Source of Madness
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Über das Spiel
Du begegnest immer wieder neuen, grausamen Monstern, die prozedural generiert und mit Hilfe der KI eines neuronalen Netzwerks animiert werden.
Explosive Nahkampfmagie, Erkundung labyrinthartiger Umgebungen, leistungsfähige Beuteverwaltung und ein Fertigkeitsbaum voller Fähigkeiten, Klassen und Zaubersprüche
Die faszinierende Welt der Lehmlande, die in einem herrlichen, KI-gestützten Kunststil gerendert ist, enthüllt eine tiefgehende, geheimnisvolle Geschichte, während Spieler ihre zahlreichen Geheimnisse lüften
Systemanforderungen
- CPU: Intel i5+
- GFX: Nvidia 450 GTS / Radeon HD 5750 or better
- RAM: 2 GB RAM
- Software: Windows 7+
- HD: 500 MB verfügbarer Speicherplatz
- LANG: Englisch
- CPU: Intel i5+
- GFX: Nvidia GTX 460 / Radeon HD 7800 or better
- RAM: 4 GB RAM
- Software: Windows 7+
- HD: 500 MB verfügbarer Speicherplatz
- LANG: Englisch
Steam Nutzer-Reviews
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66 Std. insgesamt
Verfasst: 28.09.21 19:17
Wer sich noch unser ist, kann gerne einen Blick in mein Angezockt-Video werfen. YT-Link: https://youtu.be/gDUaX3_ptOc
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69 Std. insgesamt
Verfasst: 12.05.22 12:45
If you love killing Cronenbergs but nothing else you found your game.
The levels, creatures, textures, everything feels flatter than Paper Mario.
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2906 Std. insgesamt
Verfasst: 11.05.22 18:42
The thing that is notable about this game is the artstyle made with AI, which works very well with the procedural generation of the levels. But the most unique thing is the monsters and physic interactions of them, objects, and player. They are floppy, get stuck often, and are made from parts, which some are just solid flesh, some do movement and some damage, melee or ranged. Due to physic simulation, this game is unigue compared to Dead cells or other roguelites or likes : Cheese. Its possible everywhere, and its fun and basicly intended : You can stand on enemies, deal big damage with some rings that do AOA or penetrate, jump over walls, snipe them from places that they cant reach and other stuff. Also, there are some funny builds that are possible, and they can become broken to god run level, even if you just take random cool looking stuff(My favorite being a ring that drops bombs that explode after a while, dealing BIG damage, and friendly fire, and are affected by gravity. Take two of them and anything that allows for faster cooldowns => god run potential and self damage if you forget to dodge the 16 bombs that you planted as charged attack.)
Game has also great replayablity, you wont have every upgrade (and item that can be broken) unlocked once you beat it, and can serve as a more chill roguelike after raging on other games (wink wink, Dead Cells)
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2932 Std. insgesamt
Verfasst: 06.05.22 03:15
P.S.: Plays great with keyboard & mouse.
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156 Std. insgesamt
Verfasst: 02.05.22 22:39
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475 Std. insgesamt
Verfasst: 26.04.22 02:32
If that sounds awesome to you, you should play it (and also we should be friends).
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698 Std. insgesamt
Verfasst: 11.02.22 14:35
IT'S FUCKING AMAZING!!! Ĩ̴̳͉ṭ̶͐ ̷̩̰̉͐w̸̧̓ḯ̴̘l̸͖̲̕l̵̲̼̎ ̶̗͛́e̴̛͉͎a̴̛͍̜̕ţ̸̍̋ ̶̥͓̆y̴̡̧̕ō̸̰ủ̵͉̈́r̶̟̻̽̍ ̸̗̘̉̆d̵̗̫̾r̴̰̊ē̴̪͘ạ̷͕̌m̶̪̉̉s̶̝̓͊.̸̥́͝ ̴̙̋͐Ť̴͈̲̕ḥ̸̡͆͑ę̸̐͒ ̵͍̊̈m̵̦̗̆̓o̴̥͆͛o̶̥̾̾n̷̤̠̄,̴̜̻̓̚ ̵̱̙̚ḏ̶͋o̴̥̓͝ņ̶̝̔̀'̴͔̜͂t̶̜͍̓̈́ ̴̙̺͑̈l̶͔̾ő̵̗̣͝o̸̡̾́k̵̗̙̔̍ ̶̮͈͆̕i̴̹̬̅n̸̼̮̿t̶̲̹̅̽o̸̥͐ ̸͙͂ͅt̵̰͇̒h̵̘̒̋e̸̝͂ ̶̌͜m̵͙͂o̴̱̲͑̍o̵̗͘ń̴̦̰̇ ̷̢̪͗͊d̶̼͈́o̶͖͓͊n̸̡̞͑'̴͎̃t̵̥͠ ̷̭̉l̸͈͠ô̸̫̈́o̵͈̠͌̀k̴̝͕̂ ̸͔̋̈́ḯ̴̖̲n̶͕̎ͅt̵͉̯̅o̸̘͎͒̿ ̷͎̀t̶̝͋h̸̙̓ę̷̈́ͅ ̸̰͍̈́m̵̱̒̽ỏ̵̻̞̾ṍ̷͜ṅ̵̡̢́ ̴̦͝d̴̞͆o̸̯̕͜͠n̸̙̆'̶͍͙̂̿ṯ̵̍̾ ̶̣̆̅l̷̡͔̅o̵̭̓ȍ̷͇̖k̸̳͋ ̴̳͚̕ḯ̴̘̯͝n̵̛̥̤͊t̸͔̗̓̐ȍ̷̧̂ ̶͉̻̂t̸̤̤͂̍h̴͖͐̉e̴͖͝ͅ ̴͎̊m̴̢͓̕ǒ̵͇̿ő̴͇̭͘ǹ̶̞͐/10
Seriously, buy this game, I cannot recommend it enough.
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1155 Std. insgesamt
Verfasst: 11.02.22 13:50
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831 Std. insgesamt
Verfasst: 04.02.22 02:38
The graphics and atmosphere of the game are a unique-feeling and gorgeous take on Lovecraftian cosmic horror. The monsters are truly monstrous, moving in unpredictable and horrifying ways. This is a positive for atmosphere but potentially a negative for gameplay because unlike other great games in the genre, the player cannot memorize the attack patterns of the monsters and react accordingly. This creates a frantic gameplay experience, which might be good or bad depending on your concept of fun.
But by far the most major issue is the progression system. The skill tree is full of meaningless upgrades that do little to improve a player's power curve and actually in many cases hinder it, for example by unlocking unlabeled friendly fire weapons that some players won't even want to use. Buyer beware. The devs themselves have stated that the only upgrades that matter are dash and potion uses, so the other 50 or so upgrades are nothing but fluff. The skill tree is not nearly juicy enough to create a rewarding feeling of progress or an interesting diversification of playstyle.
The weapons the player has access to are not balanced with each other and there are clearly superior options, meaning most of the time you will be playing with weapons that are ineffective and unfortunately there is no progression system in the skill tree to upgrade any of their base effects. You can spend a lot of time playing this game and your 100th run will be just as much a roll of the dice as your very first run, unfortunately. Due to these balance issues, many of the weapons just feel bad or ineffectual to play with.
With the randomized nature of which weapons you are assigned at the start of a run, this means that the majority of your playtime will be wasted on dud runs unless you manually end the run over and over and over until the game gives you better starting weapons (which, if a player has to do this to enjoy your game, you're probably doing something wrong). These make-or-break RNG aspects coupled with the already slow-pace of combat makes it feel the game is just disrespecting my time.
Your weapon upgrades during a run will most often come from the shop periodically encountered. It's inventory is completely RNG based and many times will have nothing useful to offer you, making this another painful RNG point of failure for a run because without proper upgrades, the player cannot continue.
Many of the unlockable weapons contain friendly fire elements which do not mesh well with the inherently frantic nature of the combat, as there is often little planning or muscle memory involved in how the player fights and responds to the actions of the monsters. As such, these weapons will be passed up by many players and simply not used. Unfortunately they are also not labelled as friendly fire in the purchase tree so the player will likely spend hard earned resources unlocking weapons they may not even want to use. Buyer beware, and so goes with this game.
If you want to play out the fantasy of becoming a cosmic horror badass, this game in its current state falls far short. Which is a shame, as it has the potential to satisfy a large audience if there are some simple mathematical balance changes implemented to make the game feel better from the start and feel better over time. Right now its not worth a player's time.
If the skill tree is fleshed out better with permanent stat upgrades and features that improve the base stats and/or abilities of the various weapons, reduce or eliminate friendly fire, or give the player some degree of control over their starting weapons or the shop inventories it will go a long ways towards alleviating the many, many RNG feel-bads this game currently offers. More fun, less RNG feel-bads, I say.
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505 Std. insgesamt
Verfasst: 14.01.22 05:27
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15 Std. insgesamt
Verfasst: 31.12.21 17:13
Full ultrawide. Game did not recognise DualSense but worked fine with Xbox
First impressions: Gorgeous hand-drawn procedural Lovecraft floaty platform(ish) action. Controls are surprisingly effective and intuitive with left stick for direction, right for aiming, and separate attacks for each trigger.
If the devs manage to pull this off it could be one of the best indie games around in 2022
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76 Std. insgesamt
Verfasst: 03.12.21 06:56
Being a souls-borne fan, the game's theme, presentation and narration style didn't take too long to captivate me. With its machine learning and procedural system, it just nails the Lovecraftian weirdness. The game takes a grip on your senses as soon as you step out from the small tiny room you start at. The world, the NPCs, the dialogues, the eldritch library we get to explore in the beginning all captures the strangeness of this world and sets the mood of the game perfectly. The navigation feels a bit awkward but you get used to it and also it sort of adds into the whole uncanny visual treat of this game. The sound design of enemies and overall atmosphere is something that will take you back into the pages of The Dunwich Horror. With all this said, let me get into why I still am not recommending the game.
I will try and be gentle, it's still in EARLY ACCESS, so having played about 90 minutes of game, I couldn't continue though I wanted to - whilst the unknown pulled me into the game more, I was constantly fighting the game due to how (in my opinion) the art direction got in the way of the gameplay. Keeping the subjectivity of 'art' in mind, let's get into it.
The background environment, combat & enemies:
Skipping the introduction part, I am going to jump ahead into combat and enemies.
As soon as you step out of the eldritch library, you are presented with these grotesque deformed unknown beings that look like they came out of Lovecraft's pages. As per the dev's, the movement of these beings are procedural generation and through AI machine learning - which is great in terms of the look and feel, it adds to the weirdness, however it's so hard to understand how they are attacking us. It was so hard to read and telegraph their moments for us to time the dodge. When I started playing I was timing my dodge but as enemy waves increased I was button mashing and scrambling as I wasn't able to understand which enemy is causing my health bar depletion and the combat can get brutal pretty quick.
Another issue that popped up here due to the art designs taking precedence over gameplay was the depth perceptions. This was one of the most annoying aspects, the background environment art and the enemy art merge during action. It's so hard to understand what's a tree truck and what's an enemy because they have similar ragdoll-like movement and they look alike. One of my good runs came to an end as I was attacking an inanimate object that was swaying like an enemy while the real enemies were swarming me, I got thrown and tossed around into areas I am sure I can stand on, my health bar started depleting and I was frantically trying to figure out what's causing it - parsing details during combat is such a mental gymnastic. Enemies do have a 'red' slashing graphic, personally for me that's hardly enough to make split second decisions during combat. Some areas where the colour has very less contrast for us to make sense of what's going on.
So, the environment tends to have hazardous areas/regions like most platformers do and again the issue comes in where you do not understand if the particular stretch of land will end up damaging you due to the graphic choices made by the devs. It does have a different colour palette to indicate the dangers, but then I entered a portal to find colours that are similar to the hazardous areas.Also strangely enough. while tinkering with the settings, on display I changed the graphic to lowest and that actually slightly improved the look - I could read the environment a bit more.
Menu and its art choice:
This aspect of it is subjective. For me, in Source of Madness the gorgeous artwork is truly getting into the way of gameplay and this is an extension of my gripes mentioned above.
It's not a good user-friendly design. Especially when your art & iconography choices are accompanied with a lot of flourishes, noisy details and a general lack of separation of contrast.
The character ability trees are alright, not much to talk about, however the inventory is just too detailed to a point where it's simply a cluster noise. Everything has this grain on it as if someone took art and ran a sharpness filter on it. The icons are super hard to parse while you are in the heat of the game. This also affects the UI's on the bottom left that shows your health bar, abilities and their cool down timer. They are all so hard to read at a quick glance.
Conclusion:
The brutality of this game isn't because enemies are too hard or because it's an unfair design, it comes down to the fact you have no idea what's going on on the screen during combat.
So it comes down to one main aspect - what makes this game so attractive to gamers like me, who love this theme also makes this game hard to recommend or even play.There is an amazing game here, Thunderful Publishing has created something very special, but until they tweak the overall gameplay experience that's getting overwhelmed by it's visuals I am going to keep away. However, I will be keeping a watch on the game as I am still extremely interested in trying it again in the future, like I said above the theme and the overall presentation is just bizarrely creative.
TLDR: Awesome game & theme that captures Lovecraftian eldritch horror, but it's gameplay is held back by its art-design that gets in the way constantly, making it hard to parse what's going on during combat and environment, accompanied by a really overwhelmingly noisy UI design.
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38 Std. insgesamt
Verfasst: 02.12.21 17:39
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1140 Std. insgesamt
Verfasst: 30.11.21 06:15
The game checks off all the boxes for a wide variety of gamers.
SoulsLike - Check
Metroidvania - Check
Action / RPG - Check
Platformer - Check
Gorgeous Game - Check
Horror - Check
True Lovecraft Monsters - Check
Just a geek that needs to collect a game with very unique design mechanics - Check
I could go on. I’m a huge fan of SoulsLike and Metroidvania games. Throw in the Roguelite concept where both the environment and your enemies are never the same is fantastic. The use of neural network AI to create the enemies is mind bendingly genius.
Remember when parents told us to clean under our beds because a science experiment is going wrong under there. This is what they envisioned under every one of our beds. If you haven’t cleaned under your bed in awhile. This game will convince you to do it. The monsters are glorious!
I’ll be reviewing more. For now. Don’t sit on it. This game deserves to be in your library. Just buy it!
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797 Std. insgesamt
Verfasst: 24.11.21 21:25
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158 Std. insgesamt
Verfasst: 10.11.21 14:52
So far in the early access I have not encountered any bugs (that i know of), nor any unfinished business. Granted i've only played 'bout 3 hours of this in one sitting. It has the typical sense of upgrade system to make you survive better the next run and unlocks of new classes that might fit your style the better.
It's a neat little gem for the price it has right now, would highly recommend if you are interested in Rougelites and Lovecraftian themes.
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577 Std. insgesamt
Verfasst: 10.11.21 11:53
The AI assisted aspect works perfectly for this subject matter - so much of the background and creatures look like I can kind of identify it, but can't quite focus on it, so it adds to the feeling of being surrounded by otherworldly madness extremely well.
Gameplay is really good to! I'm very much enjoying the battles and killing the monsters is very satisfying. Difficulty balance is pretty good also, keeping a decent challenge to the progression.
Some UI functionality could do with a bit of polish, but it doesn't interfere with the game.
I would really like to be able to save a game mid-run tho, and not have to restart if I have to leave. A run can take more time than I often have available to complete.
Overall a great game - really hits the spot!
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986 Std. insgesamt
Verfasst: 10.11.21 06:31
The sounds and aesthetics are perfect for capturing the eldritch. Here's a quick example from a recent playthrough: I descend into an expansive cavern and hear a roar from somewhere in the darkness. Soon a leviathan looking monster is hurling itself toward me with crab-like claws crashing down from fifty feet above. I try to back up when a troop of smaller creatures spill out from the ceiling behind me. As a pyromancer, I throw up a wall of flames to hold off the big guy as I dash behind the little guys spewing out of the ceiling and torch them just as the giant monster is crashing down upon me and already drenching me in poison.
It's moments like the above that make the slower moments worth the slog, and I think a Lovecraftian world is better explored in a cautious, almost timid manner to what may await in the shadows beyond. As expected of an EA game, some balancing work needs tweaking. Certain classes like the pyromancer seems superior to others like the geomancer and some weapons are almost useless. But perhaps I just haven't played around with optimizations well enough. The runs are divided into independent acts and it takes me about two hours to get through Act 1, though I tend to explorer every nook and cranny of the levels. Act 2 is only partially done and is about half as long as Act 1 so far. According to the roadmap, three acts are planned.
Anyway, this review is longer than I intended, but I felt it necessary to support a small team that's willing to take risks in creating something so original. Small criticisms aside, this a fantastic game that I'm really happy to have discovered.
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1811 Std. insgesamt
Verfasst: 23.10.21 22:41
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396 Std. insgesamt
Verfasst: 21.10.21 09:02
boss? work? will talk to you when i've get to The Tower
mustn't keep it waiting
o,nly a little while longer now
another death. another cultist. maybe this one will bring ME to The TOWER.Or at least i will get more of the blood.
I need it. I need the blood. i use it to get stronger. kill the beasts--in the Loam Lands. get to the moon. get to the tower Yes. That's what I will do.
I have seen the blood-moon's glow in the forest pond. i am close to the Tower
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932 Std. insgesamt
Verfasst: 17.10.21 23:37
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954 Std. insgesamt
Verfasst: 17.10.21 21:22
All in all, very solid action platformer roguelite, lots of fun and the Lovecraftian elements are really exciting especially for me, because I read a ton of H.P. Lovecraft's works.
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230 Std. insgesamt
Verfasst: 14.10.21 22:27
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85 Std. insgesamt
Verfasst: 23.09.21 03:02
The combat indeed is brutal and unforgiving, but it also doesn't feel satisfying and generally is floaty and confusing instead. It's hard to tell if you're hitting an enemy or if an enemy is hitting you, and it's even hard to distinguish between enemies that are alive or corpses that are being flung towards you because of physics. Ranged moves generally don't feel very different from one another, as far as I can tell, and the lack of variety makes it not very fun unlike other roguelites that tend to distinguish between different weapon types.
Because of all of the above, I don't find the combat or exploration that fun. Sometimes, I even get stuck inside a monster due to how the physics and colliders work in the game.
The artstyle, aesthetic, and lore is very interesting to me though, so I will continue to keep an eye out for this game. However, I would not recommend it to others as those are mostly my own personal preferences.
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Release:22.09.2021
Genre:
Actionspiel
Entwickler:
Carry Castle
Vertrieb:
Thunderful Publishing
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop
Kein Prisoner hat oder wartet auf das Spiel