
Malice & Greed is a Roguelike Turn-based RPG where you force enemies & bosses to join you after each fight, sell them to the Shady Smuggler, and butcher them to steal their skills. Customize & upgrade a new team every run to build the ultimate combo as you battle to reach Nirvana!
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
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Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I like this a lot, the combination of elements works really well, and it only just barely falls short of being a prime addiction bait roguelike like StS or Monster Train or a really worthwhile RPG like SMT. Demon Form is a cool panic button, you'll only really use it once or twice in any given run but it feels like it gives enough power to justify the cost. The game gives other good opportunities to sac party members, but you'll fall into a pattern of using a couple of cleared bosses above all else by the time your run starts to come online. Generally, just making an SMT roguelike is one of those really inspired combinations and I think this game accomplishes basically everything it sets out to do. My only real complaints, and keep in mind none of these are dealbreakers, are mostly matters of polish that an indie game can't really compete on. Obviously this game has a lot of systems comparable to SMT, and all of them work as well if not better than in an SMT game, but there are little pieces that don't quite work perfectly. I've never really felt the effects moon phase standin. Default battle speed is a little too fast and some messages can be easily missed or get buried in other popups. Some of the upgrade systems feel a little underbaked, considering that you can get decently far just by attacking the weak elements and avoiding Reflect/Null/Drain. The same can be said about SMT, obviously, but the more modular nature of the runs means the game can't really hit you with meaty challenges without them feeling unfair in other runs. Overall the corpse mechanic just feels like a weird, half-baked addition, but I haven't tried to do a build yet where I'm dying and reviving constantly, so I may just have a limited view of it. Just one of those things. And I think the UX probably doesn't do as good of a job as it needs to for the number of mechanics it's using. For what it's worth, these are small complaints. Music isn't hugely my thing but none of it is bad, art hits a really good and unique niche. Sort of like SMT but very rotten and corrupted. The less polished nature of the game actually helps it in both cases. Edit: Music in fact goes hard. Ignore my complaints.
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Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
The artwork is pretty good and I only anticipate it to become better. The gameplay is addicting and at times a little too gripping (I am still grieving the the difficulty of getting "Lucy, from dirt"). The music makes every battle feel epic. And no matter the duration of time you spend in a fight, the music doesn't get old. There is much variety that is already in the game. The player is incentivized to get better and break the game (something that I always love when playing a game). And even if you don't get super good at it, you can still find progress within the game. The steady release of content gives me confidence that this game will release feature rich and feature complete. I highly recommend this game to anybody.
chinese please
Yep. it`s good. *not to self* Write a non-embarrassing review
Avoid this Dev and any of his games. All he does is milk early access and move the next one, not one has been finished.
Super creative and unique roguelike rpg! I don't know where the "Deckbuilder" tag is coming from, because there aren't cards or decks at all. Rather, this is a PARTYbuilder: after each battle, the LAST enemy killed can be added to your team, or butchered to absorb one of their abilities (HELLO DARKNESS). Units have abilities which can synergize with you, your other units, or your artifacts, potentially making the unit very desirable. However in the meantime those very abilities are being used against you, so the more powerful the unit, the more you want want to take them out FIRST. It's a brilliant mechanic because it creates a delicious tension: play it safe and kill the powerful unit first, or risk killing it last to to earn its power for yourself! Risk/reward cycles are the beating heart of a good game, and this one's heart is SIMPLY THUMPING, coursing with BLOOD! I suppose some could find the huge variety of abilities and status effects a bit hard to grok; I will admit, I spent the first couple hours juggling tooltips, trying to figure out how best to make use of all the status effects and powers and such. But once I found my footing the gameplay really started to shine, and it was well worth the time! As an added bonus, the sights and sounds seeping through every nook and cranny are simply fantastic. The color palate is ZESTY, ELECTRIC AF! Even the music is METAL! And the little creative blurbs describing each of the many many artifacts & units! Style for EONS! This is a universe I'm simply loving to explore! All in all: 10/10!
If you really wanted a roguelike Shin Megami Tensei Nocturne, then this is it: Press Turn System, metal soundtrack, lots of customization, lots of build options, hard-but-fair combat that rewards you for making the most of everything you can use. The biggest complaint I have is that there are parts that are still clearly unfinished/placeholders and that the visual feedback on moves and what their properties are aren't always clear
Avoid this developer. Neat game but unfinished and buggy. Dev is horrible though, promised a massive update then vanished. They started a second game then did the exact same game.
Super fun, I hope this game gets more popular
Extremely well designed and stylish roguelite. From the music, art, and the mechanics, everything really breaks the mould, but for the better. Battles really pump the adrenaline, thanks to the sound effects and music design with the addition of high risk, high reward situations. You're actively encourage to make use of ANY resource at your disposal: health, energy, skill tokens (potential), lives of your allies, anything. I haven't felt like I've been thrown into a rollercoaster ride in a turn base game for a very long time. Devs are really passionate and put a lot of effort into their updates. There's a lot of skills that have synergies, and consequently allies too. There's class system which feels really nice and not just tacked-on. Anyway, just buy it and play it. It rocks!
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