
Shatter the shackles of time as you jump, swing, and slash through a fantastic world in this love letter to classic 3D action platformers. Zirian, accompanied by his mechanical Cuckoo, must save his sister from a mysterious Clock Tower that has plunged the land into eternal night.
Modeled estimate, not a reported figure. How we estimate →
Prices
Each in the currency that store quoted — not converted: the gap between two rows is the publisher's pricing, not an exchange rate.
About
Help Zirian save his sister from the claws of Despair by restoring the fabric of time and uncovering the secrets of the Master Clockmakers.
Master a seamless blend of dynamic platforming and fast-paced combat. Jump, dash, grapple, and glide your way through thrilling challenges that rekindle the magic of classic action platformer favourites.
Explore stunning realms shaped by the Master Clockmakers, each filled with mystery, magic, breathtaking vistas, and endearing characters. Navigate ethereal forests, underwater realms, sunlit dunes and cloudy heights - the world of Duskfade is alive and teems with secrets for you to uncover.
Experience a powerful coming-of-age journey filled with heart, loss, and the courage to face the unknown. Join a cast of charming characters to face down long forgotten foes, each embodying an emotional hurdle.
Genres
Add-ons
Each DLC is estimated with the same model as a game, then summed — a modeled figure, not reported DLC sales.
Sums Steam only; PlayStation, Xbox, Nintendo publish no volume signal, so the true total is higher by an unknown amount.
| Store | Price | Audience | Score | Chart | Est. revenue |
|---|---|---|---|---|---|
SteamYou are here | $29.99 | 988reviews | 92% | — | $778.6K |
| $29.99 | 1.3Kratings | 92% | — | not modelled | |
Engagement
Reviews
Themes across 772 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
It starts off strong, then drops the ball hard. That last part was so insufferably bad. Still its fun for a while. The end was just not for me. Edit: To Elaborate a little further: Combat: [spoiler]I feel like the combat starts really nice, but never adds to it. Combat is "there" but its really nothing exciting, it gets more and more annoying with every Area adding a new enemy type. It likes to compare itself to KH2, combat there was constantly evolving, here not so much.[/spoiler] Exploration: [spoiler]At first the exploration is fun, and you do find quite a few things that you don't understand yet. Later on, most you find are Coins for cards, Dyes for your clothes, metal for your weapon color. The real upgrades never seem to "pop" up in satisfying places. I just went out of my way and found this cool path, just to be greeted by another coin[/spoiler] Controls: [spoiler]The controls feel really good, up until you get to the rails section. Me not being a friend of "Rails" in general, really don't like the way these control. Feels too clunky, and is the reason why i cannot finish the game [/spoiler] (End Spoiler) [spoiler]The last section where you have to escape the tower (Upwards btw.. even though you just fought on top of the tower...) Every Mistake is a instadeath. And the rail section there is timed so badly, that there is a huge chance of being unwinable, forcing you to retry.[/spoiler]
Media

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Price dynamics, follower growth, revenue and sales trajectories with interactive tooltips
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Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| $778.3K | 956 | 70% | $24.99 | |
| $779K | 1.2K | 75% | $19.99 | |
| $779.4K | 863 | 93% | $22.49 | |
| $777.6K | 1.3K | 87% | $12.99 | |
| $777.4K | 3.7K | 53% | $9.99 | |
| $780.1K | 1.2K | 93% | $19.99 |
Related
| Game | Estimated lifetime revenue | Reviews | Review score | Price |
|---|---|---|---|---|
| — | 0 | — | — | |
| $1.3M | 1.5K | 90% | $39.99 | |
| — | 0 | — | — | |
| $0 | 93 | 77% | Free | |
| — | 0 | — | — | |
| — | 0 | — | — |
Every market we collect.
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English*, French, German, Spanish - Spain, Japanese, Simplified Chinese, Italian, Portuguese - Brazil, Traditional Chinese*languages with full audio support
| $29.99 |
| 102ratings |
| 94% |
| — |
| not modelled |
| $29.99 | — | — | — | not modelled |
Matched by title — a reused name can pair the wrong games. * is a critic aggregate. Prices and positions are each store's United States storefront; Epic charts worldwide. Audience and Score too, except Steam's, which is worldwide.
Hours played at review time, across 774 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Duskfade feels like someone found a lost PS2 platformer, gave it a glow-up, and somehow made it even more charming. It gives so much Ratchet & Clank, Jak and Daxter, Sly Cooper, and Kingdom Hearts vibes. But it doesn’t feel like a copy of any of them. It takes that old-school feeling and does its own thing with it. Nostalgic feeling 10/10. The combat is a 10/10 for me. It’s fast, smooth, and just really fun to play. I honestly didn’t expect the combat to have this much depth from a platformer, and it’s probably my favorite part of the game so far. (Even tho my most used attack would be probably the dash-hit lol) The game is also really beautiful. There’s something about the art style and the world that just feels like a classic adventure game, but with modern graphics. Oh and Cuckoo has the attitude of someone who definitely pays no rent :-)
Uma bela nostalgia do PS2 Aqui você incorpora o neto de um relojoeiro que a cada engrenagem, ponteiro, porca, parafuso e bateria te ensina mais sobre a vida... A lore não é profunda, mas faz bem seu papel. A gameplay é divertida e progride de acordo com o ritmo do jogo. Como um bom jogo de plataforma 3D, existem diversos desafios na movimentação enquanto explora os cenários. Os cenários vão, certamente, render boas prints! O jogo é agradável, acho que vale cada centavo.
I wanted to love this game so much. It has a ton of style and it's attempting to recapture the spirit of old platformers with tons of collectibles that award exploration. It had great aspirations, but feels like they only actually got about 80% of the way there, meaning it's left feeling a little empty at times. Both literally and in general feeling. I played nearly the 2 hours I was allowed while still being eligible for a refund. I wanted to give it the best shot, but it still couldn't grip me in those 2 hours. * VISUALS * It's beautiful and detailed, but sometimes the contrast, detail and lighting become too much. I had multiple times where I couldn't find an enemy because they blended in with the busy environment or the lighting overwhelmed the scene. It's also strange to me that the few scattered NPC's looked very much like the monsters. Perhaps that would be explained later, but not telling us more about the races and dynamics early on was a mistake. Even if it was a choice that would be revealed later, we needed *something* to be able to feel like we even somewhat knew the world like Zirian does. We're playing as him. The lighting is also used very liberally instead of strategically, which is to say I found myself getting lost or disoriented and relying way too much on the bell system to figure out where to get back on track. Focusing lighting more on the intended path and adding some distinct landmarks as you progress would help players stay oriented, even when they choose to wander. * COMBAT * Combat is flat out unbalanced. I know, I know, "skill issue". Except I think this was noticed by the devs, because we're constantly fed more potions to stay alive. Balancing combat so it's somewhat easier so we feel like we're accomplishing something instead of chugging potions to win would be nice. I grew up on combat platformers and have played them my entire life. I really don't think this is a skill issue on my part. Again, I think it was recognized and the potions being so plentiful was their only answer. Having more tech and nuance to fighting would be nice, as well as improving some of what we have. Dodging is unreliable, and the ability to attack out of a dodge is near-useless unless an enemy is directly in the path of your dodge. If not, you're just wasting time going even farther away from the enemy you were only trying to get away from momentarily. Also every single time you're hit there's a dramatic sound and surge effect on-screen that feels like it should be reserved for when you're at low health. It threw me off several times, thinking I must be on the verge of death. * SOUND DESIGN * Nothing quite feels satisfying as it could be, I think largely to the sound design. Collectible sounds, the fanfare upon collecting a rare item, opening chests, using the quick travel feature... it all just feels muted. The music is good, though often feeling out of style with where we are and what we're doing. I can't quite put my finger on it. I think I truly place a lot of my critiques would be lessened or outright forgotten if the sound design were better. Solid sound design can make everything feel so much better that you more easily overlook flaws. * STORY / CHARACTERS / WORLD / LORE / ETC * They're... not here? When I started playing I felt the most bizarre sense of having missed an entire introduction to the cast and world around me. I thought "oh, okay, we'll get to know them pretty quick!" No. You're just here now. Zirian's sister - who, mind you, we still never saw - is locked away in a tower. There are cloud people we're not really told more about. Clockmasters were a thing, but what does that mean? Why do people no longer live in these other areas you visit? Even our heroes acknowledge this, but only briefly and with a shrug. You can guess a lot of the answers from context and hope you're right. Maybe it would be explained later. But we needed more sooner to pull us in. The start of the game suffers from this void of knowledge and immediate lack of voice acting. After the first cutscene we're met with textbox after textbox for so long that I just became sad. The maps feel empty in a world we know nothing about with characters we aren't given enough to become invested in. * FINAL THOUGHTS * I wish we had that extra 20% that feels missing from this game. I was desperately sad refunding it because I had such high hopes for it. Going on only a little less than 2 hours of playtime, I have to give it a 6 / 10. I know a review feels strange if you haven't finished the game, but if a game doesn't grab you in the first 2 hours when it's a genre you LOVE? You know something's wrong.
Una carta de amor a los clásicos de PS2. Si creciste jugando Ratchet & Clank, Kingdom Hearts, Spyro o Jak and Daxter, este juego despertará en ti sentimientos que puede que creyeras olvidados. Duskfade te teletransporta a esa época donde los juegos salían pulidos, escondían secretos por doquier y los coleccionables existían con un propósito. Es un viaje a cuando los plataformas en 3D eran los reyes del mambo, donde Mario, Ratchet, Jak, Klonoa, Spyro o Crash eran reconocidos por todo el mundo que supiera un poco de videojuegos. Todo eso, mezclado con la estética y atmósfera tan acogedora de Kingdom Hearts. Y es que lo más destacado de Duskfade es sin duda su aspecto visual, ya que hace un uso del Unreal Engine 5 que ojalá más de uno tomara nota. El arte del juego derrocha personalidad, pese a parecer una copia de la saga de Sora, este solo toma las bases y las hace suyas, su estética enfocada en la temática de los relojes y engranajes le sienta genial y le otorga un estilo tan propio que te acabas olvidando rápido de las llaves espadas y solo piensas en lo blanditos que pueden ser los nubinos, cosa que al golpearlos nos da una pista (aunque no lo hagas, pobrecitos). Todo esto acompañado de una banda sonora que sorprende lo increíblemente currada que está. Tienes canciones tranquilitas, algo más movidas y hay hasta una cañera que recuerda un poco a DMC. Todas estas piezas musicales acompañan de forma magistral a los vistosos escenarios junto a unos efectos de sonido que no desentonan en absoluto. Su gameplay está muy bien pulido, el control de Zirian responde muy bien, siendo este ágil, es como controlar a un acróbata. En ocasiones te recordará a Spyro, Ratchet o Jak. Lo único que sí diría que es mejorable es el combate. Ha llegado a sobrarme y en ocasiones me ha parecido caótico, con una cámara que no enfoca demasiado bien al objetivo más cercano y que a veces se llenaba de enemigos porque sí. Se le puede pulir pero poco más. Otro punto a destacar es que no hay ni minimapa ni mapa en sí, habría sido interesante tener un mapa como lo tienen la saga de Insomniac y Naughty Dog, pero tampoco es algo que sea negativo, es más algo a señalar. En definitiva, Duskfade es un juego precioso, con una bonita historia y una delicia audiovisual. Por tu niño interior, juégalo.
[h1] Joyita [/h1] Mira que llevo años usando Steam y no hago reviews nunca, pero esta vez la ocasión lo merece. [h2] Sin Spoilers, solo sensaciones [/h2] No me voy por las ramas; si te interesan los plataformas o los juegos de aventuras, Duskfade te va a gustar. [i] Es como volver a la buena vida de PS2 con todos esos títulos buenos de la época. [/i] Buen ataque a la nostalgia con mecánicas adaptadas a los jugadores más modernos. Soy un [u] Jugador de 37 años [/u] , con... calculo que unos 25+ años de exp (obviamente más, pero era demasiado crío como para contarlos), y Duskfade me ha hecho sentir tan a gusto jugando como cuando empecé. Es muy muy entretenido. Por si os sirve de ayuda, tengo un análisis de 3-4 minutos en mi canal de YouTube, que os dejo aquí debajo, pero, en serio, probad Duskfade y ya me contaréis qué sensaciones os trae. :) [url=https://youtu.be/Ur4imC2_q2o]Aquí tienes el análisis.[/url]
レビュー動画↓https://www.youtube.com/watch?v=wa3nSJz-m7s Flydigi Direwolf 2コントローラーを使用。 [hr][/hr] [h1]あらすじ&ゲーム概要[/h1] 黄金時代のアクションプラットフォーマー作品と『KH』シリーズから影響を受けて開発された、“ハーツライク”な3Dアクションプラットフォーマー作品。 ハーツライク系作品としてはRPG要素と戦闘要素は薄く、正確にはコレクタソン系プラットフォーマーとなっている。 永遠の夜に包まれた世界、そこでは“時”が奪われていた。 そんな世界で、若き「ジリアン」は、機械仕掛けの相棒「クックー」と共に、世界を駆け巡りながら、時間の裂け目が生み出す試練を乗り越え、失われた時を取り戻し、不気味な時計塔に囚われた「アリーラ」を救い出すべく旅に出る事となる。 本作では、拠点となる街と各ステージエリアを行き来しながら物語を進めていく。 四つのエリア+αを攻略し、街にある塔へ閉じ込められた主人公の姉を助け出すことが、ゲーム全体の大きな目的となっている。 物語自体はかなり王道だが、所々で「KH」から影響を受けた名称や設定が登場するので、影響元作品のファンはニヤリとできる場面もあるはずだ。 同じく、影響元に寄せた雰囲気や音楽の作りも魅力的だ。 また、『キングダム ハーツ』から影響を受けた作品ということで、ゲームプレイ面ではRPG的な成長要素がどの程度盛り込まれているのか気になる人もいるかもしれない。 しかし、本作には本格的なレベルアップや装備更新といったRPG要素はほとんどなく、拠点で特殊な通貨を使用して解放できるアップグレードが主な成長要素となっている。 次の項目で詳しく解説するが、本作は「ハーツライク」ではあるものの、冒頭で述べたように、戦闘アクションやRPG要素よりも、プラットフォーマーとしてのゲームプレイに重点を置いた作品となっている。 その方向性に大きな影響を与えているのが、「ジャック×ダクスター」や「ラチェット&クランク」、「怪盗スライ・クーパー」といった、PS2時代を代表する「コレクタソン」系作品だ。 ここでいう「コレクタソン」とは、ゲーム内に散らばっている大量のアイテムや収集物を集めることを大きな目的としたゲームジャンルのことだ。 名称は「Collect(集める)」と「Marathon(マラソン)」を組み合わせた言葉で、さまざまな場所を探索しながら収集物を集めていくゲームプレイを特徴としている作品ジャンルの通称だ。 作品によってゲーム性は異なるものの、現代の作品でイメージするなら、3Dマリオシリーズなどが比較的分かりやすい例だろう。 本作もそうしたコレクタソン系のゲームプレイを中心としており、各エリアを探索・攻略しながら、アップグレードなどに使用するさまざまな収集物を集めていくことになる。 ステージをただクリアするだけではなく、隅々まで探索して収集物を集め、キャラクターを強化していくことが、本作を楽しむ上での大きなポイントとなっている。 余談となるが、本作は比較的難易度が低めの作品となっているので、アクション周りに自信のある方は高難易度で開始する事をオススメする。 [h1]アクション[/h1] プラットフォーマーを中心としたゲームプレイになっているため、本作では特に移動周りの操作性がしっかりと作り込まれている。 ジャンプや回避行動であるローリングに加え、ゲーム開始時点から二段ジャンプや空中ダッシュ(系の能力)が使用可能となっており、序盤から主人公の機動力はかなり高い。 各アクションのレスポンスも良く、ステージを縦横無尽に駆け回れる気持ちよさがある。 一方で、ジャンプ中の挙動は少し独特で、影響元となったPS2時代の作品に見られる“フワッとした”感覚が再現されている。 二段ジャンプも単純に高く飛ぶためのものというより、飛距離を稼いだり、空中での移動方向を調整したりするために活用する形となっている。 こうした挙動は、当時の作品をプレイしていた方なら馴染み深いものだろう。 逆に、そうした作品に触れたことがない方でも、少し操作すればすぐに慣れるはずだ。 初期から使用できるアクションに加えて、ゲームを進めることでレールグラインドや、特定のポイントを掴むことができるグラップリングなど、新たなアクションも解放されていく。 アクションが増えるにつれてステージ内のギミックも多彩になり、プラットフォーマーとしての難易度も徐々に上昇していく。 より複雑な操作を要求される場面も増えていくため、攻略には歯応えがある。 細かい部分ではあるが、空中にいる際には主人公の落下地点に影が表示されるため、自分がどこに着地するのかを把握しやすい点もありがたい。 こうした細かな配慮も、プラットフォーマーとしての遊びやすさにつながっている。 ハーツライク作品といえば、もう一つの大きな要素が戦闘だが、本作の戦闘システムは比較的シンプルにまとまっている。 通常攻撃を含めた攻撃アクションの種類は少なく、ゲームを進めることで「ガジェット」と呼ばれる、他作品における魔法のような能力が解放されるほか、収集物を使ったアップグレードによって追加アクションを習得することもできる。 ただ、これらは全体的にやや地味なものが多く、戦闘そのものに強い個性があるというわけではない。 決して出来が悪いわけではないものの、戦闘はあくまでゲームプレイの一要素として用意されている程度と考えたほうが良いだろう。 その一方で、ボス戦の出来は非常に良い。 ボスのHPを一定量削るたびにプラットフォーマーパートが挟まる構成になっており、そのエリアで新たに入手したアクションを活用しなければ突破できない場面が用意されている。 単純な戦闘だけでボスを倒すのではなく、作品の大きな特徴であるプラットフォーマー要素をボス戦にも組み込んでいるため、本作ならではのゲーム性をしっかりと活かした作りになっている点は好印象だ。 [h1]コレクタソン要素[/h1] 別の項目でも述べたように、本作は拠点となる街エリアと、4つのステージに分かれた広めのエリアを行き来しながら、それぞれを攻略していく形でゲームが進行していく。 各エリアを探索することで、アップグレードに使用する歯車や、HP・MPにあたるステータスの強化に必要な収集アイテム、その他の要素を解放するためのさまざまな収集物を発見することができる。 これらの収集物は、単純に道を歩いているだけで見つかるものばかりではなく、挑戦的なプラットフォーマーエリアを攻略した先に配置されていることも多い。 そのため、探索そのものがプラットフォーマーとしての腕前を試される場面にもなっており、収集物を集めることとアクションを活用した攻略が上手く結びついている。 また、グラップリングやレールグラインドなど、ゲーム開始時には使用できないアクションも存在する。 各エリアで新たなアクションを入手することで、それまで到達できなかった場所や探索できなかったエリアへ進めるようになり、探索範囲が徐々に広がっていく仕組みだ。 エリアを探索しているとファストトラベルポイントを発見することもできる。 さらに、ファストトラベルのメニューからはエリアごとの収集アイテムの取得状況なども確認できるため、後から取り逃したアイテムを探しに戻る際にも便利だ。 新たなアクションを入手した後に、以前訪れたエリアを改めて探索する楽しさもしっかりと用意されている。 余談となるが、アクションを上手く組み合わせることで、本来その時点では入手できないはずのアイテムを無理やり獲得できる場合もある。 こうした自由度のある探索も本作の面白いところなので、「ここにはまだ行けない」と思った場所でも、気になったらさまざまなアクションを試してみると良いだろう。 [h1]気になった点[/h1] 本作はプラットフォーマーとして非常に出来の良い作品ではあるものの、そうしたゲームデザインゆえに気になる部分もいくつか存在する。 ここでは、実際にプレイしていて感じた主な欠点を挙げていこう。 ①:戦闘やプラットフォーマー要素までの“間”が長い 戦闘や挑戦的なプラットフォーマー要素がなく、探索という意味でもそれほど見るべきものがないまま、ただ移動するだけになってしまう場面が序盤は比較的多い。 そのため、ゲームプレイのテンポが落ち、少し退屈に感じてしまうことがある。 各エリアをもう少しコンパクトにまとめ、プラットフォーマーと戦闘をテンポよく繰り返すような構成にしたほうが、プレイヤーを飽きさせにくかったかもしれない。 ②:戦闘で使用できるアクションがシンプルで物足りない こちらは別の項目でも述べたが、特に序盤は使用できるガジェット、いわゆる魔法のような能力が少なく、戦闘が単調になりやすい。 プラットフォーマー部分のアクションが充実しているだけに、戦闘面でももう少し多彩なアクションやビルドの幅があれば、より魅力的になっていたように感じる。 ③:セーブポイントと拠点へのファストトラベルポイントが少ない セーブ可能なポイントや、拠点へファストトラベルできるポイントが少ない点も気になるところ。 さらに、キャラクターの強化や買い物は拠点でしか行えないため、必要なタイミングでいちいち拠点まで戻らなければならない。 移動そのものが面倒に感じられる場面もあるため、もう少し利便性を高めてほしかったところだ。 ④:広いエリアを何度も往復する必要がある 各エリアは比較的大きめに作られている一方で、特定の能力を入手した後でなければ進めない場所が非常に多い。 新たな能力を手に入れてから以前のエリアへ戻り、取り逃していたアイテムを回収するというゲームデザイン自体は悪くない。 しかし、本作にはマップ機能がなく、プレイヤーが任意の場所にマーカーを設置することもできないため、以前訪れた場所を覚えていないと、広いステージの中を手探りで探し回ることになってしまう。 さらに、別の項目でも述べたようにファストトラベルポイント自体が少ないため、目的地を覚えていたとしても、そこへ向かうまでの移動が面倒に感じられるケースがある。 特に探索要素をしっかり楽しみたい人にとっては、こうした「後から戻る」ことを前提とした設計と、マップ機能の不足が少し気になる部分だろう。 この要素自体は影響元となった作品でももちろんあったのだが、そちらはマップの広さがかなり異なっているし、未探索のエリアがわかりやすく工夫されている場合が多く、比べ物にならないだろう。 [h1][b]----------------------【良い点】----------------------[/b][/h1] + 影響元作品への強いリスペクト + 豊富な探索/収集要素 + 良く練られたプラットフォーマー要素 [h1][b]----------------------【悪い点】----------------------[/b][/h1] - シンプルすぎる戦闘 - 探索周りの利便性の悪さ [h1][b]-----------------------【総評】----------------------[/b][/h1] 本作は、『キングダム ハーツ』やPS2時代の3Dアクション作品から強い影響を受けた、良作のコレクタソン系プラットフォーマーだ。 戦闘やRPG要素は比較的シンプルにまとめられているものの、本作の主役とも言えるプラットフォーマー部分は非常に良く作り込まれている。 レスポンスの良い操作性に加え、二段ジャンプや空中ダッシュ、グラップリング、レールグラインドなどの多彩なアクションを駆使してステージを縦横無尽に駆け回る楽しさはしっかりと味わえる。 さらに、各ステージには大量の収集物が配置されており、それらを集めるために難易度の高いプラットフォーマーエリアへ挑戦したり、新たなアクションを入手して以前訪れた場所へ戻ったりと、コレクタソン作品としての探索と収集を楽しめる作りになっている。 一方で、戦闘のシンプルさや、セーブポイント・ファストトラベルの少なさ、広いステージを何度も往復する必要がある点など、ゲーム全体の快適性には気になる部分もある。 特にマップやマーカー機能が存在しないため、収集要素をコンプリートしようとすると、探索の利便性の悪さが目立ってしまう。 とはいえ、これらはあくまで本作の中心であるプラットフォーマー部分を大きく損なうほどの欠点ではない。 『ジャック×ダクスター』や『ラチェット&クランク』、『怪盗スライ・クーパー』といったPS2時代の3Dアクション作品が好きな人であれば、当時のゲームを思わせる雰囲気や操作感、そして収集物を求めてステージを隅々まで探索する楽しさを十分に味わえるだろう。 総合すると、本作は「戦闘や利便性には惜しい部分があるものの、プラットフォーマーとしての完成度が高い良作のコレクタソン系プラットフォーマー」と言える。 昔ながらの3Dコレクタソン系アクションが好きな人にオススメできる一本だ。 [hr][/hr] プレイ動画をアップしているので、本作が気になった方はこちらを参考までにどうぞ。https://www.youtube.com/watch?v=ADjGwMGI4DI [quote]他にもアクションやメトロイドヴァニア系作品をSteamキュレーター[url=https://store.steampowered.com/curator/32180122/][u]プラットフォーマーズ[/u][/url]で、ローグライク作品を[url=https://store.steampowered.com/curator/37908283][u]ローグライクゲーマーズ[/u][/url]で紹介しています。 良かったら御覧ください。[/quote]
I marked "recommended" in order to support the developers, and I do think it's a perfectly fine game, but I do have a lot of criticism. Overall, I'd say I give the game a 6/10—by no means a bad game, but leaves a lot to be desired. I can see a lot of potential in the game, and I would be more than willing to try a sequel if/when it comes out. I'll start with the things I didn't like, then move on to what I did like Unfortunately, due to Steam's 8000-character limit on reviews, I will have to extend this into a comment. Apologies. The first thing that stuck out to me was the voice acting and writing. This unfortunately falls into the "anime dub" category of voice acting—which is to say, overdone and underwhelming. The Cuckoo companion ended up being virtually insufferable, with her actual voice, the frequency at which she speaks, and the things she says. I don't need her to tell me to use a potion when I'm at low health—I [i] have [/i] played a video game before. Zirian's voice is also not great, and his action "lines" got very old very fast, but my issue with him is more the writing. Zirian is one of those not-so-bright protagonists, and I don't think he was written well. The story side of things was equally bland. I predicted the twist instantly, and watching the cast not pick up on it was mildly frustrating, but understandable since Zirian is... we'll say "intellectually challenged." I feel like more time was spent on the twist rather than the more interesting parts of the story, like the Clockmasters or Minutero. Next thing was the movement. This game gives you all of your basic tools (jump, double-jump, and air dash/dodge) right away, which makes the platforming feel very same-y practically instantly. Many jumps, even into the endgame, could be straight-up skipped with a dodge roll of an edge, coyote long jump, air dash, then double jump, which is truly unfortunate, because I think the level design is pretty good. The actual movement feels very floaty, and I often slipped right off the other side of the platform I was aiming for because I had too much momentum. The various tools the game provides feel fairly well-used, though at no point did I feel challenged by any given platforming segment, including the [spolier] instant-death escape segment at the end [/spoiler]. The combat is also very lackluster. I didn't expect the kind of depth something like Kingdom Hearts has, but I was still disappointed. Even after purchasing all of the Minutero upgrades, all I really did was press the attack button, and occasionally dodge. A block would have gone a very long way in making the combat more fun. I only used the heavy attack when I needed it for certain enemies, and the same is true for the gadgets. The typical enemy variety was lukewarm, and with little-to-no feedback on damage, it was quite boring. An enemy health bar would go a very long way. When I attempted to use the perfect dodge reprisal ability, which was frequently because of how strong it was, more often than not, I would miss my intended target, and sometimes move even farther away as I attacked. I could be wrong, but it felt like there is a "short dodge" and a "long dodge," depending on how many times you pressed the dodge button, and that it was interfering with my reprisal. The standard dodge attack was serviceable, with its functionality dropping rapidly the more enemies were in an encounter. Later enemies felt spongey and bloated, and since there were no base damage increases to Minutero, even earlier enemies could feel a bit spongey at times. On the subject of combat, I enjoyed most of the bosses, but the final boss specifically was not very fun. The first phase forces you to stand around and dodge several times, and if you die on the second phase, you have to restart from the first phase again. You do get a full heal and potion restock between phases, which is kind, but replaying the entire fight is unnecessarily frustrating. Most of the collectibles are purely cosmetic, with the exception of the Upgrade Gears, Clock Heart Pieces, and Star Core Fragments. This isn't necessarily a bad thing, but it just feels frustrating to go out of my way to get to a collectible, only for it to be another cosmetic, or worse, one of the coins. I liked the Rainbow Ingots because I'm a general fan of swords, and I liked the Thieving Kittens and Dye Jars because I like character customization, but the coins just felt so boring by comparison. An art gallery is fine, but most games have that as a post-game treat, not as one of the nine major collectibles. Same thing goes for the music boxes—I did enjoy the little memory game when you picked one up, but all they do is unlock another song for you to listen to, and while the soundtrack is all right, nothing really stuck out to me. While I'm on the topic of collectibles, one of them being completely secret with no way to track where you had or had not collected them is absolutely terrible, especially when combined with the lack of any kind of map. In addition, the big reveal from these collectibles was extremely predictable, and the reward being a thirty second cutscene after the credits was massively disappointing. Many of the collectibles were in places that felt largely uninspired, like just behind a wall or off a cliff, and the ratio of currency to big items felt very off. The small chests containing purely pocket-change amounts of currency was also extremely disappointing, and the cap on currency was baffling, given how easy it was to get there. I ended up ignoring the chests after I hit the cap, in case I decided to go back and get the rest of the Upgrade Gears. I did not. While the level design was all right, and each area felt fairly distinct from the others, the absence of any sort of in-game map saw me getting hopelessly lost on revisits, especially in the Academy. With the levels being as large as they are, a map is practically necessary—even just a minimap in one of the two empty corners would have been a godsend. Kingdom Hearts doesn't have a map because all of the areas in the game are small enough to easily navigate. However, in the sequel, when the areas became significantly larger and more complex, they added a map in the corner to help you navigate. Not being able to rebind my controls was frustrating, but workable. I played on controller, which was almost definitely intended, but from reading other reviews, the keyboard layout seems sub-par—I hear dodge is bound to Q, which interferes with WASD movement. The game usually ran fairly smoothly, but there were several areas where it stuttered, particularly cutscenes and the Desert area, with the hub world lagging occasionally as well. The cutscenes were especially bad, with some of them being seconds out of sync with the audio. I have no idea why, but I know my PC isn't top-of-the-line, so I'd be willing to chalk it up to that. I did have a crash near the end of the game, in either the Hills area or the Desert area—I can't recall which. The character and enemy designs were just all right. Zirian is a typical protagonist type, with brown spiky hair and a big sword, but the enemies and NPCs felt very one-note. The Cloudies were fine, and had some variations even among similar builds, though they often felt like they were the same model with different accessories, or a different hairstyle. The enemies were [i] very [/i] similar, however, with all being purple blobs (oddly referred to as "black" in dialogue) with various accoutrements. The things I liked will be in a comment due to the aforementioned 8000-character limit.
Great little game that'll kill about 10-15 hours on your first playthrough depending on whether you're a completionist or not, due to optional backtracking to earlier zones once you have the right gear. For me, I was fine with just doing as much as I could on the first run and moving on, so my playthrough was around 12 hours. There's an all round nice flow to the pacing through each area, with several beautifully designed biomes. Duskfade is a love letter to classic platformers both visually and from a gameplay standpoint, with smooth, semi-floaty, but satisfying platforming mechanics from beginning to end that are incorporated into boss fights. The combat is fine, though I feel like it COULD have been a little better its absolutely passable for what you get. Lock-on is a little iffy, everything ignores your attacks so combos are easily disrupted, it doesn't feel like there's much weight behind your swings and most of the time the enemies are just 'annoying' for lack of a better word, with some spongy boys mid to late game. 90% of the encounters are short and sweet though and generally the platforming aspect overshadows the combat encounters. The story was fine, though a little predictable...nothing that will blow you away or that's oscar worthy. Its just fun with a very clear and easy to follow narrative. Though not generally a MASSIVE problem for me personally as I got used to it quickly, there's no way to change keybinds either so you're stuck with what you get and I know that can be quite a common issue for a lot of people, so hopefully they think about adding that in as a feature down the line! Other than that, looks great, runs fine and I only had one fatal error crash around 9-10 hours in during the first encounter with a new enemy. Thankfully the game auto-saves so often and has plenty of checkpoints that I literally only lost like 5 seconds of progress. Solid 7/10!
Duskfade ne cherche pas à réinventer le platformer d'action en 3D. Il en maîtrise au contraire tous les fondamentaux avec une constance rare : un héros agréable à contrôler, des combats qui gagnent en profondeur à mesure que l'aventure avance, des boss taillés pour marquer les esprits, et une histoire de deuil et de mémoire traitée avec une sincérité qui dépasse largement le vernis Disney auquel elle emprunte pourtant beaucoup. Le tout dans un jeu complet, sans DLC en embuscade, livré avec suffisamment de contenu et de rejouabilité pour occuper largement les 15 à 16 heures annoncées. Weird Beluga n'a pas les licences d'un Kingdom Hearts, mais s'en approche avec une identité qui lui appartient entièrement. https://belgium-video-gaming.be/article/test-duskfade-weird-beluga-studio-fireshine-games
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