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Über das Spiel
Tunche ist ein charmantes, handgezeichnetes Beat'em-up-Hack-and-Slash-Spiel mit Roguelike-Elementen. Reisen Sie durch 4 Welten, die jeweils mit einzigartigen Feinden, Bossen, Herausforderungen und Geschichten gefüllt sind.
SPIELEN IM KO-OP
Spiele alleine oder schließe dich mit bis zu 3 deiner Freunde in einer lokalen Koop-Session zusammen, um das Geheimnis des Waldes und die Geheimnisse von Tunche zu lüften!
FINDE DEINEN EIGENEN SPIELSTIL
Wähle einen der fünf einzigartigen Charaktere: Rumi, die Zauberin, Pancho, der Musiker, Qaru, der Vogeljunge, Nayra, die Kriegerin und Hat Kid aus dem hochgelobten Film A Hat In Time.
MEISTERE DIE VERSCHIEDENEN FÄHIGKEITEN
Um die bösen Bestien der amazonischen Wälder zu besiegen, musst du die Fertigkeiten und ultimativen Fähigkeiten erlernen, die dich bei jedem Durchspielen weiter durch die Geschichte bringen.
Systemanforderungen
- CPU: Intel Core2 Duo E8400, 3.0GHz or AMD Athlon 64 X2 6000+, 3.0GHz or higher
- GFX: Geforce 9600 GT or AMD HD 3870 512MB or higher
- RAM: 4 GB RAM
- Software: Windows 7
- HD: 5 GB verfügbarer Speicherplatz
- SFX: DirectX -compatible
- LANG: Englisch, Französisch, Deutsch, Spanisch – Spanien, Japanisch, Koreanisch, Brasilianisches Portugiesisch, Russisch, Chinesisch (vereinfacht), Spanisch – Lateinamerika
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Steam Nutzer-Reviews
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684 Std. insgesamt
Verfasst: 04.05.22 08:06
Also, how the fack do you use transmutations?? The game explains everything to an obnoxious detail, but never explains how to use transmutations....
I really love beat-em-ups, but man this game has many flaws.
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771 Std. insgesamt
Verfasst: 08.12.21 01:28
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354 Std. insgesamt
Verfasst: 24.11.21 04:45
Deep in the heart of the Amazon lies a troubling foe, as monsters of all kinds have ravaged the innards of the bustling forest and have terrorized its inhabitants. Warriors from all flocks have tried to seek the source of terror, but none have made it deep enough to face it. Many have been captured or have gone missing, leaving five tribesmen and women (and one Hat-wearing kid) to dive into the source of the terror and eradicate the evil within and restore order to the forest that they call home.
While Tunche off the bat isn’t trying to reinvent the wheel with beat ‘em ups or roguelikes, it tries to blend the two well enough to run a fun and efficient package. Character controls are simple: buttons for melee and ranged with a launcher for additional combos to start. Ranged attacks use a separate Mana bar that is refilled primarily with melee hits, allowing for synergistic combat. Each character takes a specific style into the jungle, with Pancho being a heavy hitter, Rumi utilizing mana-based attacks, and Hat Girl smug dancing.
The Amazon is cut into four different areas, with multiple “stages” to do battle in before facing the area’s big boss and trudging forward. If your HP hits zero, it’s all the way back to the beginning, with no checkpoints available. But every run allows your character to get stronger with the various collectables found in each level. XP upgrades your character and unlocks new combos, Essence upgrades Cores found in the jungle, and Gold allows you to grab run-specific items as well as grabbing cores before each run.
When you’re venturing through the Amazon, you may notice the same thing I did at first, that man: this game is pretty. Tunche boasts hand-drawn graphics and it pops with a colorful vibrancy that remains soft and enjoyable to look at in motion. Tunche runs super smooth and I never ran into any hiccups while playing, which is crucial in a beat 'em up and every moment matters. The bosses all look super cool and provide a neat range of attacks that are again, super cool to look at. It was a real treat seeing these for the first time. Especially Boss #3. So dope.
But in terms of how much I enjoyed the game, well, our mileage may vary. The inclusion of roguelike elements is always a neat mechanic for added longevity, but the game has to be worth the grind in multiple aspects for it to stick. And going through a few characters and beating the game with one, I can say that for how much is unlockable with what I’ve been given to play, I don’t have much incentive to complete this game fully.
Tunche has a weird problem of being too easy yet artificially too hard. Characters have simple button mechanics that make it an easy pick-up-and-play, especially with up to four players that can have a go at each run. But all characters are woefully underpowered to start your journey: not that a big deal since Tunche provides a ton of unlockables to find (samples of lore for each enemy and boss, storyboard-like past plots for each character, a whole camp of people trapped in the Amazon, etc.), as well as bolstering your character to bigger and better stats with each run. The problem is that these unlockables are at complete random, more notably the plot for all characters. Since Tunche’s stages are picked by the provided icon above the selected area, showing what players will unlock when they complete the room, these rooms are cycled randomly with a chance that no big collectables will unlock. The first three runs I had with Pancho gave me none of his story bits, which I found out later each one is unlocked in a certain stage: if you don’t get the proc on stage 3 or 4, you’ll have to play the whole game over again in hopes you get it. Kinda sucks if you’re curious about the character and just roll your imaginary dice badly.
Tunche also expects a loss after each new stage, with each boss defeat giving a substantial upgrade to your character once you’re back at camp. If you’re like me and clutched Bosses 2 and 3 in one run, I was able to upgrade my character to a point where the rest of my runs were exponentially easy. There’s a super move for each character, but I couldn’t tell you Pancho’s because I was so powerful with normal attacks it was never needed. After beating the final boss, I was left with a ton of things to unlock for most characters and I was still missing parts 3 and 4 to Pancho’s story after my 6th run. Tunche then throws it’s hardest problem directly in the face of New Game+ players: there isn’t one.
If you’ve beaten the story, you can go back into the Amazon and run the gauntlet again, blindly rolling for the things you need, but there’s no challenging incentive to return other than a curiosity of the game world and a juvenile need to punch down at your smaller foes. With the combat scarcely hiding numerous infinite combos to whittle down any foe with ease, and the numerous power-ups that raise your character’s efficiency above the trees: the combat becomes stale very quickly, especially if the return to the Amazon to check boxes doesn’t get checked after several runs.
Even bringing friends along for the ride doesn’t help as much as it should. We were only able to find one story bit for our three characters in the 4-5 runs we had, and the amount of enemies on the screen borders on the ridiculous. You can get lost really easily on screen where we got defeated several times but couldn’t tell you as to what did us in. If all our characters were more upgraded, we probably could have worked out better, but for bringing in friends for a plug-in-play, getting blasted with a deluge of enemies did not give the best impression.
So it puts me in a weird situation: I want to recommend Tunche for the beautifully drawn art and its smooth and simplistic combat. But I can’t recommend Tunche for it’s artificial inflation of a game that just does not feel finished. Putting so much to unlock behind the luck of the draw loses its luster when most of the game is seen within an hour or two. Having extra modes, harder difficulties, anything to give a different angle to what was shown would’ve done wonders to have me keep playing and buy-in on everything to see in the jungle. But with the one trail available to be retread ad nauseum, it’s not worth buying in.
Zitat:
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538 Std. insgesamt
Verfasst: 21.11.21 07:51
My 1 Big issue I beat the final boss (Got the achievement and even screenshot) 6 times but it freezes on the exact same scene, I don`t know if I should just let myself get killed by him and start all over instead of using the checkpoint (which means another hour 30 minutes to get there) just before the fight.
I don`t know if I will play it anytime soon though to wait for a patch, but at least on Nov.21 I have that kind of game breaking bug.
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250 Std. insgesamt
Verfasst: 11.11.21 04:36
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244 Std. insgesamt
Verfasst: 10.11.21 22:37
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235 Std. insgesamt
Verfasst: 02.11.21 19:08
Immediately on starting the game up, the main menu looks basic; and players are thrown into the experience with little opening exposition. Not much is done to establish the context of the world besides simple, hurried dialogue with shallow characters. And even that mostly only serves to provide weak canonical excuses for why certain game mechanics exist. Why is Hat Kid in this game, and available to play from the start as a part of the core roster. They contrast heavily against the rest of the character cast, yet are unlocked from the start with absolutely zero explanation given. Almost as if the developers just desperately wanted a character cameo in the game, while having zero respect for the actual canonical integrity of the game itself. This combined with how rushed the opening of the game feels, makes it just look amateurish.
The actual combat is decently satisfying and engaging. But there's virtually zero enemy variety, and no room variety. Each of the four zones only has a room worth of unique enemies, which you will encounter in full almost every room. Meanwhile each room is simply a rectangular arena with absolutely no unique hazards or geographic elements, only discernible from other rooms by the different background art. Literally; playing one room of each zone exposes you to nearly all the content that zone has to offer. The room rewards are relatively stock rogue-lite currencies and perks; nothing especially unique or exciting. There's little choice making or resource management or anything to diversify the experience besides the occasional admittedly interesting lore comic and very repetitious challenge rooms.
When players defeat each boss they unlock the ability to buy a significant health and damage upgrade at camp, which players can only get to by being defeated themselves or ending the run. This combined with the upgradeable health potions results in a very obvious and artificial attempt to forcibly limit how much the player can progress in each run by forcing them to return to camp for purchasing major statistic upgrades after each boss. Even worse; these upgrades also destroy the skill unlock aspect of the progression system as players must choose between buying blatantly advantageous statistical upgrades unlocked from bosses, or buying new skills to simply make combat more interesting. Players actually are forced to choose between fun and progress essentially. The statistic upgrades cost so much that while buying them players will need to take more than a couple runs to beat the final boss; if they want to grind enough currency to also buy any new skills before finishing the game. So players are punished for beating the game too easily.
The game presents a decent challenge but even with the blatantly artificial gating of statistical upgrades crucial to survival, I still managed to complete it within four hours while only needing half of said upgrades. Just to discover that there's no higher difficulty tiers or modifiers or anything, no new enemies or any boss variants either. After defeating the final boss the game straight up just tells you that there's no more content, but you can keep grinding if you'd like. Why bother, everything is going to be exactly the same past this point there's zero variety to the rooms, enemies or bosses and little variety to the perks or challenge rooms.
Yet there's also various frustrating elements to what is there. The game extremely encourages combination attacks and avoiding damage, but it's possible for enemies to spawn or get knocked off screen so players lose their combo meter because the last enemy is temporarily out of bounds and thus inaccessible. The combo meter also continues ticking down during the death animation of an enemy, so in the time it takes for an enemy to die and the game to trigger the reward sequence the combo meter can go down a tier and lower your reward??? Some enemies also have questionable hitboxes that allow their attacks to hit the player even while standing behind said enemy. And that later game enemy that randomly will spam the same area effect attack potentially six times in a row while being nearly impervious is just obnoxious. The game also has problems with visual clutter, which can hide incoming attacks, both due to how clustered together enemies can get and because of how large the damage indicators are.
Incredibly disappointing and downright disturbing to see a rogue-lite game delayed for so long yet released for twenty dollars with what amounts to only four hours of content. And even that four hours of content is filled with constant repetition as each room is just a nice looking box populated with the exact same enemies over and over. There's little point to having multiple characters in a game that is so easily completed and so un-replayable. Statistic unlocks are bound to each character, by the way, so you have to re-experience the artificial progression gating with each one. While grinding for lore you'll probably only read once and skills that don't really matter much after you've defeated the final boss.
Despite the awful introduction, along with the artificial progression gating and terrible unlock economy, as well as the extreme lack of general variety and badly paced story; the engaging combat plus interesting character backstories had me on track to recommend the game. I completed it in four hours convinced the post game would introduce new difficulty tiers, modifiers, enemies and boss mechanics to explain the initial deprivation of such during the first playthrough. That is not the case according to the popup message the game gave me.
This game was delayed multiple times and yet the only part of it that doesn't feel rushed is the character variety. Honestly it seems like this game was originally designed to be linear, but then after multiple delays the developers played Hades and decided to cobble together what they had made into a ramshackle rogue-lite instead. So at this pace I would be more than willing to recommend this game once it is actually fleshed out and appropriate for a full monetized release as a rogue-lite; ten years from now.
If you're interested in finding some games that I do positively recommend they can be found on my curator page here .
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Release:02.11.2021
Genre:
Action-Adventure
Entwickler:
LEAP Game Studios
Vertrieb:
HypeTrain Digital
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
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