
Break Nyx’s curse and guide humanity's rebirth in this top-down 2.5D Action RPG from the creators of CrossCode. Battle enemies with stylish combos, wield multiple divine weapons, solve intriguing puzzles and explore a changing world.
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Reviews
Themes across 177 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Day1 Crosscode player, never doubt 1 of all the best indie game dev you could find on Steam
It's Zelda with way better combat and a really novel feeling setting.
Someday, this might be a great game, but the devs are taking it down the same path that every other action RPG maker is following in making it unnecessarily harder in every aspect. Enemy spam: Encounters built with 6-8 simultaneous enemies will have 3 or more attacking at the same time all the the time. Either you take a lot of damage or you take some unavoidable damage to be aggressive. This makes combat tedious, not fun. Boss encounters: Bad area-attack indicators, especially the frog boss that will clearly indicate where its head will pound the ground, but dodging out of the area will still leave you taking damage most of the time. Leveling up doesn't feel like it does anything. You get points on level up which can be spent in an upgrade tree, but there was never a time where I felt like I was getting stronger or taking less damage. Str + 6, sure, it's a 10% to 15% increase over what I had, but it didn't feel like enemies were taking fewer hits to defeat. Most of the rest of it is great, but if the combat feels like a chore, what’s the point of playing it?
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Simplified Chinese
Hours played at review time, across 178 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
好玩上头,就是现阶段流程还太短了,只有8小时内容,但从升级树可以推测将来至少还有两三倍的内容待更新,非常期待(不知道还要多少年)
It's just not for me man, the more I played this game - the less I liked it. The combat encounters became less fun to the point where it just became obnoxious. The puzzles got grating too. Again, I'm probably not the target audience.
I really want to like this game! It runs great on Steam Deck and that's the perfect platform for something like this! Unfortunately, the skill/upgrade system feels very generic. When I get new passive points from leveling up, I'm given "choices" that are really just "do slightly more damage with the same attack you spam all the time" or "unlock a new combination of button presses that do a slightly different type of attack... Getting new weapons feels interesting for a minute... until you realize they are largely the same. Upgrades on those weapons aren't choices... they are just "what basic functionality do you want sooner than the other basic functionalities because you'll get them all soon!" What would I like to see instead? I'd like to build around range damage, making my melee not very good. I'd like to build around melee damage where I'm a glass cannon and have to rely on avoiding damage entirely but I hit really hard. I'd like to build around being a tank that can get hit by every attack... but I do very little damage and fights take forever! CHOICES that actually make the game play and feel different! This feels like a Super Nintendo Game with slightly modernized pixel art and features. That might be great for people who either: a) live and breath for those types of games and just want more of the same over and over again b) didn't play Chrono Trigger, Secret of Mana, and all of those SNES-like games when they first game out and this is a modern experience! Had I been born 10-20 years later, and not played all of those games, this would be great!
I think this game has potencial. The combat feels amazing. But still, i think it suffers from too many options, and most of them are irrelevant. I felt that i had no incentive to switch weapons, exept on the enemies that are vulnerable to the weapon/element type. Some sort of weapon switch attacks could be implemented, a "style meter" type system that gives more sp with "better" combat performance. I love the weapons but they should fill a roll that matters, and the game should "force" the player into these options, rather than having the options for varietys sake. Most of the fights are solved with the sword and crossbow, witch is vastely superior in almost every way to the chacrams, they have AOE, sure, but the dps, range, mobility and animation canceling of the crossbow is god tier. The healing system and cooking is irrelevant because the game is too easy and the various healing types, and buffs are too convoluted. Healing should be streamlined so that the fights are balanced around a predicted heal "pool", dark souls is the perfect example. I would prefer that the buffs complemented fighting styles rather than being stat ups. For example a berserk mode that increases damage dealt and taken, i usually ignore buffs and never used in almost any action game, exept monster hunter. I get that you want the items that are gathered during exploration to have some sort of use, this improves the unlimited item usage of cross code, but with the enemies being mild and the healing plentifull i see no reason to engage with the buffs. Speaking of the enemies, i would love that the game had a hard mode, faster enemies more enemie health, less player health, less healing, would improve the experience for more experienced players. Keep working on this wonderfull project, realise your vision. Loved cross code❤
super fun game for what is available during its early access. combat and puzzles feel great and I'm liking the story and characters. cant wait for future updates.
It's everything that CrossCode was but better. I made it through the available content in 7 hours, but it was worth it. The visuals. The characters. The satisfying combat that endlessly builds upon itself. And best of all, no style points nonsense in this one. S+. I hope the rest of the content updates are as great.
gameplay is ok, writing and characters didnt draw me in at all
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