
An unforgiving game with precise combat. Fight challenging bosses in any order, acquire their unique powers, and succeed on your own terms.
Modeled estimate, not a reported figure. How we estimate →
About
Rei, the main character, is a human spirit bound with the challenging duty of defeating mystical entities of nature, the Kami, to obtain their power.
You are free to pick your fights against the Kami in any order. The game features a dynamic difficulty system where each enemy strength is defined by the player’s chosen path. This means that the very same Kami fought at the very beginning could also be the final boss in a different route. Hope to never leave the one you struggle most to fight last!
Besides sword attacks, dodges, head stomps and other basic abilities, Rei will learn a completely new skill for each defeated Kami. Those will provide further depth to your combat arsenal, be it a stronger dash, a weapon that can execute enemies, the ability to heal and many more!
Player choice is the ultimate power. Taking into account the vastly distinct enemies’ patterns and unique skills granted upon each victory, you will be able to decide how to approach every challenge. It won’t be easy either way, but you can always go back and try something different.
Gurei is a game about fighting strong enemies, but that’s not all. The Kami inhabit a surreal castle located between the human and spirit worlds. After each victory, Rei comes closer to the realm of spirits, starting to encounter peculiar characters from Japanese mythology. These creatures will add novelty and strangeness to your journey, providing commentary, unique animations, side objectives and obscure secrets.
You will get to know the different Kami quite well. When Rei defeats them, she absorbs their power – and their personality. The defeated Kami will be carried around wherever Rei goes, and they’ll surely have stuff to talk about. Sometimes their remarks will be useful information that builds the player’s understanding of the lore and the game mechanics, but sometimes they will be... not so helpful, to put it briefly. Good luck!
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Sums Steam only; PlayStation, 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 | $15.99 | 302reviews | 84% | — | $123.8K |
| $19.99 | 136ratings | 73% | — | not modelled | |
Engagement
Reviews
Themes across 282 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Git gud.
Primeiro achei que o jogo seria rápido demais, depois achei que ia ser enjoativo, mas no fim das contas to viciado. Foi muito bem feito, super divertido e desafiador!
非常有挑战的一款横版动作BOSS RUSH游戏,黑白色调的剑戟片画风,抓耳且适配氛围的BGM,根据自身的操作习惯和舒适区间自由规划挑战BOSS的顺序,这些要素都使本作个性鲜明、极具特色。下面来大体聊一聊本作的优缺点。 优点部分: 1.首先值得夸赞的是这个创意,10个boss对应了类银河恶魔城中常见的各种能力,诸如格挡(含完美格挡)、完美闪避增伤、分身陷阱、远程射箭、踩踏、空中闪避、下蹲回血、死亡续命、复仇(受击增伤)、长枪武器。攻略不同的boss就可以获得其对应的能力,但攻略顺序越靠后,该boss的难度越大(血量增多+攻击招式更多更复杂),所以如何根据自己的操作习惯和手感把握选择适合自己的攻略顺序尤为重要。像我就完全不会处理高难度的牛、猴子和孔雀,所以这些我就会提前处理,对于蛇、乌鸦、猫这些可以逃课或者应对比较熟练的我就放到最后来攻略。而鲶鱼、甲虫这种实用防护和增伤的技能可以提早一些拿到,让后续走的更远。而且先拿某些技能、也能让应对某些boss难度下降不少,比如猴子的分身就能很好的应对鲶鱼、青蛙和鸽子(猴子的分身其实算个万金油技能,对于大佬来说,是个可攻可守的神技,计算好蓄力时间和boss招式的后摇落点可以精准的照成大量伤害,同时又能让boss浪费一次攻击在假身上);鲶鱼的盾牌能很好的格挡甲虫和蛇的攻击,这两个基本目押都可以完美格挡;甲虫的长枪又很适合打蛇、乌鸦和鸽子这种动作后摇长或者喜欢远离你的boss;牛的踩踏在猴子和青蛙这种有比较大的高低落差地形中能很好的发挥作用;孔雀的空中闪避的长无敌帧也能让你更加从容的应对高难度鸽子和乌鸦一些范围较大难以躲避的招式。 2.boss设计都很优秀,无论是本身不同难度梯度下的招式变化,还是不同boss间的差异化机制都让人印象深刻,以及boss形象与能力也能有很好的照应,比如我们常说猫有9条命,这里面猫的技能也是死后复活;比如乌鸦代表的复仇,它的技能也是受击变强;猴哥的分身让你自然而然的想到了孙悟空,并且它的分身武器攻击也有一招是用棍子挥扫;牛的踩踏技能也与其形象相符;孔雀的神圣耀眼形象也与其技能能致盲独眼巨人息息相关。 缺点部分: 1.游戏在流程设计上不合理,该游戏在第5、7、10个boss是一个坎,有明显的难度提升,但是打过每个boss都只多给一条命,命用完后彻底删档重来。这导致多了很多前期boss的重复无聊时间,再加上还有些重复跑图的时间,这让游玩的专注度和沉浸感大大下降。就是前面这些简单boss我已经能一命甚至无伤通过了,为什么每次开新档我还要又打他们一遍,这让玩家会产生枯燥烦闷的情绪。这就好比我要做数学高考卷最后一道大题,你告诉我每次我都得先算1+1=2这样的题之后才能去做最后一道题。这样的意义何在呢,我打过了说明我已经完全掌握了应对该boss的技能,让我一遍遍的重复挑战何意味。当然开发者可以说我们这样做是希望能让玩家一步步解锁一些剧情和其他的解谜或者挑战小游戏,但是你的游戏无论是设计还是宣传都是以boss rush为核心的啊,不要本末倒置啊。就是“永远要将选择的权力交给玩家,而不是教育玩家要按你的想法来玩游戏”,毕竟这是一个产品,玩家是你的客户。我提一些我自己的优化想法:刚才说到这游戏第5、7、10个boss是一道坎,难度有明显变化,那能不能打过第5、7、10个boss的时候分别奖励5、7、10条命呢?把更多的练习机会用在更需要学习的地方。或者增加一个挑战模式,一个场景里面放10个门,玩家也不用跑图,直接选择不同的门选择不同的难度进行挑战。 2.本作的闪避手感有很大的前摇,需要熟知boss的招式,提前闪避,这需要一定的时间来适应。 总体评价,9/10,推荐给喜欢横版动作和高难度挑战的资深玩家!
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Languages: English, Portuguese - Brazil, Simplified Chinese, Japanese, Traditional Chinese, Spanish - Latin America, Russian, French
| $19.99 |
| — |
| — |
| — |
| 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 282 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Имба
boss难度递增和复活次数有限、死亡删档的机制下没有练习模式真的很难受。对大多数普通玩家来说就是耗费十多二十分钟垃圾时间在前面的低难度boss上。后面的boss攻击频率又快,新增招式又多,几分钟死了几次连技能都没摸清,交互都没搞懂的情况下直接碎档。然后又要花二十分钟垃圾时间打到后面,这时候上一次的经验和记忆已经基本上重置了(毕竟本来上一次就没打明白)这样的环境下boss的练习成本被拉的太大了。。只会感到痛苦的坐牢和一直在前几个boss上浪费时间。 一些boss还很依赖反复练习的熟练度,孔雀神到现在没打明白过只敢放第一个。。这种环境下打的最舒服的感觉是乌鸦。多阶段的设计即使在比较高的难度下也不会上来就开幕雷击,一二阶段的招式也相当好躲,给了熟悉招式的缓冲时间。总之试错和练习成本太高注定会被人诟病。。
После того как я поиграл в эту игру, я понял что я фанат жанра boss-rush. Совершенно не душная, нет бесконечных пробежек от скамеек до боссов через толпы треша, чистый экшн в том виде, в котором он должен быть. Динамическая сложность в начале кажется растягивает геймплей, но на деле это не так. Спустя всего несколько часов игры прокладывается индивидуальный маршрут, отсортированный игроком под себя. По итогу время до нужного ками в пике силы составляет 10-12 минут (в моем случае). И условно на последнего из духов получается 9-10 попыток убийства, что более чем достаточно. Низкий поклон разработчикам за эту игру. Отдельно отмечу загадки - не сложные, но интересные.
отыграл в этот шедевр 12 часов и пока не прошёл финального босса, а так хочу сказать что игра интересная и уникальная сложная в некоторых механиках, особенно после двух (hollow knight) всем кто хочет по разгадывать загадки и поиграть в интересную инди игрушку точно стоит потратить деньги, время и силы
simplemente increible es un gran juego 10/10
У меня были большие ожидания на эту игру, но она оправдала свой тег "Сложная", и оказалась игрой для тех, кто любит прикладывать ОГРОМНЫЕ усилия для прохождения. Я не из их числа, а потому пишу этот обзор для всех казуалов. Не стоит покупать эту, а также другие игры с тегом "Сложная" если вы казуал.
One of the best boss rush games I've played. Good vibes, fun move set, was hard (for me at least) absolutely give this a try.
Active players
Estimated daily and monthly active players (DAU/MAU) modeled from peak concurrency.
Players by region
Where this game's players are, estimated from review languages.
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The games this title's players most often review too — audience affinity.
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