Edited on: October 27, 2025
Posted on: October 18, 2019

jswagner
Verified ownerGames: 850 Reviews: 1
Work: The Game
Review of version 1.11.22. I wanted to like this concept but found the design poor. An Enter The Gungeon-inspired market management and crafting game where I guess you also momentarily get to do some ARPG-style dungeon crawling. The pixel art is lovely but there is uneven scaling and sometimes also filtering get applied to the assets, even if you use a 'pixel perfect' resolution. If you care about this sort of thing, you'll find this really disappointing. Let's talk about items because dealing with them really is the bulk of the game. Frankly, there's too many of item drops, the rarity and drop rate is wildly unbalanced and most items can't be used in action (this is an action game, remember). Most of your time is spent trying to decide what to do with it all. Upgrades that can be crafted are boring, so mostly you're deciding what junk gets left on the dungeon floor, what goes back to the shop with you and what price you'll sell everything for. Where do you keep all of this crap? In one of your seven disparate inventories that must all be manually manipulated, of course. There's the stuff you're carrying on your person, on your belt and in your backpack. Additionally, there are two separate chests in your bedroom which could have just been one but no its two. Your store also has two separate inventories. Moving items between inventories means taking them out of one location onto your person, and then moving them elsewhere. You can't just select things and one click 'send to shop' or something. Some items can 'stack' in one inventory slot, but its inconsistent; in one slot you can fit ten vines, but only five enchanted crystals. I know that adds some realism, but its just another thing to keep track of. I'm sure leaving trash items behind becomes second nature later on, but as you are learning you will hit your pack's maximum capacity in about three minutes. Some of the other reviews expressed frustration with the combat, but I couldn't tell you because after every encounter I was back to making tough decisions about my three inventories (this is an action game, remember). Some chests are cursed and require some manual intervention, yet another tedious interruption before you can return to the feet on the ground dungeon action. Items frequently eject out of the enemies and bounce off the floor into pits where they can't be retrieved. The design could just prevent that from happening, but instead its up to the player to run over and try to catch them before they fall out of reach. I watched a rare sword spill over the edge and despite making it over in time, I could not save it because.. my backpack was full. I ALT+F4'd and immediately uninstalled the game.
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