way they play. Each skull even has multiple different possible ability sets, so adding them all together adds up to a pretty impressive number.
The problem, however is that some skulls are simply ludicrously overpowered compared to others. My impression after 50 hours is that magic damage is by far more powerful than melee damage. For example, a fully upgraded Samurai skull can't hold a candle to the Archmage or Archlich. Those skulls are capable of wiping entire screens with a single press of a button, while the Samurai struggles to kill even normal enemies despite having an inventory full of physical damage-boosting items, all the while having to endanger himself in melee combat while the magic damage-based skulls mostly don't. This is just one example of the imbalance between the skulls, and there are many, many more. Generally, magic is too powerful, even without the consideration that the magic-based skulls can damage their enemies without putting themselves in danger.
There's also a good selection of items to build your character with, but my experience was that unless you go for damage almost exclusively, especially if you're a physical damage-based character, the late game will feel almost impossible because your damage will be inadequate. The problem with this is that ultimately you're only looking for damage, and all the interesting utility and defense items will start to look unattractive because you know you will need the damage for the final area and final boss, or they will be incredibly difficult due to how long you need to survive in those fights.
I did have quite a bit of fun with the game, but the more I played, the more pressing these problems got. I just think there are many, many better and more polished roguelites than this. If you're a massive fan of roguelites and have already finished most of the popular ones, then give this a try, but probably not before then.
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9655 Std. insgesamt
Verfasst: 12.05.21 10:06
However, this can be amended as the game continues to be developed. Spoiler alert, but the ending leaves a lot of room for expansions. Also even beyond that the game is still fairly new, so there's a lot the devs can do here to make the roguelike factor a much bigger selling point. I believe Skul can go from an amazing game to one of the all time greats in the genre with just a little bit more. The skeleton (heh) of a GOAT game is there, it just needs a bit more to get it there.
All of this is to say that Skul is 100% worth a purchase. Even though I've now officially beaten it, I don't plan on putting it down any time soon. There's still a lot of replay value there, and many different ways to try and beat the game. Highly recommend, and also once you're done I recommend keeping an eye on it. I believe there will be more to see with this game in the future.
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1521 Std. insgesamt
Verfasst: 11.05.21 04:55
One thing I have to praise the game for is the whole skull swapping thing. Its probably the best power-up mechanic I've seen in a roguelike. You essentially become a whole new character, with its own skills, mechanics and everything. And there's some cool opportunities for builds there for sure.
After over 24 hours of playing this, though, I realized that I'm having fun 1/3 of the time. Unless you get lucky and get one of the rarer skulls early on, the first stage is just not fun to go through. Its not difficult or anything, it's just tedious; capped by a boss that's essentially just a wall of health. Now, I get what they were going for with the slow start of each run - it's so you can appreciate getting more powerful and feel like a god by the end of it, and that's not necessarily a bad thing. But you still have to make the game actually fun to play until you get to that stage, especially since you'll be doing it over and over again, otherwise what's the point?
Take Hades or Dead Cells for example. The core mechanics and gameplay of these games are fun even early on, with the powers you eventually get only enhancing the mayhem you can cause.
Maybe it's down to taste, but, outside of the admittedly cool main gimmick, I don't feel see a reason to play this when you have games that do the same things a lot better.
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4217 Std. insgesamt
Verfasst: 17.04.21 16:06
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64 Std. insgesamt
Verfasst: 17.03.21 14:39
cute little game tho, a lil grind here and there and the art style is definitely beautiful <3
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5922 Std. insgesamt
Verfasst: 06.03.21 00:52
pros and cons:
pros:the game is rougelike so many hours are inbound,amazing pixel style,skillfull combat,and veraity of enemies.
cons:there isn't a veraity of minibosses,no 1 to 2 bosses to one world(like dead cells).
so in conclusion:as someone who has been playing from the early access the game had tons of updates(story,skuls,bugs,new features,etc...)so the g ame will probably will be updated to have tons of new content in the future can't wait to see it
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1849 Std. insgesamt
Verfasst: 01.03.21 21:49
The mechanics are great, levels are fun till act 3 boss.
The game is a roguelike with a pretty limited Hp regeneration, so dodging is very important, but starting at act 3 boss there is just too much stuff going on on the screen, i can barely see my character in most fights, units in act 4 become too tanky to quickly slice through them for most builds, so it`s insanely difficult to reach end game because there is also a mechanic that makes you take increased damage while mosnsters hit hard already on top of that.
The only character i was able to reach the last boss once with was a thief with 100% dodge chance ability.
I don`t really see more people enjoying the game unless visual issues are fixed so we can track the character at all times for better dodge and act 4+ monsters rebalanced or mabye most of the skulls buffed, cause a lot of them underperform after act 3 too hard.
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655 Std. insgesamt
Verfasst: 28.02.21 13:20
Initially, the game seems super fun. The upgrade system for switching the character class and building synergies with the different items seems very deep and makes your imagination run. But I get the feeling that it is never really utilized well. The game alternates between levels where you kill a huge amount of cannon fodder and then arrive at bosses. The bosses have clear patterns and usually, the fights consist of stages where these patterns remain similar but get faster and more damaging as the fight goes on. The issue is that the character builds and game mechanics that work in a fun way in the cannon fodder levels, such as mixing different status ailments, do not work at all at the bosses. It's like the game discards everything about the mechanics in the boss fights excepts raw damage output and memorizing the patterns. And since you cannot practice the bosses, the game becomes a grind where you either get lucky and get a skull that has insane damage output and that is how you win against the boss or you re-run 30-40 minute runs 20-30 times to slowly build muscle memory against all the pattern and keep dying until you could win the bosses using any character, no matter how weak, because you can avoid most of the damage.
In the end, I concluded that nothing else matters in this game other than trying to get lucky and maximizing just raw damage output. Or memorizing the levels and bosses and grinding the game endlessly so you upgrade the permanent upgrades which I assume makes everything easier. But that kinda takes away all of the fun from the game for me and makes all of the complexity and experimentation I thought would be here at the beginning vanish.
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2220 Std. insgesamt
Verfasst: 25.02.21 22:45
This game also provides a dizzingly high array of item choices and skull combinations (skulls are what you equip on your character to completely change their playstyle through obtaining new skills and attacks with different effects). These two factors have encouraged me to keep replaying the game as I want to try out so many different item builds and legendary skull combinations. The variety is on a comparable level to other roguelikes.
The big problem I have with this game though is that there is no way to vary the difficulty of the game or change the attack patterns and buffs the enemies have like you can in Hades (increase the heat gauge) or Dead Cells (go from 0bc to 1bc). The bosses and mobs remain the same throughout each playthrough, so once you exhaust trying many of the item and skull combinations and understand how to dodge and beat boss/mob attacks, the game becomes relatively easier and loses much of its replayability.
Overall, for $20, you can easily squeeze out 20+ fun filled hours playing this game. It is close to becoming one of the best roguelikes like Hades or Dead Cells, but it needs more content updates through increasing difficulty in subsequent playthroughs as well as changing boss attack patterns and difficulty.
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233 Std. insgesamt
Verfasst: 17.01.21 20:46
That being said, I'm playing with a wireless Xbox controller (the keybinding for this sort of games arent always the best) and for some unknown reason to me, every few minutes the game becomes unresponsive and my little skeleton dude stops moving and multiple times it has caused me to die. My controller is fine, i can still access the microsoft/xbox overlay when it becomes unresponsive in-game. I also tested my controller straight away with a few different games plus I also changed the batteries but I'm still getting the same issue every few minutes. I know its not my controller because it only happens here. It's game breaking.
So until that is fixed, I cannot recommend the game.
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692 Std. insgesamt
Verfasst: 27.11.20 07:03
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938 Std. insgesamt
Verfasst: 27.10.20 01:33
You play as Skul, a little demon who is trying to rescue his King from the hands of mankind. In this quest, he will face a vast amount of enemies, including soldiers, heroes and some other creatures controlled by humans.
The gameplay is pretty direct. Actually, the platforming elements on this game are pretty basic, just some onto some platforms with no high difficulty, plus a few traps to avoid. It is more focused into the fighting part and it does it really well. The combat and the general game mechanics feel really good. You start the game and go from room to room, fighting enemies and collecting coins, items and skulls, which can help you to improve your stats and skills, or directly add new ones. You also get crystals to improve some stats permanently after every time you die and respawn at the start. There is no much randomizing when talking about rooms and enemies, so after 6 or more runs you will be getting used to most of them. However, the most fun part of the game is focused on the variety of skulls and items you can get in your way, and that is what makes this game so awesome. Up to now, I have already played this game for around 15 hours and I have beaten it 3 times, but it keeps feeling fresh, because of the variety of combinations skulls/items you are able to do.
The pixel graphics look really good, I really liked the characters and enemies design, simple but good looking. And the music fits perfectly with the game's atmosphere.
If I should point out what is bad about the game, I would say that if you pay too much attention to the story and you are too worried about a satisfying ending, this game could disappoint you due to the simple plot and the unfinished ending, which can feel pretty unsatisfactory (FOR NOW, because the game is in early access and it promised a proper ending soon, so... STAY TUNED!). Also, I think the game is not very well balanced in the sense that going for a magical build can be awesome, sometimes even overpowered, but I still can't find a really good physical build (I could manage to win with a physical skull, though it was using mostly magical items, and it was a close call anyways). However, this could be because there are still a lot of items I haven't found or tried, so maybe it is not so unbalanced as I currently think.
I would give it a 9.5/10. One of my favourite roguelikes ever.
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11 Std. insgesamt
Verfasst: 10.10.20 19:12
☐ You forget what reality is
☑ Beautiful
☐ Good
☐ Decent
☐ Bad
☐ Don‘t look too long at it
☐ MS-DOS
---{Gameplay}---
☑ Very good
☐ Good
☐ It‘s just gameplay
☐ Mehh
☐ Watch paint dry instead
☐ Just don't
---{Audio}---
☐ Eargasm
☑ Very good
☐ Good
☐ Not too bad
☐ Bad
☐ I'm now deaf
---{Audience}---
☐ Kids
☐ Teens
☐ Adults
☑ All
---{PC Requirements}---
☐ Check if you can run paint
☐ Potato
☑ Decent
☐ Fast
☐ Rich boi
☐ Ask NASA if they have a spare computer
---{Difficulity}---
☐ Just press 'W'
☐ Easy
☐ Significant brain usage
☑ Easy to learn / Hard to master
☐ Difficult
☐ Dark Souls
---{Grind}---
☐ Nothing to grind
☐ Only if u care about leaderboards/ranks
☐ Isnt necessary to progress
☑ Average grind level
☐ Too much grind
☐ You‘ll need a second live for grinding
---{Story}---
☐ No Story
☐ Some lore
☐ Average
☑ Good
☐ Lovely
☐ It‘ll replace your life
---{Game Time}---
☐ Long enough for a cup of coffee
☐ Short
☐ Average
☑ Long
☐ To infinity and beyond
---{Price}---
☐ It’s free!
☑ Worth the price
☐ If it's on sale
☐ If u have some spare money left
☐ Not recommended
☐ You could also just burn your money
---{Bugs}---
☐ Never heard of
☑ Minor bugs
☐ Can get annoying
☐ ARK: Survival Evolved
☐ The game itself is a big terrarium for bugs
---{?/10}---
☐1
☐2
☐3
☐4
☐5
☐6
☐7
☐8
☐9
☑10
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1791 Std. insgesamt
Verfasst: 05.10.20 00:26
Also the legendary skull are really big, so again if you don't have the items to balance out the power and size of the skulls then your screwed, except for the fighter which either a pea shooter, or moving explosion depending on the items.
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1493 Std. insgesamt
Verfasst: 23.09.20 22:10
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949 Std. insgesamt
Verfasst: 20.09.20 22:13
large variety of skulls and items (especially after the most recent patch)
fun and challenging gameplay
high replayability
VERY RNG based in terms of both items and skulls, since some are completely irrelevant while others are heavily overpowered (although helped by most recent patch)
responsive and interactive devs who listens to the community
All of this makes for a fun and neat little rougelite game.
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929 Std. insgesamt
Verfasst: 19.09.20 11:56
The controls are easy and easy to get used to.
The Pixel art was very well done and in total original !
All in all - I can really recommend the game
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1080 Std. insgesamt
Verfasst: 17.09.20 17:17
8/10 skulls and 4/5 fairy
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262 Std. insgesamt
Verfasst: 05.08.20 21:46
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865 Std. insgesamt
Verfasst: 27.06.20 22:53
A pretty fun quick to pick up and play rouge like. I've had it for only a couple of days, so take it with a bit of salt. This filled a void in me for a fun game I can play for a few and then play for much longer than I wanted to! When a run ends I just want to do one more run every time. I've put 150 hours into Hades and I've wanted a little brake from it to not burn myself out and I found a really fun game to not just play for a few days then not touch again but play and be hype about more content coming out for it. When i bought skelattack on my switch i wanted it to be like this game (without the rouge like) and I wish i could have just bought this one first. Early access 8/10 the game is stupid fluid with really fun builds but I regularly find myself wanting to just find the more powerful ones so i can just kill and run. (my own problem ofc I wouldn't blame the game for that)
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859 Std. insgesamt
Verfasst: 27.06.20 09:09
First, the stages and enemies. Too few stages with set spawn points makes it get a bit repetitive. Adding more variety for this kind of thing would be really, really cool. More enemies would also be a bit nice.
Second, most of the basic skulls are kinda boring and it feels like a chore to play them until I get a cool, fun skull.
Thist isn't really an improvement, more like a suggestion: maybe getting alternate pathings, like in dead cells where you have 2 biomes to chose from in each transition would be really cool to have. But all in all, great game and on the right path to be one of my favorite roguelites
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901 Std. insgesamt
Verfasst: 24.06.20 10:58
Major Pros
-Great Gameplay, many ways to play the game, due to many Skulls.
-Caring Studio that listenes to the community, and constantly brings great ideas to make the game better.
-Great Ideas about Skulls
-You have to use everything that was giving to you to succeed in your run.
-Really high replayability even for a rougelite
Minor Pros
-Pretty Familyfriendly
-Good Translation
-Not that hard once you mastered it
-Godd introduction to Rougelites
ONE flaw
-PLEASE ADD STEAM WORKSHOP!!!
I would love to see skulls by the community and many many more things
Final Opinion
You will like it if you like:
-Rouge likes
-Rouge lites
-Fast combat
-Combo possibilities
-And the possibility to discover new favourite parts about games
(please excuse my language. Im not a native English speaker but wanted this rewiev to be allygeble for many people)
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1674 Std. insgesamt
Verfasst: 18.06.20 07:18
Edit : I forgot to edit this a while ago, but at like 20 hours I beat the last boss.
Last edit : I've played the game entirely too much, and now I really don't have anything to do.
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2675 Std. insgesamt
Verfasst: 02.05.20 17:57
My only complaints are the repetitive music and areas, but it's a minor annoyance considering how great the rest of the game is. Extremely solid for an early access game.
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1603 Std. insgesamt
Verfasst: 02.05.20 05:12
1. If you bad, you bad that's it.
2. No saves (sadly), from start to end (haven't been there).
3. The heroes are easy but the bosses are damn hard. Figure their patterns and try to save as much HP as you can since health orbs rarely come around.
4. RNG here is basically: you get good skull = nice. bad skull = might as well go back to the beginning
What I dislike:
1. The traits are rather bland
2. Every time you see that skull pile, you pray to RNGesus to give you decent skulls if not then cry.
3. Very limited inventory, I mean if you want the enemy to be OP maybe give yourself the chance to be OP too
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1714 Std. insgesamt
Verfasst: 16.04.20 01:32
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504 Std. insgesamt
Verfasst: 02.04.20 16:33
Music 9/10
Story 7/10
Dead cells + Hollow Knight = Skul
Not many character to play, unique characters are only playable on late-game maps I guess. The platform is repeat and small. However, I didn't really expect it to be better because the game still in early access. This could be a good game, keep up the great work!
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819 Std. insgesamt
Verfasst: 30.03.20 16:57
I've played this game for 13 hours and already feel like I've burned through everything this game has to offer.
This game is really fun at first but it gets dry... which I feel like isn't something you'd want with a rogue game.
Some problems I have with these games in order of how big of a deal it is are:
1. This game gets old too quickly. Although the game gives you randomized items and upgrades, it doesn't feel enough. The biomes/stages and spawn points of enemies are more or less the same. The order is randomized but you'd have seen everything in about 2 or 3 complete runs. About 8 hours in the game and I more or less already know what enemy will show up where. I also more or less got every skull and upgrade available in the game already. For a rogue game, this game doesn't offer too much replayability as it is... or at least not for over a dozen hours (some may burn through this game even faster.)
2. The rewards don't feel rewarding/adequate. There is an upgrade system that carries over runs but they're quick to max out and then the currency used for it becomes essentially useless. Not to mention, the upgrades available barely make that much of a difference. The best thing about this game is the dynamic and diverse gameplay offered by the varying skulls. But I feel like there's not enough of that and it's ruined by RNG. In a bad run, you could already have neared the end already but still hasn't found a single unique skull.
3. There's quite a bit of bugs here and there as pointed by other reviews, but I personally feel like the devs are making decent progress on fixing them while improving the game.
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810 Std. insgesamt
Verfasst: 29.03.20 04:55
You control a skeleton who can change its Skul (head) as you progress through the game while acquiring abilities
befitting X Skul's thematology. Best part is that most of these Skul's are inspired by famous gaming figures. Be a samurai or a fencer , a minotaur or Ghostrider , a mummy or kratos and the list goes on.
Each playthough is different since maps, enemies & loot are random generated , the only thing being stable & unchangable is the Final Boss of each stage. Controls are smooth as butter , at early levels you can mash through all the trash mobs but not much later you ll have to learn patterns and time your attacks to be able to progress further without dieing and starting all over again. Speaking of which , there is also a great skill tree with many passive abilities that you unlock as you gather points from each playthrough.
The OST is more than decent while having some really beautiful tunes in certain areas.
Can't wait to see where this one's heading
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1914 Std. insgesamt
Verfasst: 04.03.20 03:11
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1292 Std. insgesamt
Verfasst: 02.03.20 20:15
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2612 Std. insgesamt
Verfasst: 02.03.20 01:26
A lot of the fun comes in when you die and want to improve from your last run, you take all that knowledge constantly and push yourself to the next challenge even if it feels very far away. When I had started the game I was awful and it felt like the skill ceiling was aimed a bit too high, but I kept aiming to improve from the last run every single time I died, then I got addicted to that feeling of seeing clear path of improvement and a straightforward goal of 'don't get hit, I know what's already coming' and 'phew, i've been doing really well for a change' because in this game, taking damage is something you have to learn to avoid and you will as you play more and more.
As for content, the way the power-ups work is similar to 'Dead Cells' but more character based and swapping who you are will determine what you are good at throughout the run, there are stores every so often which really help you polish out your strengths similar to 'Magicite' in a way. After enough time the game will become predictable and you'll really understand all the floors and how to optimally progress, so it will not stay difficult forever and you will always be able to beat your previous attempts.
Now what I would like to see from the game, is just adding onto itself really, I would definitely hope for new scenery and areas/stages, some more RNG and unlocks(like more abilities for some skulls and new skulls when visiting new further areas), new enemies, mini bosses and some more core bosses, new and different paths to progress like Dead Cells/Magicite... in general, I would really love to see more paths open up and can see a lot of unique sceneries being created down the line.
(P.S the skulls that are inspired from other characters/things are something that I would definitely want to see more of, there is a ton of amazing skeleton characters from all kinds of media that could fit in some way so I hope that is something that could be worked out)
I love the game, and it is very fun with the amount it has already, so I cannot wait to see more. Thank you.
If you want a rogue-like game that rewards you for learning, this is definitely a good choice to put some time into.
But if you do not like taking your time to improve your decisions in games, then this game can become very frustrating depending on how careless you wander/rush through the stages.
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769 Std. insgesamt
Verfasst: 01.03.20 13:41
If you like other roguelite, you will probably like this one. And if you aren't not a fan of these games, this is a pretty good start for the genre to play.
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961 Std. insgesamt
Verfasst: 29.02.20 23:24
Skulls:
Skull classes are nice however a few could use a bit of a change, namely clown and mummy. While their purpose is to do low damage ranged attacks, they just do too little to be useful. Clown can get by with every 4th hit but you almost always pass over it for a different skull due to the fact that it's only good on its 4th attack, and mummy can only progress at a pace faster than a snail if you get some cool down reductions. Gargoyle is down right over powered, his abilities are fine but because he can stay in the air much longer with faster attacks he can effectively dodge half the attacks in the game with insanely good DPS that can take down the Zone 2 final boss in less than a minute. This alongside 2 or 3 good items can easily beat the entire early access up to the every end of Zone 3. I would suggest giving Gargoyle a bit of a damage decrease to keep the game challenging if the player gets it. Flame Rider has a cool passive of doing more damage the faster you are moving, but there don't seem to be enough movement speed increasing items to take advantage of with that passive, if there a few more items that added to movement speed the passive would be more noticeable. The Legendary and Unique skulls are easily the most fun to play, however I don't know if I just got unlucky or if it's a bug in the game, but Samurai can sometimes not be able to use his marks with his single slash. In other words you could put 5 marks on an enemy and then Single Slash through them and there won't be any bonus damage and the marks won't go away; I don't know if this was a bug or if something went wrong on my end but I'll mention it just in case. Berserker from my experience is a bit bland as he feels like a buffed Warrior skull instead of his own skull. Predator is extremely fun to play, but his movement when using his abilities feels a bit too limited as you can't even jump while using them, Predator should stay as a slow damage dealer but I think his movement options shouldn't be as limited as they are when using an ability.
Bosses:
The bosses are for the most part fun to fight against however they are a bit easy to fight against besides the Ninja boss and the final boss of Zone 2 the Valkyries. They attack slowly with telegraphed attacks so it's easy to avoid them, making most bosses more of an endurance test rather than a difficult fight. The Ninja is a boss I'd say was designed perfectly, as his moves are less telegraphed than other bosses and he attacks much faster, making him feel like a difficult fight instead of an endurance test. The only boss that I would say needs a major difficulty increase is Chimera, the boss ends up playing itself as it's attacks damage the units it spawns in, meaning the player can just ignore the spawned units, and all the other attacks are easy to dodge except for the attack where Chimera roars leaving the player unable to move. I don't intend to be mean but the Chimera fight was the only fight I found to not be enjoyable to fight due to how easy it was, every other boss took me a good 3 to 5 tries to learn their move set and beat them, but I was able to beat Chimera on the first try. If the attacks were harder to dodge and did a bit more damage or were more rapid the boss would be more engaging.
Quintessentials:
There is only 2 things I would like to see changed about the Quintessentials, their price and their passive buffs. At the shops I found myself almost never buying the Quintessentials as they would give too little for how much they cost. With some costing more than 2 items combined but giving less in total. And their passive buffs tend to be, unless it is an HP buff, on par or a bit worse than a cheap common item, but since the Quintessentials cost about twice as much as a cheap common item, it makes them very undesirable.
Items:
Each item in the game is generally well balanced, however items that do damage to enemies on a timer such as Earth Spirit Gnome, Water Spirit, Fire spirit, and the lightning staff are a bit too strong. These types of items can alone make a run do extremely good, I'd say lower the damage on them or increase the time it takes for them to recharge. Also these types of items can do damage to bosses in between cut scenes where the player isn't supposed to be able to move or attack, I don't know if this was intended to happen but it is a minor thing if it wasn't intended to happen.
Bugs:
Most of the bugs I've seen have been purely cosmetic bugs but I'll list the ones I've found, Samurai's marks not working with single slash in some runs, the dark crystal of the final boss of Zone 1 the tree boss sometimes doesn't go away after defeated, the elevator to Zone 3 sometimes doesn't show the player going down with it (appears to be fixed now), I'm unsure if this is a bug but sometimes with Minotaur and Flame Rider I'll be standing next to an enemy or exploding barrel and I'll do damage to it despite not attack; this happens randomly and I haven't found a way to replicate it happening other than by chance
The game is extremely fun to play despite all that, as I found my self excited to play it after getting back home and sinking in 15 hours without the game feeling repetitive. All the sprites look amazing, especially Clown, Grim Reaper, and Chimera. The final boss of Zone 2 the Valkyries was one of the most fun bosses I've had to figure out how to beat consistently. The platforming works extremely well with the Rouge-lite aspects of the game. Normal enemies are extremely fun to hack and slash through while still difficult enough to keep you watching out for the occasional projectile heading your way, with enemies such as the maids in particular being a constant threat that keep the game entertaining. Learning which type of skull works in certain areas keeps the game refreshing to replay each run, and makes finding a new skull an always exciting find as you can always find another skull that's extremely fun or good for the area you are in. The foods that give a temporary buff are a nice bit of detail that don't give too much of an advantage for their worth, I found myself buying the food item every other time I went to the store. All in all, this is an extremely fun game that I hope any community feedback that I or others can give help the game make its way out of early access and out compete some AAA games on the market. Have a lovely day!
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206 Std. insgesamt
Verfasst: 29.02.20 12:22
I love the mechanic that you can switch the head to use different abilities and skin. Like megaman.
Also, the teleport skill of the default skull, i never replace the default skull to another, that teleport makes me cool.
The minus is just no cloud save feature. I can't continue my progress to different computer automatically. Maybe because this is still early access.
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Release:18.02.2021
Genre:
Actionspiel
Entwickler:
SouthPAW Games
Vertrieb:
NEOWIZ
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop
Kein Prisoner hat oder wartet auf das Spiel