Да, стоит играть
Серьёзных проблем нет, минусы описаны ниже
Почему оценка B: большинство хвалит, но недовольных заметно больше, чем у игр с A

Серьёзных проблем нет, минусы описаны ниже
Почему оценка B: большинство хвалит, но недовольных заметно больше, чем у игр с A
1
50 дней назад
100% положительных
Русского нет · всего 1 язык
460 руб.
Сравним с вашим ПК и прикинем FPS
Подробных отзывов на русском мало - добавлены отзывы на других языках.
Крайне интересная и затягивающая игра. Рисовка симпатичная, музыка приятная. Игровых механик очень много, разбираться в них интересно. Особой сложностью игра не отличается (несмотря на страшное слово "хардкор" на дефолтной сложности). Играется спокойно и ненапряжно. Постепенно прокачиваешь город, прокачиваешь персонажа и его питомца, ведешь менеджмент снаряжения, играешь в карты, а в остальное время сокращаешь популяцию местной фауны. Мне очень понравилась кошкодевочка в доспехах с главного меню, именно такого перса и создал ;) . Но быстро стало ясно, что независимо от расы и класса персонажа, имеет смысл прокачивать вообще всё, превращая персонажа в универсала т.к. даже для воина то же заклинание снятия отравления будет крайне полезным, как и прокачка ловкости для взлома сундуков (да даже в начальной заставке говорят, что герой должен шарить и за бой и за магию). Единственный минус игры - чтобы открыть весь контент, особенно связанный с игрой в карты, придется немало погриндить, устраивая геноцид конкретных видов врагов, что со временем по-любому наскучит.
Fun Nintendo-esque Dungeon Crawler. 9/10 Rogue like Dungeon trawl with a rather charming art direction & in the beginning, fun combat. The word "Grindy" gets thrown around an awful lot. It's a bit more nuanced than that. More on that later... Beautiful Pixel art that changes Enemy's images with the damage the player does & the player's avatar depending on the gear equipped. Monster design is well thought out & would fit in with the Fiend Folio. Getting back to the difficulty spike, the further the game goes the harder it becomes. Enemies have Immunities to spells & status effect that force you to change things up. Skeletons don't bleed, Arctic Monster can't be slowed with Frost, Certain Dragons don't burn or suffer from Poison depending on the type of dragon it is. That just means that your first run in a dungeon will be a brutal slog. Once you learn the hard way, you develop the right strategy. Trial & Painful Error... Also, the enemy health bars become thicker than Zoo Glass. You will spent a lot of time whittling them down while they do massive damage & inflict ghastly effects that a certain creatable expensive ring won't prevent or you have to waste valuable spell slots. The First 40 hours are a great deal of fun. As I close in on the last few dungeons, I'm getting my fudge packed & not in a lubricated fun way. Also, the game is prone to random errors messages that may or may not stall your game. Auto Battle is a feature I recommend only for basic antagonists. It puts the player in Slugfest melee mode with no healing or spell casting. Finally, I've played a Tanky Cleric who smites & heals. It's ok. I've have more fun with a sorceress who blasts, regenerates & debuffs her opponents. Lots more fun & I might try a fighter next run. I wish the game would also spell out where quest items are located. I need gold armor for the Golden Spoon & it's nowhere to be found. Please Help.
An interesting early game experience that masks a regrettable lack of depth, poorly thought-out mechanics, and a sinking feeling of unbearable monotony. Story and Setting Dungeon Mori is not a very story-centric game. The beginning cutscene establishes a very lukewarm fantasy setting that teases some of the potential enemies you may encounter later on but leads virtually nowhere. There is a bestiary that does unlock some additional worldbuilding as you defeat each type of enemy, but this is really picking at scraps of one to two sentences of very basic enemy descriptions rather than expanding on the world you play in. Similarly, while there is a quest system, it is not used to tell any sort of narrative, and the most that can be expected are small chains that are causally connected, such as a first quest telling of acquiring the shards of a legendary weapon and then subsequent quests continuing to describe your efforts to reforge it. https://steamcommunity.com/sharedfiles/filedetails/?id=3765402662 Ultimately, Dungeon Mori cannot be recommended for its story, as there barely is one. This is not a negative in and of itself, but something to be aware of in case you are looking at that game expecting a more developed RPG aspect to it. Gameplay DM is a very basic Dungeon Crawler, with heavy emphasis on developing the stats of your character through many peripheral systems. The character creation offers the choice between a variety of different races that all impart some starting stats leaning into certain archetypes but aren’t terribly impactful on their own. Starting classes are much more important, and while they strongly lean into archetypes, players can technically develop their characters in whatever way they wish. A cool aspect to the game, and one which I started out with, is the built-in Ironman Mode, which adds permadeath on top of playing on the highest (albeit from the developer intended to experience the game in) difficulty. So my first two runs were between my Ironman Warrior and my regular Mage, the former of which died some seven hours into the playthrough, with my current Rogue being my latest run. I bring this up because of my single biggest issue of the game: Every single one of these runs felt very similar, if not exactly the same. Character progression is just a bit too linear despite all the ways to increase your power. Gearing is too. And while there are some ways to diversify into other archetypes (such as health absorption on hit), it never really impacts core combat enough for me to actually develop some sort of strategic approach to any of the enemies I have been fighting. Instead, I have spent approximately twelve hours now playing the exact same loop, with the exact same strategies to combat, over and over and over again, with the most strategic depth coming from me purchasing a ring that made me immune to a specific status effect solely to make my runs more consistent in one dungeon. The core issue is that combat itself just does not support the depth the game is aiming for. For example, DM features a kind of ATB system in which your stats determine how quickly your turn in combat rolls around. This is kind of cool and makes for some exciting early moments on Rogue characters in which you are able to bust out three or four turns before your enemy even has a chance to react, on paper, synergizing with debuff application, usable items, and everything that could be possible with it, but which the game never manages to actually hook into. https://steamcommunity.com/sharedfiles/filedetails/?id=3764916396 You then have your “Attack” command, which does exactly what it says on the tin, “Skill”, which refers to the innate abilities tied to your weapon and offhand. For example, a shield might come with a parry or a guard skill, and your weapon may come with a bleed or poison dot, and those skills are represented here. And finally, “Magic”; the spells for which can be acquired just like any other…
Да: серьёзных проблем нет. Оценка GameHealth - B: большинство хвалит, но недовольных заметно больше, чем у игр с A.
Сейчас в Steam 1 чел., в среднем за 30 дней - 1.
Нет, Steam не указывает русский язык у этой игры.
Нет, это однопользовательская игра.
Да, Steam Deck Playable - запускается, но что-то может потребовать настройки.
460 руб. в Steam.

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Steam · обновлено 9 часов назад

Экшен
Steam · обновлено 9 часов назад