Да, стоит играть
Серьёзных проблем нет, минусы описаны ниже
Почему оценка C: мнения разделились: недовольных почти столько же, сколько довольных

Серьёзных проблем нет, минусы описаны ниже
Почему оценка C: мнения разделились: недовольных почти столько же, сколько довольных
Нет игроков онлайн в Steam - это не определяет готовность одиночного режима · последнее известное значение, ещё не обновлено
19 дней назад
100% положительных
Русский + ещё 12 языков
260 руб.
Сравним с вашим ПК и прикинем FPS
Подробных отзывов на русском мало - добавлены отзывы на других языках.
ГЕРОЙ ЩИТА но бюджет 2 пачки кириешек О-о-о О-о О-о-о О-о Пустое время как бред, Я увидел в нём свет, Заблудившись в этом спящем мире. Теперь блуждаю, нет-нет Найти пытаюсь ответ. Моя вера в силе. Но свет ускользает сквозь пальцы песком, Времени нет осмотреться кругом. Шрамами новую силу втяну, Пусть она прорезается сквозь тишину. Жизнь или смерть – самим выбирать, Лишь защищаясь, не выжить, знать. Не хочу я сам себе врать. Бой продолжай! Ты прав! Не проиграю, нет! Ночью и днём исправь Весь сюжет. Не важно, что скажут, не суть, Найду свой путь И не смогу свернуть (не смогу свернуть) Не сможет никто остановить, И чтобы ничего больше не забыть, Всё, что терял на пути, Чтобы вновь обрести, Над миром своим взлети! (Не смотри назад, да!) Я снова пройду этот путь как раз, Забыть неудачи хочу сейчас. Чтобы вновь не терять, Поверни всё вспять. Над миром взлети опять! (Не смотри назад, да!) О-о-о О-о О-о-о О-о
EN - REVIEW Don't Lose Aggro: Potential in Early Access For those who understand the early stages of an Early Access game, I would say that Don't Lose Aggro is a great example of how to sell an idea and show players what they can expect. The game is honest. For the price you are paying, you are buying an idea. You are investing in something you believe has potential. And that is exactly what made me want to write this review. An Idea That Works Don't Lose Aggro is clever in its concept. It is definitely not finished yet, and the developers know it. Even with the limited amount of content currently available, the game is fun for what it is trying to achieve. And honestly, even if the idea never reached exactly where it intends to go, there is already a fun foundation here. More importantly, I can clearly see how this concept could be expanded, improved, and developed further. The Potential There are many possibilities for the future. New companions classes and upgrades, new dungeons and game modes, additional challenges, modifiers, and different difficulty levels are just some of the possibilities I can imagine. The skills and their effects are interesting, and there is a certain roguelike feeling throughout the experience. At the same time, the game presents an idea that I found particularly interesting: “What if I could control an entire MMO party?” That combination is what makes Don't Lose Aggro so intriguing. You are not simply controlling one character. There is a feeling of managing a small party, thinking about abilities, roles, and how everything can work together. Nothing is perfect at this stage, but it is fun. And these systems have plenty of room to be refined and developed further. What Made Me Want to Buy It I found many positive reasons to buy the game. The current limitations are more related to the fact that the game is still in development than to problems with the core idea itself. There is a lot of content that could still be added, and I believe the future of the project will depend on how this concept is developed and how many players are willing to invest in the idea. For now, what I see is potential. And for an Early Access game, sometimes that is exactly what we want to find: a good idea, a functional foundation, and the feeling that there is something much bigger waiting to be developed. Don't Lose Aggro still has a long road ahead, but it has my vote of confidence. Rating: ★★★★☆ PT- BR REVIEW Don't Lose Aggro: Potencial em Early Access Para quem entende os primeiros passos de um jogo em Early Access, eu diria que Don't Lose Aggro é um ótimo exemplo de como vender uma ideia e mostrar ao jogador o que esperar. O jogo é honesto. Pelo preço que você está pagando, você está comprando uma ideia. Você está investindo em algo que considera promissor. E foi justamente isso que me fez escrever esta review. Uma ideia que funciona Don't Lose Aggro é inteligente em sua proposta. Definitivamente ainda não está pronto, e os próprios desenvolvedores sabem disso. Mesmo com pouco conteúdo neste momento, o jogo é divertido pelo que se propõe a ser. E, sinceramente, mesmo que a ideia acabasse não chegando exatamente onde pretende, ainda existe uma base divertida aqui. O mais importante é que consigo enxergar claramente como essa ideia pode ser expandida, aprimorada e desenvolvida. O potencial Existem muitas possibilidades para o futuro. Novas classes de companheiros, melhorias para os mesmos, novas dungeons e modos de jogo, desafios adicionais, modificadores e diferentes níveis de dificuldade são apenas algumas das possibilidades que consigo imaginar. As habilidades e seus efeitos são interessantes, e existe uma certa sensação de roguelike durante a experiência. Ao mesmo tempo, o jogo traz uma ideia que achei particularmente interessante: “E se eu pudesse controlar uma party inteira de um MMO?” É essa combinação que torna Don't Lose Aggro tão curioso. Você não está simplesmen…
This game has a lot of potential. It's also very short, especially for experienced tanks. I was able to 100% the game in just about 2 hours. However, I did enjoy the gameplay as it stands. The abilities felt engaging enough to be entertaining without feeling overwhelming. The dungeon rewards speedrunning, and you have a lot of ability to keep yourself alive if (when) your healer can't keep up. There's some basic interrupt mechanics, and some basic telegraphed AoEs, but outside of that it's mostly a game about min-maxing your speedrun. I know the developer looks at reviews and feedback a lot, so here's my two biggest concerns aside from the available content: 1. Balance. There are two shields that are significantly better than all other shields regardless of content. Some of the abilities feel very powerful, and others feel mediocre. Similarly, some of the upgrades for abilities are gamechanging, while others feel like a wasted level. Lastly, the skill tree has some traits that trivialize the game, others that don't promote much synergy, and others that are basic stat buffs. 2. Variety. There are really only 2 enemy types (healer and dps), and they don't really do much. Sometimes there's a cleave mechanic, but you just move. Sometimes the healers need to be interrupted, but you don't have a guaranteed interrupt AND it doesn't actually do much if you're built right because they just die. I'd like to see more enemy types, and I'd also like to see more mechanics happening. Soaks, flares, spreads, stacks, chaser AoEs, knockbacks, etc. I think mechanics would help the game a lot. Bonus feedback that doesn't hinder the game but could help: 1. The UI is good, but it could use some extra hints for buffs, debuffs, etc. There's not really any level of tracking procs or buffs, which also keeps the variety from existing since there isn't a way for the player to know. 2. Right now, the game is strictly "hold aggro." That removes a good chunk of the complexity of tanking - positioning, using cooldowns properly, planning paths based on enemy strength, tankbusters, and niche things like chained gapclosers. It does a good job of giving an engaging DPS loop, but otherwise some of the soul of tanking is missing. As a 10-year tank main, it'd be very cool to see some of this come to life in the game. We have plenty of M+ clones, but none really focus on the actual complexities that go into being a good tank vs being someone that holds aggro. I know the name of the game, but still. Anyway. Good game, worth a quick play, and it's not very expensive.
Да: серьёзных проблем нет. Оценка GameHealth - C: мнения разделились: недовольных почти столько же, сколько довольных.
Да: интерфейс, субтитры. Русской озвучки нет.
Нет, это однопользовательская игра.
Видеокарта: минимум - NVIDIA GTX 950 / AMD RX 460 и 8 ГБ памяти; рекомендуется NVIDIA GTX 1050 Ti / AMD RX 570 и 16 ГБ. Сравнить со своим ПК можно в блоке системных требований выше.
Да, Steam Deck Verified - проверено Valve.
260 руб. в Steam.

Экшен
Steam · обновлено 13 часов назад

Экшен
Steam · обновлено 13 часов назад

Ролевые
Steam · обновлено 12 часов назад