Info about Revita:

Official game description:
  
A fast paced twin-stick roguelite platformer. Climb an ominous clock tower in a series of procedural encounter rooms and past challenging boss fights on your way to reclaiming your lost memory.  
Exchange health for power in fast paced glass cannon gameplay. Find the right balance of attack and defense as you try, die, repeat and progress up the tower  
Battle through an almost infinite variety of combat encounters in procedurally generated rooms  
Twin stick shooting, dashing and wall sliding are just the beginning - find power-ups and items on each run and upgrade your arsenal  
An extensive set of options lets you tweak Revita to your playstyle - slow down time, set an outline colour for enemies to make them easier to track or choose the level of aim assist that feels right for you.  
Explore an underground subway line infested with monsters and filled with colourful characters who will help you on your journey. Travelling from station to station where elevators take you towards the heights of an ever changing clocktower.  
A nameless child with no memories awakens in the metro with only a vague sense of purpose and desire to reach the distant clocktower, hoping to find answers at the top. On the way they will discover a melancholic world filled with masked characters, monsters and perhaps the answers that the child seeks.

Release date: Apr 21, 2022

Categories: Roguelite, Twin-stick Shooter, Platformer, Bullet-hell, Action, Procedural Generation, Metaprogression and unlocks

Feature scans:
- Wiki: score 50; verdict: The Student; summary: Players consistently report that the game lacks in-game explanations for stats, mechanics, and hidden content, forcing them to consult external wikis, reddit, Discord, and guides. The primary barrier is instructional data—understanding how systems work and finding secrets.
- Proton/Linux: score 10; verdict: Works well out of the box on Proton/Steam Deck; summary: The majority of user feedback indicates the game runs perfectly on Steam Deck/Proton out of the box, with no reported need for tweaks, performance issues, or graphical glitches despite an 'unsupported' label. While one isolated user reports being unable to launch the game, this is outweighed by the dominant evidence of successful, stable play, suggesting an edge case rather than a systemic compatibility problem.
- Steam Deck: score 70; verdict: Unreliable Compatibility; summary: The Steam Deck experience is mixed. The majority of relevant reviews highlight a seamless, out-of-the-box performance with no issues, even though the game is marked unsupported. However, at least one user reports being completely unable to play, indicating significant compatibility problems that can prevent launch. This inconsistency makes the game unreliable for all Steam Deck users.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $5.00 - $16.99
  - Reasoning: Reviews are split: several players affirm that the full price of $16.99 is justified by the game's content and replayability, while others recommend waiting for a sale and mention prices as low as $3–$5 as excellent value. This indicates that the community considers both the discounted and full prices acceptable for different reasons, so a fair base-game price range spans from the typical sale price up to the full retail price.
- Playtime Metrics:
  - Game completion: 3.0h
  - Story completion: N/A
  - Session length: 0.5h
  - Endgame: N/A
  - Reasoning: The 3-hour quote directly reports time to first win, which we interpret as game completion for a roguelike run. The '20 30 minutes' loop and flexible '10 minutes or 2 hours' sessions provide evidence for typical session length. No explicit data supports story completion or endgame hours, so those are set to null.
- Time-to-fun:
  - Summary: Players report a slow, rough early game with repetitive first runs, but enjoyment clicks in once item unlocks and roguelite meta-progression build up. The main barrier to fun is pacing, not the core gameplay.
  - Stance: Clicks after
  - Anchor: The moment when meta-progression kicks in and enough items/weapons unlock so runs start to feel different and the game 'clicks'.
  - Time to anchor: 4h 0m
  - Friction: Boring and slow early game; Repetitive first few runs before unlocks; Time-consuming item unlocks; Rough start with tight HP/health and item economy; Slow, tedious meta-progression pacing; Brutal difficulty that can make runs feel unfun
  - Unlock drivers: Unlocking additional items after early runs; Meta-progression currencies unlocking new Clocktower room types; Shard level system adding post-win difficulty and progression; Weapons and items starting to feel different once progression builds; The moment the roguelike loop 'clicks' for the player
  - Conditions: Requires several runs or a few hours before enjoyment begins; Enjoyment depends on player patience with the slow start; Meta-progression must build before runs differentiate; Fun scales with unlocked content and progression milestones; Early game friction is the primary barrier for new players; Players who dislike grindy RNG progression may never enjoy it; Some players find the game too brutal and boring to reach fun; A controller is recommended to reduce early difficulty
- Player Archetypes:
  - Veteran Roguelike Connoisseur (buy)
    - Motivation: Mastery and discovery of deep synergies, hidden content, and build variety.
    - Playstyle: Experimentally tries all weapons and upgrades, seeks secrets, uses meta-progression, and engages in long play sessions.
    - Experience: veteran
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: The Binding of Isaac; Hades
  - Casual Short-Session Player (buy)
    - Motivation: Relaxation and enjoyment in short, low-pressure runs.
    - Playstyle: Plays casually without deep optimization, uses available adjustments, and values the game's aesthetic and story.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: casual player
    - Reference games: N/A
  - Frustrated and Disillusioned Player (no buy)
    - Motivation: Initially seeking a fair roguelike challenge, but ultimately motivated by the game's potential despite being held back by design flaws.
    - Playstyle: Attempts to play but gives in to frustration, often grinds out of necessity or stops entirely due to lack of QoL or updates.
    - Experience: mixed
    - Purchase stance: no buy
    - Labels: unskilled player
    - Reference games: N/A
  - Achievement Hunter (sale)
    - Motivation: Full completion of all achievements, secrets, and collectibles.
    - Playstyle: Methodically grinds for specific achievements, uses guides, and tracks unlock conditions to maximize completion.
    - Experience: veteran
    - Purchase stance: sale
    - Labels: achievement hunter; platinum hunter
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Beautiful art and music (weight 0.42): The game's art style, including pixel art and animations, is consistently praised, along with its music and sound design. Visuals and audio contribute significantly to the game's charm.
- High replayability and content (weight 0.36): Reviewers frequently mention the game's high replayability and large amount of content, including unlocks and secrets. The game offers many hours of play through its roguelike structure and variety.
- Gameplay is fluid and fun (weight 0.3): Multiple reviewers emphasize the game's fluid, tight, and enjoyable gameplay, with intuitive movement and controls. This indicates a strong core game feel that satisfies players.
- Outstanding roguelike game (weight 0.26): Many reviewers consider the game one of the best in the roguelike genre, praising its design and originality. It is recommended as a must-play for fans of the genre.
- High-quality overall experience (weight 0.25): General praise describes the game as well-designed, polished, and a work of art. Reviewers recommend it as worth the price.
- Extensive unlocks and secrets (weight 0.19): Players appreciate the abundance of unlockable items, secrets, and collectibles, enhancing exploration and replayability. The sheer volume of content is a major positive.
- Great weapon and item variety (weight 0.16): There is a wide variety of weapons, items, and upgrades, with many synergies and combos possible. This adds depth and replayability to the gameplay.
- Tight and responsive controls (weight 0.13): Controls are described as tight, responsive, and smooth, with no ambiguity. This contributes to the satisfying gameplay feel.
- Strong atmosphere and aesthetics (weight 0.13): Reviewers mention the game's great atmosphere and pleasant aesthetics, which enhance immersion. The visual and audio design contribute to an engaging experience.
- Improved through updates (weight 0.09): Reviewers note that the game has significantly improved over several major updates, enhancing overall enjoyment. Continuous development is seen positively.
- Intriguing lore and secrets (weight 0.09): The game contains mysterious and interesting lore, with secrets to discover. This adds depth and encourages exploration.
- Underrated hidden gem (weight 0.08): Some reviewers believe the game is underrated and a hidden gem, deserving more recognition. They consider it a high-quality title.
- Addictive and engaging (weight 0.06): The game is considered highly addictive and engaging, with many hours of play possible. Players find it hard to put down.
- Fair and balanced gameplay (weight 0.06): The game is well-balanced and feels fair, with honest mechanics. This is appreciated by players who value a rewarding challenge.

Common complaints:
- Bullet spread causes misses (weight 0.11): The weapon's bullet spread is significant, causing shots to miss unless fired at point-blank range, which undermines players' aiming skills. This mechanic forces an overly close playstyle and reduces tactical depth.
- Cramped and claustrophobic rooms (weight 0.1): Players repeatedly complain that rooms are cramped, small, and claustrophobic, making navigation and combat feel restrictive. This issue appears consistently across multiple reviews.
- Poor item quality (weight 0.1): Items are criticized for being of poor quality, with many serving as fillers that do not meaningfully enhance gameplay. This dilutes the loot pool and reduces the excitement of finding new items.
- Inconsistent difficulty levels (weight 0.1): Opinions on difficulty are mixed: some find the game too easy while others find it brutally hard. This inconsistency suggests balancing issues that fail to provide a steady challenge curve.
- Boss fights are drawn out (weight 0.1): Boss fights take a long time, often due to bosses being health sponges, leading to tedious 'rubbing' combat without good items. This prolongs frustration and reduces the satisfaction of defeating bosses.
- Ground spikes are hard to spot (weight 0.1): Ground spikes are tiny and easily hidden by the environment, making them difficult to notice and avoid. This leads to cheap and frustrating deaths, especially in fast-paced combat.
- Uninteresting upgrade system (weight 0.08): Upgrades are criticized as being only flat stat boosts with negligible effects, failing to meaningfully change gameplay. Players find them few, hard to obtain, and ultimately unengaging.
- Weapons have poor range (weight 0.08): Weapons are described as weak and lacking range, with effective reach limited to about two meters, making combat awkward and less satisfying. This limitation forces players into risky close-quarters encounters.
- Chests cost health to open (weight 0.08): Opening chests requires spending health in addition to keys, which feels overly punishing and discourages exploration. Players see this as an unfair resource drain, especially in a game already challenging.
- Uncomfortable gamepad controls (weight 0.08): The default controller layout places jump and dash on the left bumper and trigger, which players find awkward and counterintuitive, especially during combos. This hampers gameplay fluidity and adds frustration.
- Player scaling falls behind enemies (weight 0.06): Player stat gains do not keep pace with enemy scaling, making encounters harder and harder later in the game, and making it difficult to catch up. This unbalanced growth curve frustrates players and reduces long-term enjoyment.
- Brutal boss difficulty (weight 0.06): Several bosses are described as brutally hard and outrageously difficult, creating frustration and a sense of unfairness. This difficulty spike may alienate players who prefer a more balanced challenge.
- Overall poor game feel (weight 0.06): Players report a terrible overall game feel and bad gameplay, which tarnishes the entire experience. This broad criticism suggests fundamental issues with controls, feedback, and polish.
- Lack of variety in content (weight 0.06): The game suffers from a lack of variety in alternative areas, bosses, and stage layouts, leading to monotony and reduced replay value. Players feel the content is repetitive and samey over time.
- Slow currency system (weight 0.06): Unlocking items through the currency system is slow and tedious, and most items are locked behind it, making progression feel grindy. Players dislike being gated from content by excessive grinding.
- Weapon balance issues (weight 0.06): Weapons are somewhat unbalanced, with some being clearly stronger than others, which affects gameplay fairness and strategic choice. This imbalance can make certain loadouts feel pointless.
- Game feels undercooked (weight 0.06): The game feels undercooked and raw, with overall balance not polished, leading to a rough experience. This suggests the game may have been released prematurely without sufficient tuning.
- Grindy achievements (weight 0.06): Many achievements require repetitive grinding through the same routes, taking a long time and offering little variety. This makes progression feel tedious and unrewarding for completionists.
- Platform drop issues (weight 0.06): Dropping through platforms occasionally fails or feels off, causing unintended jumps or falls. This control issue disrupts platforming and adds unnecessary frustration.

Gameplay feedback:
- Roguelike action platformer (weight 0.38): The game is consistently described as a fast-paced 2D action roguelike platformer with twin-stick shooting elements. These descriptions appear frequently across multiple clusters, indicating the core gameplay genre.
- Health is currency (weight 0.34): Health functions as the primary in-run currency to purchase items, open chests, pray at altars, and upgrade gear. This unique mechanic is frequently highlighted, affecting risk-reward decisions throughout runs.
- Souls used for healing (weight 0.17): Defeating enemies drops souls that fill a meter, which can be used to restore health or increase maximum health. This system ties combat directly to sustain and progression, adding strategic depth.
- Difficulty systems and modifiers (weight 0.13): The game offers a Shard system with custom difficulty modifiers, and a 5-fragment mode that unlocks a harder 6-fragment mode. These systems provide adjustable challenge and replayability.
- Metaprogression and unlocks (weight 0.13): The game includes metaprogression with unlockable content and difficulty modes, providing long-term goals beyond individual runs. Unlocks eventually lead to better run viability.
- Health management core (weight 0.08): Health is both a resource and a risk-reward element, as players must avoid damage while also spending health for gains. This creates a tense balance between offense and defense.
- Item synergies and attributes (weight 0.08): Items possess attributes that, when combined, grant synergy bonuses, making each run distinct and encouraging unique builds. Strong synergies contribute to replayability and player creativity.
- Keys for chest rooms (weight 0.08): Chests require keys and health to open, adding another layer of resource management. This forces players to prioritize between spending health for items or conserving it for survival.
- Bullet-hell combat (weight 0.07): The combat features bullet-hell elements with heavy enemy projectile patterns, requiring careful dodging and quick reflexes. This adds intensity and challenge to the action.
- Limited starting weapons (weight 0.07): At the beginning, weapon selection is small and many weapons feel weak, limiting build diversity early on. This may increase the initial learning curve but could hinder variety for some players.

Performance notes:
- Steam Deck runs surprisingly well (weight 0.06): Despite being listed as unsupported, the game works out of the box on the Steam Deck with no issues for one user, while another user notes the lack of official support. This contradiction suggests potential compatibility but unmet expectations for official validation.
- Frequent crashes with various errors (weight 0.04): The game crashes about once per hour with various errors, indicating a serious stability problem that severely impacts playability. This high-frequency crash report suggests urgent attention is needed.
- Crashes on alt-tab or window click (weight 0.03): The game occasionally crashes when clicking out of the window or alt-tabbing, which can disrupt gameplay and frustrate multitasking players. This is a stability issue that needs fixing.
- Freeze frames after kills (weight 0.03): Players experience performance hiccups with freeze frames after kills, which interrupts combat flow and may hurt the overall experience. This is a performance issue that could benefit from optimization.
- Gamepad aiming is broken (weight 0.03): One user reported broken gamepad support that affects aiming, which can significantly hinder gameplay for controller users. This is a specific usability issue that may require a patch.
- Game runs on low-end hardware (weight 0.03): The game is lightweight and can run on low-medium settings on mediocre hardware, making it accessible to players with less powerful systems. This is a positive note for performance optimization.
- UI too small at 2K (weight 0.03): At 2K resolution, the UI becomes too small and unclear, making it difficult for players to read menus and information. This is a specific resolution-related issue that affects high-resolution displays.
- Screen shake excessive even at low (weight 0.03): Screen shake is too much even when settings are turned down, causing discomfort and reducing visibility. This is an accessibility and comfort issue that may need adjustment options.
- Various bugs need fixing (weight 0.03): General feedback indicates that some bugs remain in the game that need to be addressed, though no specific examples are given. This vague but common complaint suggests polishing is needed.

Recommendations:
- Highly recommended for roguelike fans (weight 0.32): Many reviewers recommend this game to fans of the roguelike and roguelite genres, calling it one of the better examples in recent years and a must-have.
- Specific audience recommendations (weight 0.17): Several reviews tailor their recommendation to specific subgroups, such as fans of pixel art, challenging fair roguelikes, or those seeking original mechanics.
- Beta version improves gameplay (weight 0.17): A notable number of reviewers recommend switching to the beta branch, claiming it offers a smoother experience and fixes issues like claustrophobic rooms.
- Strong general recommendation (weight 0.15): Several reviews give unqualified praise, stating they highly recommend the game or couldn't recommend it more, indicating overall satisfaction.
- Buy on sale (weight 0.13): Multiple reviewers recommend picking the game up on sale, noting it is worth it at a discount but perhaps not at full price.
- Recommended for challenge seekers (weight 0.11): Reviewers recommend the game to players who enjoy a hard challenge and are not deterred by high difficulty, noting it offers a tough but fair experience.
- Not for non-roguelike fans (weight 0.1): Some reviewers caution that those who do not enjoy roguelikes or roguelites may not find this game appealing.
- Recommend buying at discount (weight 0.09): A few reviewers recommend purchasing the game only when it is on sale or at a deep discount, implying it may not be worth the full price.
- Avoid purchase (weight 0.08): A few reviewers advise against buying the game, even on discount, suggesting there are better alternatives or that it falls short in some areas.
- Not for newcomers to genre (weight 0.08): Some reviewers suggest that players new to roguelites might not enjoy the game, as it is better suited for those with experience in the genre.
- Recommendation for genre veterans (weight 0.07): The game is recommended for players who have played major roguelites and are looking for something fresh, but not for those new to the genre.
- Short-term enjoyment (weight 0.05): The purchase is likely to provide a few evenings or weeks of play, but may not have long-term sustainability.
- Good story worth experiencing (weight 0.03): One reviewer implores players to play the game because of its good story, highlighting narrative value as a key reason to buy.
- Genre staleness solution (weight 0.03): The game is recommended to players who feel the roguelike genre has become stale, offering a fresh take.
- Positive score recommendation (weight 0.03): A reviewer recommends the game with a positive score of 7/10, indicating it is a solid but not exceptional title.
- Health preservation tip (weight 0.03): One reviewer recommends focusing on health and storage, as health is paramount for survival in the game.
- Unlock items cautiously (weight 0.03): A reviewer advises unlocking items only if you are sure you want to play another run, suggesting strategic planning.
- Caution on roguelike depth (weight 0.03): One review advises caution for those expecting deep roguelike mechanics, implying the game may be simpler than expected.
- Alternative suggestion (weight 0.03): A reviewer suggests playing Type Soul instead, indicating they do not recommend this game as the preferred choice.
- Control issues hinder recommendation (weight 0.03): A reviewer cannot recommend the game due to control issues, suggesting that gameplay controls are a significant drawback.

Other player notes:
- Comparisons to Isaac and Gungeon (weight 0.31): Players frequently compare Revita to The Binding of Isaac and Enter the Gungeon, noting it as a mix or reconstruction of those titles. This suggests the game fits well within the established roguelike genre.
- Developer abandonment and publisher issues (weight 0.26): Multiple reviews mention that the game was abandoned or that development ceased due to publisher funding cuts, despite a promising 2.0 beta. This has led to negative sentiment and uncertainty about future updates.
- 2.0 beta fixes issues (weight 0.19): Players note that the 2.0 beta branch addresses many community-raised issues and improves the game, but it remains in beta with no final release. This has been a point of contention, as the beta is seen as superior to the main version.
- Early access with abundant content (weight 0.18): Reviewers highlight that despite being in early access, Revita offers substantial content, including hundreds of items, enemies, and secrets, providing over 100 hours of replayability. This is seen as a positive aspect of the game.
- Price fairness and sales (weight 0.15): Many reviewers feel the game is fairly priced, especially when bought on sale, and note it often goes on sale. This contributes to its value proposition.
- Future updates uncertain (weight 0.14): Despite plans for a 2.0 update and continued development, publisher issues have made the future unclear. Players are hopeful but skeptical due to past abandonment.
- Accessibility options extensive (weight 0.13): Revita is praised for its accessibility settings, including aim assist, auto-jump, slow motion, screen shake toggle, and color outlines. These features make the game more inclusive and are highlighted as a positive.
- Sole developer passion project (weight 0.13): The game is developed by a single person, BenStar, and is described as a passion project. This has fostered a close community relationship but also limits the pace of updates.
- Community feedback valued (weight 0.13): The developer is praised for being open to suggestions and responsive to community feedback, which has positively influenced the game's development. However, recent silence has hurt this perception.
- Inspired by Hollow Knight and Celeste (weight 0.12): Comparisons to Hollow Knight and Celeste are common, particularly regarding aesthetic, gameplay, and healing mechanics. This indicates a blend of roguelike and platformer elements.
- Emotional story and themes (weight 0.11): The narrative focuses on grief and depression, and is compared to titles like Hades and Valiant Hearts for emotional depth. The story is revealed through progression, adding to its impact.
- Compared to Hades and Dead Cells (weight 0.1): The game is often placed alongside modern roguelike classics like Hades and Dead Cells, with some noting it as polished but less known. This highlights its quality despite lower popularity.
- Keyboard and controller support (weight 0.09): Mixed feedback on controls: while some report keyboard support is fine, others note missing key rebinding options and default Nintendo-style button layout. This affects PC players.
- Item synergy limitations (weight 0.08): Some players find that many items do not significantly change gameplay, unlike in Isaac where items create transformative synergies. This is a point of criticism for item variety.
- Hidden content and secrets (weight 0.08): The game is praised for its hidden achievements, secret rooms, and cryptic lore, which encourage exploration. However, some feel the game does not communicate secrets well.
- Steam Deck compatibility mixed (weight 0.08): While Steam Deck is listed as unsupported, players report that the game works fine on it. This discrepancy is noted but does not detract from the experience.
- Achievements grindy (weight 0.06): Achievements are noted as grindy and time-consuming, with one player reporting 100 hours for 63% completion. This may deter completionists.
- Regional pricing and localization (weight 0.06): Issues with regional pricing in Turkey and high-quality Portuguese localization are mentioned. The latter is praised, but the former may cause accessibility concerns.
- No mod support due to YoYo Compiler (weight 0.04): A notable criticism is that the game uses the YoYo Compiler to prevent mods, which some players see as a negative, especially when they request a modding API.

Emotions:
- Frustration (weight 0.22): Players are frustrated by a combination of punishing mechanics, such as health as currency, high difficulty, and poor balance. Additionally, technical issues like unreliable hit detection, control problems, and slow pacing between screens compound the negative experience. The lack of Steam Deck support and game crashes further add to the frustration.
- Disappointment (weight 0.12): Players are disappointed by the game not living up to expectations, citing weak item variety, unbalanced gameplay, and lackluster upgrades. The absence of promised updates and the game's abandonment due to budget constraints also contribute significantly. The difficulty curve and slow progression make the experience feel unsatisfying.
- Enjoyment (weight 0.1): Players enjoy the game for its tight controls, engaging gameplay loop, and high replayability. The health-as-currency mechanic is highlighted as a fun risk/reward system, and the variety of weapons and unlocks keep runs fresh. The game's atmosphere, music, and fast-paced action are also praised.
- Admiration (weight 0.06): Players admire the game for its stunning pixel art, captivating music, and deep mechanics. They consider it a masterpiece in the roguelike genre, with high replay value and a design that fosters skill-based rewards. The game's heart and soul, along with its innovative health-based system, earn it high praise.
- Satisfaction (weight 0.06): Players feel satisfied with the game's balance, content richness, and fair difficulty. The sense of progression through unlocks and discoveries is rewarding, and the game provides numerous hours of engaging content. Positive experiences after updates and the availability of quality-of-life improvements enhance overall satisfaction.
- Excitement (weight 0.05): Players are excited about the game's unlockable content, responsive controls, and the anticipation of future updates. The risk/reward mechanics and engaging gameplay loop contribute to the excitement, and players look forward to exploring more secrets. The game's potential keeps them eager to continue playing.
- Anger (weight 0.04): Players express anger over design choices that make the game feel unfair, such as hidden progression, harsh economies, and annoying mechanics like curse boxes. The feeling of being punished rather than rewarded leads to frustration and anger. These elements prevent players from having fun and feel like chores.
- Boredom (weight 0.03): Players find the game repetitive due to similar item bonuses, short levels, and unchanging enemy behavior. The lack of variety in monsters and stage layouts leads to monotony after repeated play. The randomized elements are not deep enough to keep runs exciting after the first completion.
- Appreciation (weight 0.03): Players appreciate the game's art direction, music, and well-designed UI transitions. They value the developer's commitment and the attention to quality-of-life features. The game is seen as a hidden gem that deserves recognition from genre fans.
- Annoyance (weight 0.02): Players are annoyed by various gameplay issues such as tight spaces, health costs, and performance hiccups. The lack of build synergy due to randomness and the need for a controller for better play are also points of irritation. These annoyances detract from the overall experience.
- Love (weight 0.02): Players love the game for its unpredictable runs, design decisions, and high replayability. The art style and music are particularly praised, and many players fell in love with the gameplay over time. The game holds a special place in their hearts despite its flaws.
- Enthusiasm (weight 0.02): Players are enthusiastic about the game's replayability, soundtrack, and unique build possibilities. The engaging gameplay loop encourages one more run, and the sense of progression is strong. The game is considered fantastic value for the time and money invested.
- Addiction (weight 0.01): Players find the game highly addictive, with playtime extending far beyond expectations. The gameplay loop is engaging, and the desire to unlock more content keeps them coming back. Some players report grinding for hours on end without losing interest.
- Happiness (weight 0.01): Players are happy with the game's abundance of content and the joy of discovering new items and secrets. The music adds to the positive mood, and successful procs or revisiting the game can elevate the experience. The game gives a sense of joy and fulfillment.
- Surprise (weight 0.01): Players are surprised by how much they enjoyed the game despite initial expectations. Many found the game different from what they anticipated, leading to unexpected engagement. The game exceeded expectations in terms of depth and playtime.
- Sadness (weight 0.01): Players feel sadness that the game did not receive enough attention or further updates. The lack of DLC and the developers being unable to continue development on a huge update contribute to this feeling. The game's untapped potential evokes a sense of loss.
- Disgust (weight 0.01): Players are disgusted by the game's punitive mechanics, such as spending health to open chests and weak weapon performance. These elements strain the player and detract from the power fantasy. The game's decisions are seen as more frustrating than fun.
- Anticipation (weight 0.01): Players are anticipating future updates and content, with plans to play on Steam Deck and eagerness to discover more secrets. The early access foundation looks promising, and players look forward to seeing where the game goes. The sense of potential keeps anticipation high.
- Exhaustion (weight 0.01): Players feel exhausted by the game's demanding mechanics, including heavy RNG and sacrificial elements that constantly handicap progress. Long play sessions without success, such as failing to unlock the Lost Land, drain energy. The constant tension required to avoid losing health is tiring.
- Delight (weight 0.01): Players are delighted by the game's mechanics, story, and artistic quality. Combining relics for powerful effects and the game's polished presentation bring pleasure. The removal of frustrating roguelike elements enhances the overall experience.}