Info about StormEdge:

Official game description:
  
StormEdge is an Action-Roguelite where you have to balance your desire to use powerful skills with the risk of taking damage or putting yourself in a vulnerable position. Experiment and try new things!  
You will take the role of one of the bravest and most talented mages who is forming StormEdge – a guild whose aim is to stop the elemental storms and save the world.  
Defeat your opponents by dodging their attacks and triggering lethal traps that can eliminate both you and your enemies! That's the way to gain more power for casting the most effective spells. If you fail – you will die. Success in taking the highest risks and you will get the highest reward for it. And don't forget – the battlefield is changing due to elemental storms so you need to be ready to change your tactics to survive.  
You will not be alone in your dangerous adventure – different characters, each with their own background story and magical powers. Try them in the battles and choose the way to defeat your enemies!  
Customize your hero and try new playstyles by visiting the nearby town, where you can find trainers and relic workshops with new weapons and amulets. Besides, you will have the opportunity to power up your skills and abilities during the game.  
*   High-stakes rogue-lite gameplay with skills tied to performing risky moves  
*   Unique cooldown-free combat system  
*   Elemental Storms that are changing the fight conditions and raise the stakes  
*   Beautiful pixel art with catchy location design  
*   Full controller support  
*   Co-op mode through Remote Play Together Steam feature

Release date: Sep 13, 2024

Categories: Action Roguelike, Dodge-centric Combat, Roguelite, Cooperative Multiplayer, Pixel Art, Elemental Combat System

Feature scans:
- Steam Deck: score 75; verdict: Broken text rendering; summary: The only direct Steam Deck complaint is a severe text rendering issue: Japanese characters display as squares, making the UI unreadable. Other reviews mention good controller support and plans to test on Steam Deck but do not report additional problems. The unreadable text clearly falls under the 'Broken' category, warranting a high friction score.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $4.99 - $9.99
  - Reasoning: Reviews indicate the $14.99 base price is considered too high for the game's short length, with suggestions that it is only worth buying on sale, and one reviewer specifically values it at $5. This implies a fair community-accepted price range below the current asking price, likely between $5 and $10.
- Playtime Metrics:
  - Game completion: 8.0h
  - Story completion: 3.0h
  - Session length: 0.3h
  - Endgame: N/A
  - Reasoning: Story completion is supported by the 3-hour completion quote, indicating the main story can be finished in about 3 hours for experienced players. Game completion is derived from multiple sources: 5 hours to exhaust content and 7-8 hours of total playtime, suggesting a full playthrough (including some endgame farming) lands around 8 hours. Session length is based on explicit run durations of 15–30 minutes, with the 20–30 minute quote providing a concrete estimate. Endgame time is not given explicitly in any review, only that it requires multiple clears, so it is set to null.
- Time-to-fun:
  - Summary: The game's dodge-and-combo combat loop is fun at first but quickly turns repetitive and tedious, dragged down by boring upgrades and shallow progression, though coop play with a friend noticeably lifts enjoyment.
  - Stance: Fun then drops
  - Anchor: Playing in coop with a friend
  - Time to anchor: N/A
  - Friction: Repetitive attack loop with heavy reliance on dodging; Boring, unimpactful unlocks and upgrades; Equipment is mostly bland percentage modifiers; Early game offers only one act and a single boss; Environments and enemies become repetitious; No staggering forces dodging over engaging combat
  - Unlock drivers: Coop play with a friend; Access to different characters with varied styles; Branching progression structure
  - Conditions: Playing in coop makes runs more fun; Playing alone accelerates boredom; Longer play sessions increase tedium; After experimenting with most schools and relic combinations; Once a player settles on a single character and playstyle; Early game simplicity contributes to boredom
- Player Archetypes:
  - Dodge Combat Enthusiast (buy)
    - Motivation: The thrill of timing-based dodging and fluid combat feel.
    - Playstyle: Focuses on mastering dodge timing, experimenting with different elemental abilities, and often playing co-op to share the experience.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Veteran Roguelike Critic (no buy)
    - Motivation: Seeking challenging, varied runs with meaningful progression and build diversity.
    - Playstyle: Approaches runs methodically, comparing builds and difficulty tiers, and quickly identifies repetition and lack of randomization.
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: BlazBlue:EntropyEffect; Skul; Astral Ascent; Wizard of Legend
  - Repetition-Detecting Casual (sale)
    - Motivation: Hoping for varied content and meaningful progression, but finding only shallow repetition.
    - Playstyle: Plays through runs to discover characters and playstyles, then quickly exhausts novelty and moves on.
    - Experience: familiar
    - Purchase stance: sale
    - Labels: N/A
    - 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:
- Combat is fast and fluid (weight 0.43): Reviewers consistently described combat as fast, fluid, and satisfying, with a strong sense of impact. This feedback highlights the combat as a central, well-executed element of the experience.
- Gameplay is enjoyable and engaging (weight 0.41): Players expressed that the overall gameplay is good, smooth, and interesting, with many finding it fun and addictive. The positive reception points to a solid and engaging core loop.
- Art and visuals are beautiful (weight 0.34): The game's art direction, including sprites and scene artwork, was repeatedly lauded as lovely and beautiful. This visual appeal contributes significantly to the game's overall charm.
- Pixel art is appealing (weight 0.32): Multiple reviewers praised the pixel art style for its expressive, detailed, and polished presentation, with some noting the mature system behind it. This consistent high praise makes it one of the game's strongest attributes.
- Dodge-based combat is innovative (weight 0.29): Reviewers noted that the dodge system is the core combat mechanic and is unique and successful. The clever use of dodge timing, traps, and combos makes the combat feel refreshing and engaging.
- Supports two-player co-op (weight 0.13): Several reviewers highlighted the enjoyable two-player local co-op experience. Playing with a partner is seen as a fun and valuable feature.
- Controller support is solid (weight 0.09): Playing with a controller is smooth, featuring right-stick aiming and auto-lock-on. This enhances the action gameplay experience.
- Game is easy to pick up (weight 0.09): The game is noted as easy to pick up for new players, making it approachable. This lowers the barrier to entry.
- Music is enjoyable (weight 0.08): The game's music received positive mentions, adding to the overall atmosphere. It is not a major point but appreciated by reviewers.

Common complaints:
- Poor build variety (weight 0.51): Players note scarce upgrade variety, limited build options, and a lack of meaningful choices, reducing the roguelike depth. Many feel that builds are found quickly and don't significantly change gameplay.
- Insufficient game content (weight 0.43): Players consistently report that the game is too short and lacks content, with several noting completion in about three hours and content exhaustion within a couple of hours. This limits replay value and overall satisfaction.
- Rushed and unfinished story (weight 0.36): The story is frequently criticized as rushed, half-finished, and weak, with many unanswered questions and a problematic plot. This negatively impacts player immersion and narrative satisfaction.
- Unfair difficulty spikes (weight 0.29): The challenge curve is inconsistent, with sudden spikes and artificial increases like higher enemy damage and armor, making the game frustrating. This especially impacts experienced players who find it either too easy or unfairly hard.
- Repetitive endgame content (weight 0.29): The endgame merely recycles biomes and enemies, requiring multiple playthroughs to unlock the true ending, which is seen as tedious. The lack of run variety makes this grinding feel unrewarding.
- Low replay value (weight 0.28): After finishing the base game, there is little incentive to replay due to repetitive runs and a lack of meaningful meta-progression. The roguelike elements are underdeveloped, making the game feel shallow after a few hours.
- Lack of build experimentation (weight 0.26): Players feel restricted in creating unique builds due to limited options and unclear synergies, making choices feel meaningless. This reduces the strategic depth and replayability expected from a roguelike.
- Game feels underbaked (weight 0.23): Many reviews state the game feels like a rushed, half-finished product, especially for a 1.0 release. Issues include lack of polish, minimal updates, and a demo-like state, leaving players unsatisfied and doubting developer support.
- Traps overused and annoying (weight 0.21): The levels are filled with excessive traps that disrupt flow and are hard to see, leading to unfair damage. This, combined with weak enemy stagger, makes navigation frustrating and reduces smooth combat.
- Enemy variety lacking (weight 0.2): Enemies and bosses show little variation, with the same foes appearing across runs, leading to boredom and repetition. This lack of diversity makes encounters feel predictable and unengaging.
- Weak final boss design (weight 0.19): The final boss is poorly implemented, with no build-up and inconsistent mechanics, making it frustrating. Players also complain about long, intrusive cutscenes and artificial difficulty spikes in the encounter.
- Poor equipment system (weight 0.19): Equipment variety is limited, with most items offering simple percentage modifiers and little meaningful choice. This reduces build experimentation and makes progression feel dull and unengaging.
- Price not justified (weight 0.18): The game's price is considered too high for the amount of content and playtime offered, with many stating they saw everything in a few hours. Players expect more depth and value for their money.
- Unclear in-game information (weight 0.18): Tooltips and skill descriptions are vague or missing, making it hard to understand abilities and build synergies. This confusion reduces the effectiveness of the roguelike elements and player agency.
- Weak meta-progression (weight 0.15): Permanent progression unlocks are uninteresting and slow, impacting player motivation to continue. The out-of-run growth feels insignificant, offering little benefit and failing to enhance the roguelike experience.
- Buggy co-op experience (weight 0.12): Remote Play co-op suffers from bugs like control interference, stuck dialogues, and camera issues, requiring restarts and hampering multiplayer enjoyment. This detracts from the experience for those playing with friends.

Gameplay feedback:
- Dodge-centric combat (weight 0.48): Many reviews emphasize that the core combat revolves around dodging and perfect dodge timing. Players need to learn enemy attack patterns and use dodges to survive and chain attacks.
- Roguelike action game (weight 0.45): The game is consistently described as an action roguelike or roguelite, with a focus on combat and progression mechanics typical of the genre. This categorization appears across multiple clusters.
- Multiple unique characters (weight 0.29): Players can choose from several unlockable characters, each with distinct movesets, mechanics, and story backgrounds. This character diversity adds replayability and allows for varied playstyles.
- Combo and shield mechanics (weight 0.23): Enemies have shields that require specific combo attacks to break, usually a multi-strike sequence. This adds a layer of tactical depth to combat, as players must manage their combo timing.
- Pixel art style (weight 0.2): The game features a distinctive top-down or isometric pixel art presentation, which is a common visual style for action roguelikes. This aesthetic contributes to the game's overall identity.
- Chapter-based structure (weight 0.17): The game is organized into multiple chapters, with the current content reaching at least chapter 2. Some reviews mention that after the one-time story chapters, the game opens up into a repeatable mode.
- Co-op and remote play (weight 0.17): The game supports cooperative play, including Steam Remote Play, which allows players to enjoy the game with friends or partners. This feature is noted in several reviews.
- Traps as offensive tools (weight 0.1): The game includes environmental traps that players can use to damage enemies or control the battlefield, adding an extra strategic dimension beyond direct combat.
- Short story content (weight 0.09): Several reviews note that the game's story is relatively short, with the main narrative being concise. This may appeal to players looking for a quick experience or a focus on gameplay.
- High difficulty options (weight 0.09): The game features adjustable difficulty levels that increase the challenge, catering to players who enjoy a tougher experience. This is highlighted in reviews as a notable aspect.

Performance notes:
- Excellent optimization with pixel art (weight 0.06): The game is extremely light and undemanding on the PC due to its optimization and pixel art design. This is a major positive for players with modest hardware.
- Low system requirements (weight 0.06): The game has low system requirements, allowing it to run on low-spec machines. This makes it accessible to a wider audience.
- Runs well on GTX 1030 (weight 0.06): The game runs well enough to play on a GTX 1030, confirming its low-spec accessibility. This reinforces the game's light performance footprint.
- Performance issues on high-end hardware (weight 0.06): The game stutters on a 5080M configuration, indicating optimization problems despite high specifications. This is a specific technical complaint from one cluster.
- Steam Remote Play co-op bugs (weight 0.06): Steam Remote Play co-op suffers from bugs affecting controls and camera, which hampers the multiplayer experience. This is a specific issue for players using this feature.
- No bugs encountered (weight 0.04): One player reported encountering no bugs during their experience, which is positive feedback. This indicates the game is generally stable for some users.

Recommendations:
- Not worth asking price (weight 0.37): Multiple reviewers feel the game is overpriced for its content, suggesting it is only worth buying on sale or at a significant discount. This is a common and specific criticism.
- Cannot recommend in good faith (weight 0.25): Several reviewers express that they cannot recommend the game, citing dissatisfaction with the overall experience. This general negative sentiment is frequent and meaningful.
- Best played with others (weight 0.19): Reviewers highlight that the game is best experienced in two-player co-op, with recommendations for friends, couples, and same-screen play. This indicates a strong social component.
- Accessible yet challenging roguelike (weight 0.13): The game is recommended as an entry point for beginners and those seeking an adjustable difficulty, balancing accessibility with challenge. This makes it appealing to a wider audience.
- Worth it on deep discount (weight 0.12): Several reviewers mention that the game is only worth buying at a deep discount or in a bundle, reinforcing the value proposition issue. This is a common sentiment across clusters.
- Controller recommended for play (weight 0.09): Players suggest using a controller for a better experience, implying that keyboard controls may be less intuitive. This is a practical tip for potential buyers.
- Playable on low-spec systems (weight 0.09): The game is recommended for players with low-spec systems, and there are specific hardware requirements mentioned (Intel Core I3-6100, Geforce GT 730, 4GB RAM). This makes it accessible to a wider audience.
- Smaller game expectations (weight 0.09): Reviewers advise keeping expectations grounded as the game is smaller in scope, which may affect perceived value. This helps set appropriate expectations for potential buyers.
- Suggest Hades instead (weight 0.05): One reviewer advises saving money for Hades, comparing the game unfavorably to a more established title. This suggests the game may not compete well with top-tier roguelikes.
- Rapid-fire action and synergies (weight 0.05): The game is praised for rapid-fire action, build experimentation, and run-based synergies, appealing to fans of action roguelites. This is a positive highlight.
- Practice perfect dodge early (weight 0.05): A reviewer advises practicing the perfect dodge feel early, indicating that mastering this mechanic is crucial for enjoyment. This is a specific gameplay tip.
- Great for backlog (weight 0.05): One reviewer recommends the game as a great title for your backlog or to play right away, suggesting it is enjoyable but not urgent to play. This indicates a positive but not urgent recommendation.
- Good for grinding dungeons (weight 0.05): The game is recommended for players who enjoy grinding monster dungeons, indicating it has a satisfying loop for that playstyle. This is a niche but specific positive.
- Ideal for casual button-mashing (weight 0.05): The game suits players who don't care about story and just want to spam a button to defeat enemies, appealing to a casual audience. This highlights its simplicity.
- Not for deep build crafting (weight 0.05): Reviewers note the game lacks deep build crafting and satisfying wave clearing, which may disappoint players seeking those features. This is a specific criticism.
- Good for casual co-op (weight 0.05): The game is good for casual play with a friend or while chatting, making it a social and relaxed experience. This is a positive recommendation for co-op play.
- Compare favorably to Gollum Redfall (weight 0.05): One reviewer compares the game unfavorably to Gollum and Redfall, which are widely considered bad games, implying this game is similarly poor. This is a harsh but limited opinion.
- Buy BPM instead (weight 0.05): A reviewer suggests buying the game BPM instead, indicating a better alternative exists in the genre. This is a specific recommendation against this game.

Other player notes:
- Game length is short (weight 0.39): Multiple reviews highlight the game's short length, though some find it acceptable for the price or genre. Playtime estimates range from 3 to 10 hours, with one reviewer noting it feels like a demo.
- Compared to Wizard of Legend (weight 0.26): Many reviews compare the game to Wizard of Legend, often based on screenshots or perceived similarities. Some note improvements, while others find it worse in combat, highlighting a key reference point for players.
- Price not justified (weight 0.22): Several reviews argue that the game is not worth its price, often citing short length or lack of content. This is a common criticism affecting purchase recommendations.
- Compared to Hades (weight 0.2): Several reviews compare the game to Hades, a prominent roguelike, suggesting it shares genre elements or competes in the same space. This comparison often implies a benchmark for quality and depth.
- Supports local co-op (weight 0.17): The game supports same-screen two-player co-op, which is a notable feature for players seeking multiplayer experiences. Reviews mention this positively as a reason to play with friends.
- Demo similar to release (weight 0.11): The game's demo is similar to the release version, which may influence expectations. Reviews note that the demo gave a similar experience, affecting perceptions of the full game.
- Main story has five chapters (weight 0.09): The game's structure includes five chapters plus a final boss, providing a clear progression framework. This is mentioned as a concrete detail about the game's content.
- Low PC requirements (weight 0.09): The game runs well on low-spec systems, making it accessible to a broader range of players. Reviews mention low PC requirements as a positive aspect.
- Controller support available (weight 0.09): The game supports Xbox and Steam controllers as well as keyboard and mouse, enhancing playability. This is a positive feature for players who prefer gamepads.
- Compared to Cult of the Lamb (weight 0.08): Level design and camp system are compared to Cult of the Lamb, but without management aspects. This highlights similarities in structure while noting differences in gameplay focus.
- Developer and publisher details (weight 0.08): The game is developed by Shieldbreaking Games and published by HypeTrain Digital and Edigger. This provides context for players about the game's provenance.
- Supports Russian and Turkish (weight 0.08): The game includes language support for Russian and Turkish, which is important for accessibility to a wider audience. This is a positive feature for non-English speakers.
- Hope for DLC or sequel (weight 0.08): Some reviewers express hope for future DLC or a sequel to expand the game's content. This indicates a desire for more content beyond the base game.
- Steam Deck testing (weight 0.08): Reviewers are testing Steam Deck compatibility, which is becoming an important factor for portable play. This is a niche but relevant consideration for some players.
- Acquired via bundle (weight 0.04): The game was obtained through a Fanatical Mystery Key bundle, which influences perspective on value. This is a specific acquisition context.
- Part of SpecialEffect Charity Bundle (weight 0.04): The game was included in the SpecialEffect Charity Bundle, which may affect purchase decisions and perception. This is a contextual detail.
- Rated 7.7/10 (weight 0.04): One reviewer rated the game 7.7/10, providing a numeric score that indicates a positive but not outstanding reception. This is a concise summary of one review's impression.
- Final act requires boss streak (weight 0.04): The final act requires beating four bosses in a row, adding challenge. This is a specific gameplay mechanic that may affect difficulty perception.
- True ending requires repetition (weight 0.04): The true ending may require repeatedly completing the final act, which could be tedious for some players. This affects motivation to pursue all content.

Emotions:
- Disappointment (weight 0.24): The primary causes are a rushed and incomplete story, limited content, and weak meta-progression that reduce replay value. Additionally, the combat lacks depth and interactivity, with a final fight that ignores the player's build, making the overall experience feel below expectations.
- Frustration (weight 0.15): Frustration stems from unbalanced combat mechanics, such as overpowered dodging, armored bosses, and hidden traps, alongside poor boss design and forced co-op sections. Technical issues like stutters and the lack of a dialogue skip button also contribute to a hindered experience.
- Satisfaction (weight 0.1): Satisfaction arises from smooth and fluid combat, particularly the rewarding perfect dodge counter-attacks, as well as the game's aesthetic appeal and low price. The well-polished gameplay and enjoyable arenas provide a satisfying experience for the price.
- Enjoyment (weight 0.1): The game is enjoyable due to its addictive gameplay loop, fluid and fast combat with satisfying impact, and beautiful pixel art. Players also find it fun to play with friends, and the boss battles and music contribute positively to the overall experience.
- Boredom (weight 0.06): Boredom results from a repetitive gameplay loop, monotonous environments, and enemies, coupled with limited build variety that makes the game easy. The lack of variance in endgame content and short game length exacerbate the feeling of tedium.
- Excitement (weight 0.06): Excitement is driven by the rewarding gameplay loop when systems align, engaging fluid combat, and the fun of stacking builds. The co-op mode and procedurally generated dungeons also keep the experience fresh and thrilling.
- Appreciation (weight 0.04): Appreciation for the game comes from its well-integrated dodge system, nice graphics, and good soundtrack, along with excellent boss fights. The beautiful pixel art and innovative combat system also earn the player's respect.
- Annoyance (weight 0.02): Annoyance is induced by having to replay the game for 100% completion and unexplained trial mechanics, which are not properly communicated. Additionally, repeated boss dialogue interrupts the combat flow, and unreadable Japanese text due to missing characters adds to the frustration.
- Relief (weight 0.02): Relief comes from knowing the developer fixes issues quickly and from being done with the game after completing it. The availability of assist mode also makes the game more bearable for some players.
- Fun (weight 0.02): The game is fun due to its entertaining gameplay, engaging combat, and the joy of playing in co-op. The combat dashes and overall loop provide enjoyable moments for players.
- Surprise (weight 0.02): Surprise arises from the game being unexpectedly good, with satisfying dodge mechanics that are usually not found enjoyable. The difficulty, resembling Dark Souls, also deviates from expectations, adding to the surprise.
- Regret (weight 0.01): Regret is felt because non-protagonist characters lack exclusive story content, making the experience feel incomplete. Some players also wish they could have refunded the game, indicating dissatisfaction with the purchase.
- Joy (weight 0.01): Joy comes from the overall fun experience, including the game's graphics, story, gameplay, and upgrades, which were all enjoyable. Playing the game brought happiness to the reviewers.
- Anger (weight 0.01): Anger is triggered by the terrible final boss with no build-up, which ruined the experience, and the feeling that the game falsely claims to be a roguelike. These issues led to a sense of betrayal and frustration.
- Desire (weight 0.01): Desire is expressed for more content to sustain the experience, such as DLC with new schools or buffs. Players are hoping for expansions to keep the game engaging.
- Weariness (weight 0.01): Weariness arises from the repetitive gameplay loop and a lack of challenge, causing the experience to become dull over time. The game fails to provide new stimulation, leading to exhaustion.
- Contempt (weight 0.01): Contempt is shown for the gameplay, which is considered too simple and lacking in required intelligence, making it unengaging for more experienced players.
- Impressed (weight 0.01): The reviewer is impressed by the attack feel and control flow in the trial version, indicating a high-quality combat experience from the start.
- Disliked (weight 0.01): Dislike stems from the repetitive missions, which made the game unenjoyable for the reviewer's brother, highlighting a lack of variety in the content.
- Gratitude (weight 0.01): Gratitude is expressed toward the developers for creating the game, showing appreciation for their work and the joy it provided.}