Info about .Forty-Five:

Official game description:
A perfect mix of card game, rogue-lite, and pure wild west mayhem. Explore an ever-changing map, collect interesting cards, and battle enemies.  
**Explore and Collect**  
Explore the Frontier and add powerful cards - bullets - to your collection. Each one equipped with its own unique effect.  
**Build**  
Each bullet has an individual effect, used to create powerful synergies. Use them to build your deck and to become an Outlaw Legend!  
**Load and shoot to kill!**  
Load your cards into the revolver and use the effects to your advantage, while also utilizing the limited amount of chambers and the rotations of the revolver. Then, shoot the enemies and send them 6 feet deep! But watch out, he won't just stand there letting you shoot him down so easily…  
**Features**  
**Completely free & Open Source:** And thats a great price if you ask me. No ads or any kind of microtransactions, I promise. Read down below to find out more about the open-source licence that .forty-five is under.  
**Over 50 unique cards:** some serious and some … a little bit … less serious.  
**Innovative gameplay:** allowing the player to achieve creative combos with the revolvers rotation.  
**100% handdrawn assets:** I might not be the next picasso, but hey, I'm trying okay …  
**A procedurally generated map:** ever-changing, guaranteeing a new experience every run.  
**Deckbuilding**: to truly personalize your way of … shooting people.  
**Different enemy types:** so you'll never run out of things to shoot at.  
**Unique biomes:** each … you know what just download and find out it's free.  
We are open source!  
The source code of .forty-five is public under the GPLv3 license. But what does that actually mean? It means that anyone is free to view and share the code of the game. Also, everyone can make their own modified versions of our game and redistribute it, as long as they maintain the GPLv3.0 license.  
Want to know more? Read about the license here:  
Want to take a look at our code? Visit our Github:  
Project Infos:  
.Forty-Five is developed as a Diploma Thesis by five students of the higher technical vocational school "HTL Rennweg" in Vienna. We hope you will have as much fun playing, as we had developing.

Release date: Mar 24, 2024

Categories: Deckbuilding, Roguelike, Turn-based Combat, Procedural Generation, Single-player, Wild West Theme, Card-based Gameplay


- Hardware Profile: No data
Feature extractions:
- Community Price: No data
- Playtime Metrics:
  - Game completion: 8.0h
  - Story completion: N/A
  - Session length: 1.0h
  - Endgame: N/A
  - Reasoning: The game completion time is directly reported as just under 8 hours. Session length is inferred from multiple reviews mentioning sessions around 1 hour (e.g., 'about an hour of fun' and '~1.5 hours playing'), so a typical session is estimated at 1 hour. No explicit evidence supports story completion or endgame playtime.
- Time-to-fun:
  - Summary: The game is fun from the start but becomes repetitive and loses replayability after a few runs/hours, with early tutorial bugs and later difficulty walls.
  - Stance: Fun then drops
  - Anchor: First run
  - Time to anchor: N/A
  - Friction: Bad tutorial; Bugs; Inability to escape start/info screen; Spongy end-of-level enemies
  - Unlock drivers: N/A
  - Conditions: First run is fun; Repetition after a few hours; No meaningful progression after second run; Difficulty wall after 12 hours; Difficulty ramps up; End-of-level fights have spongy enemies
- Player Archetypes:
  - Deckbuilding Roguelite Enthusiast (buy)
    - Motivation: To enjoy strategic deckbuilding and roguelike runs with meaningful choices.
    - Playstyle: Strategic and optimizing, focusing on build synergy and understanding turn order.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: Slay the Spire; Astrea; FTL
  - Value Seeker (buy)
    - Motivation: To get maximum entertainment for zero cost.
    - Playstyle: Not genre-specific; plays to enjoy the game without financial risk.
    - Experience: mixed
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Casual Relaxed Player (buy)
    - Motivation: To relax and have fun without deep strategic commitment.
    - Playstyle: Casual and laid-back, not optimizing or overanalyzing mechanics.
    - Experience: newcomer
    - Purchase stance: buy
    - 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:
- Game is fun and engaging (weight 0.47): Players consistently report the game is fun, engaging, and enjoyable for many hours. The gameplay loop is praised as innovative and easy to get into.
- Deck-building is well designed (weight 0.36): The deck-building aspect is highlighted as well thought out, engaging, and interesting. Players appreciate the clear combinations and variations that keep the genre fresh.
- Unique roguelike deckbuilder concept (weight 0.33): The game is described as a unique and clever combination of roguelike, deckbuilder, and shooter elements. Players find the concept innovative and more strategic than other deckbuilders.
- Revolver mechanic is versatile (weight 0.21): The revolver chamber mechanic is praised for being unique, versatile, and generating many gameplay possibilities. It is considered a standout feature of the game.
- Easy to learn, hard to master (weight 0.21): The game is praised for being easy to pick up but difficult to master. Players appreciate the fast-to-learn basics and the depth of the challenge.
- Great concept with potential (weight 0.2): Players love the overall concept of the game, finding it interesting and full of potential. The core idea is seen as a strong foundation.
- Great Wild West deckbuilder (weight 0.16): The game is described as a good and interesting cowboy deckbuilder with an amazing Wild West setting. Players enjoy the theme and the card battler gameplay.
- Comparable to Slay the Spire (weight 0.16): Players compare the game favorably to Slay the Spire, with some saying it is better or slightly more innovative. It is seen as a strong entry in the genre.
- Cool and fun mechanics (weight 0.16): The main mechanics are considered really cool, fun, and interesting. Players find the gameplay engaging and enjoyable.
- Bullet synergies are refreshing (weight 0.16): With over fifty bullets and unique effects, players enjoy experimenting with synergies and combos. The bullet system is seen as a breath of fresh air.
- Many card synergies available (weight 0.11): Players note the large number of card types that offer synergies and combinations. This adds depth and variety to the gameplay.
- Card draw is well balanced (weight 0.11): The card draw system is praised for being well balanced, with many cards at first draw and fewer later. This creates a strategic pacing.
- Backpack allows multiple decks (weight 0.11): The equipment backpack mechanic allows players to create and save five different decks. This is seen as a convenient and useful feature.
- Shows promise as a game (weight 0.11): Players see a lot of potential in the game, noting it shows promise. The game is considered to have a strong foundation for future development.
- Great free-to-play game (weight 0.11): Players appreciate that the game is free to play, making it a great value. The quality is considered high for a free game.
- Bullet system is fun (weight 0.11): The bullet type system is described as fun and working pretty well. Players enjoy the variety and mechanics of the bullet system.
- Reviewers really like the game (weight 0.11): Reviewers express that they really like the game, indicating a positive overall impression. The game is well received.
- Beautifully executed game (weight 0.11): The game is described as very well and beautifully executed. Players are impressed by the overall polish and execution.

Common complaints:
- Game is unpolished and incomplete (weight 0.56): Multiple reviewers state the game feels unfinished, with rough edges and a need for more polish. This is a common theme across many clusters, indicating a widespread perception of incompleteness.
- Difficulty is too high (weight 0.53): The game is often considered very difficult, with sharp difficulty curves, RNG-based losses, and tough enemies. This can frustrate players and reduce enjoyment.
- Numerous bugs and glitches (weight 0.49): Players report various bugs, including game-breaking ones, card mechanic issues, and inconsistencies. These bugs detract from the overall experience and contribute to the game feeling unpolished.
- Lack of content and replayability (weight 0.3): The game is short, has limited maps, and lacks dynamic features, leading to repetitive runs and reduced replay value. Players desire more levels, card types, and events.
- Enemies lack variety and are boring (weight 0.24): Enemy types are limited and often feel like damage sponges, leading to repetitive and unengaging combat. This reduces the game's long-term appeal.
- UI and graphics are weak (weight 0.2): The user interface is described as unhelpful and ugly, and the graphics are considered bad with no resolution scaling option. This affects the overall presentation and usability.
- Card draw and deck size are limited (weight 0.2): Players only draw two cards per turn and find few cards that allow additional draws, which is restrictive for a roguelike deck builder. This limits strategic options and can make runs feel samey.
- Right-click causes crashes (weight 0.17): A specific bug where right-clicking crashes the game is reported, ruining the experience for affected players. This is a critical issue that can make the game unplayable.
- Clicking to draw cards is clunky (weight 0.17): The mechanic of clicking to draw cards is described as tiresome and disruptive, hurting the flow of gameplay. This is a common complaint that affects the core loop.
- Development seems abandoned (weight 0.16): Several reviewers believe the game is abandonware, with development having stopped. This discourages players from investing time, fearing no future updates or fixes.
- Progression is lost on death (weight 0.16): Cards are lost on death, and progress is not saved when uninstalling, making players feel their efforts are wasted. This undermines motivation and can lead to frustration.
- RNG can cause unfair losses (weight 0.16): Bad RNG can lead to losses even with perfect play, which is frustrating and feels unfair. This is a common complaint in roguelike games but is particularly pronounced here.
- Save loading breaks bullets (weight 0.12): Loading a save can cause bullets to break, making the game unplayable. This is a severe bug that directly impacts progression and player trust.
- Combat lacks thinking time (weight 0.11): Combat forces players to fire every 10 seconds, leaving no time to think strategically. This is especially hard for tactical players and reduces the depth of decision-making.
- Healing spots are scarce (weight 0.11): Healing spots are rare, and there is no other way to regain health, making the game very challenging when low on health. This can lead to frustrating situations.
- Ending is anticlimactic (weight 0.11): The game lacks a proper final boss and ends in an anticlimactic way, leaving players unsatisfied. This is a significant letdown after investing time in the game.
- Battles are too long (weight 0.07): Battles drag on, making the game feel tedious and slow-paced. This can deter players from continuing, especially when combined with high difficulty.
- Enemies sometimes do nothing (weight 0.07): Enemies occasionally skip their turns, which can make combat feel broken or unresponsive. This is a bug that disrupts the flow of battles.
- Game becomes tiring over time (weight 0.07): The game starts fresh and interesting but grows tiring as players encounter repetitive content and limited variety. This reduces long-term engagement.

Gameplay feedback:
- Roguelike deckbuilder with Western theme (weight 0.97): The game is consistently described as a roguelike deckbuilder set in a Wild West theme, combining card-based strategy with roguelite elements. This genre blend is the core identity of the game.
- Revolver chamber mechanic is central (weight 0.74): A unique revolver chamber mechanic is highlighted as a central element, where cards are treated as bullets loaded into a five-shooter. This innovative twist on deckbuilding is frequently mentioned and praised.
- Bullet types and synergies (weight 0.63): The game features a bullet type system with various effects and combos, and players search for synergies between weapons and bullets. This adds strategic depth to the card play.
- Map exploration and backtracking (weight 0.3): The game features a procedurally generated map with branches, allowing backtracking and exploration. This roguelike structure provides variety and replayability.
- Turn-based combat with timing (weight 0.28): Combat is turn-based, but includes a 10-second firing timer and quicktime events, requiring reaction and positioning. This blend of strategy and action is a distinctive feature.
- Overkill system rewards excess damage (weight 0.26): Excess damage dealt to enemies converts into dollars, which can be used to buy cards. This overkill system encourages aggressive play and strategic resource management.
- Easy to learn, hard to master (weight 0.24): The game is described as easy to learn the basics but hard to master, with mechanics that are interesting to master. This difficulty curve is appealing to players.
- Parry mechanic adds depth (weight 0.24): Players can parry incoming attacks by shooting, using the current chambered bullet's value to reduce damage. This defensive layer requires planning and timing.
- Shops and healing spots (weight 0.18): Players can buy cards from shops at random points, and healing spots recover health or increase max health. These elements provide strategic choices between runs.
- Card management and action points (weight 0.15): Players have four action points to fill a five-shot revolver, with cards costing between one and five points. This resource management is a key strategic element.
- Enemy abilities affect strategy (weight 0.15): Enemies have unique abilities that affect card combinations, requiring players to strategize each turn based on enemy cards and expected damage. This adds tactical variety.
- Progression and replayability (weight 0.15): The game has roguelite elements with progress built on previous failures, and cards can be carried over after death. This encourages replayability and different runs.
- Handicaps and modifiers (weight 0.11): Some duels start with handicaps like frozen cylinder, damage loss, reversed direction, or auto-fire countdown, adding challenge and variety. Locations can also have negative effects that restrict mechanics.
- Limited arenas and weak progression (weight 0.1): The game has a limited set of arenas and weak progression, which may be a drawback for some players. This could affect long-term engagement.
- Relaxing and fun gameplay loop (weight 0.09): The gameplay loop is described as fun and addicting, and the game is relaxing. This positive feedback suggests high enjoyment and replay value.
- RNG-based with luck factor (weight 0.09): The game is RNG-based, and difficulty depends on understanding mechanics and luck. This may be a point of contention for players who prefer skill-based challenges.
- Backpack equipment system (weight 0.06): The game includes a backpack equipment system for deck management, allowing players to organize their cards. This adds a layer of strategic preparation.
- Minimalist visual style (weight 0.06): The game has a minimalist visual style, which may appeal to players who prefer simple aesthetics. This is a notable characteristic of the game's presentation.
- No story, focuses on gameplay (weight 0.05): The game has no story, focusing instead on gameplay mechanics. This may be a positive for players who prioritize gameplay over narrative.
- Compared to Slay the Spire (weight 0.05): The game is compared to Slay the Spire, a popular deckbuilder, indicating it shares similar mechanics but with a unique twist. This comparison may attract fans of the genre.

Performance notes:
- Frequent crashes hinder gameplay (weight 0.22): Players report that the game crashes too often, making it difficult to play. This issue appears across multiple clusters, indicating a widespread stability problem.
- Crashes triggered by mouse clicks (weight 0.13): Specific crash triggers include clicking both mouse buttons simultaneously or right-clicking. This suggests a bug in input handling that needs fixing.
- Low system requirements praised (weight 0.11): Players appreciate that the game runs on low-end hardware, including 'potato PCs'. This is a positive aspect for accessibility and performance.
- No bugs reported (weight 0.06): Some players report experiencing no bugs, indicating that the game is stable for certain users or configurations. This contrasts with the crash reports.

Recommendations:
- Recommended for deck-building fans (weight 0.29): Multiple reviewers recommend the game to fans of deck-building and roguelike deckbuilders, highlighting its strategic card gameplay and unique twist. This is a common positive sentiment across several clusters.
- Free game worth trying (weight 0.28): Several reviewers emphasize that the game is free and therefore worth trying, with some noting it provides an hour of fun. The free aspect lowers the barrier to entry and is a key selling point.
- Worth the time investment (weight 0.22): Reviewers state the game is worth spending a few hours on, with some suggesting at least one hour to appreciate it. This suggests the game has enough content to justify the time.
- General positive recommendation (weight 0.16): A number of reviewers give a straightforward positive recommendation without specific details, indicating overall satisfaction with the game. This is a broad but consistent endorsement.
- Not worth paying for (weight 0.11): A reviewer notes the game is not worth paying for, implying that while it may be acceptable as a free title, it lacks value as a paid product. This is a caution for potential buyers.
- Appeals to arcade shooter fans (weight 0.06): The game is recommended for fans of arcade shooters and fast gunfights, suggesting it offers quick, action-oriented gameplay. This targets a specific audience segment.
- Appeals to Balatro and RDR fans (weight 0.06): One reviewer recommends the game to fans of Balatro and Red Dead Redemption, indicating it combines card game mechanics with a Western theme. This crossover appeal is niche but notable.
- Appeals to roguelite and turn-based fans (weight 0.06): The game is recommended for fans of roguelites or turn-based battles, suggesting it fits within those genres. This is a specific recommendation for a particular player type.
- Undeveloped ideas noted (weight 0.06): One reviewer gives a thumbs up but notes the game has undeveloped ideas, indicating potential but incomplete execution. This is a balanced critique that acknowledges both strengths and weaknesses.
- Strategy tip for easier endgame (weight 0.05): A reviewer advises clearing every enemy in the first area to make the endgame easier, providing a practical gameplay tip. This suggests the game has strategic depth and a difficulty curve.
- Watch tutorial before playing (weight 0.05): One reviewer recommends watching the Real Civil Engineer channel to learn the basics before playing, implying the game may have a learning curve. This is a helpful suggestion for new players.
- Not for those with limited time (weight 0.05): A reviewer advises not to recommend the game unless you have time to waste, suggesting it may require a significant time investment. This is a caution for busy players.
- Definitely worth trying (weight 0.05): A reviewer strongly recommends trying the game, using emphatic language to convey enthusiasm. This is a positive endorsement without specific details.
- Would pay for the game (weight 0.05): One reviewer states they would definitely pay for the game, indicating they find it valuable beyond its free price. This is a strong endorsement of the game's quality.
- Highly enthusiastic recommendation (weight 0.05): A reviewer recommends the game with both hands, showing high enthusiasm. This is a positive but vague endorsement.
- Challenge seekers recommended (weight 0.05): The game is recommended for players looking for a challenge, suggesting it offers a difficult experience. This targets players who enjoy overcoming obstacles.

Other player notes:
- Frequent Slay the Spire comparisons (weight 0.47): Many reviewers compare the game to Slay the Spire, noting it has its own take on the genre and is often recommended to fans of that game. Some find it better, while others see it as just another clone.
- Game is incomplete (weight 0.29): Reviewers frequently mention the game is incomplete, still in development, or should be in early access. It is playable but lacks full content, with some noting it is partially finished.
- Free to play (weight 0.24): The game is free, free to play, and open source at the time of review. This is a notable positive point for many players.
- Student-developed project (weight 0.24): The game was made by students for their diploma, developed by a few students or a university student group. This context is often mentioned in reviews.
- Unique mechanics praised (weight 0.17): Reviewers note the game has unique mechanics, such as the gun barrel card order and shooting more bullets, which differentiate it from other deckbuilders. This adds strategic depth.
- Lacks language support (weight 0.15): The game lacks Chinese and Korean language support, which is a drawback for non-English speakers. Reviewers hope for future language additions.
- Age suitability (weight 0.12): The game is suitable for teens and adults, and also for all ages, making it family-friendly. It can even be played during boring school lessons.
- Developer roadmap with updates (weight 0.11): The developers published a roadmap with weekly content updates, showing ongoing support. This is seen as a positive sign for the game's future.
- Miscellaneous comparisons (weight 0.1): The game is compared to Balatro, Red Dead Redemption, Astrea, and FTL, showing a wide range of influences. These comparisons are less common but highlight its unique blend.
- Comparisons to Inscryption and Yu-Gi-Oh (weight 0.1): Some reviewers compare the game to Inscryption and Yu-Gi-Oh, suggesting it has card game elements similar to those titles. This comparison is less frequent than Slay the Spire.
- Development status uncertain (weight 0.1): Some reviewers note the developers have stopped updating the game, while others urge not to abandon the project. This creates uncertainty about the game's future.
- Potential for popularity (weight 0.1): The game could become popular with marketing from streamers, and it could find a strong audience as a paid release with tweaks. This suggests untapped potential.
- Short game length (weight 0.09): The game can be beaten in under 8 hours, and some reviewers mention short game time. This may be a positive for casual players but a negative for those seeking long-term engagement.
- DLC and expansion potential (weight 0.09): There are opportunities for future DLC with new enemies, status effects, and cards, and some reviewers could imagine buying expansion packs. This indicates potential for extended content.
- Worth paying for (weight 0.09): Some reviewers would have happily paid for the game, and it is good especially for the price. This suggests the game offers good value despite being free.
- Indie feel and style (weight 0.09): The game has an indie feel and is entirely hand-drawn, which appeals to some players. This aesthetic is a notable characteristic.
- Not for long sessions (weight 0.09): The game is not something to play for hours on end, and it feels reminiscent of web browser minigames. This may limit its appeal for hardcore gamers.
- Monetization hopes (weight 0.09): Some reviewers hope the game will have monetization, while others hope for continued updates. This reflects a desire for the game to be sustainable.
- Missing features (weight 0.09): The game does not have achievements, and there is room for bug fixing and optimization. These are areas for improvement.

Emotions:
- Frustration (weight 0.19): The game suffers from frequent crashes, including a specific right-click crash, and various bugs that disrupt play. Difficulty spikes, long battles with high-health enemies, and a sharp learning curve add to the frustration, as do progression losses and unhelpful map mechanics.
- Enjoyment (weight 0.16): Players find the game highly enjoyable due to its unique revolver mechanic, bullet synergies, and complex strategy. The deckbuilding and card combinations are fun and addictive, with charming art and a compelling gameplay loop that keeps players engaged.
- Excitement (weight 0.12): The game generates excitement through its fast-paced, intense gameplay and innovative mix of card game, roguelite, and wild west themes. Players are eager to explore its potential, discover combos, and see future content, with a very positive first impression.
- Disappointment (weight 0.1): Disappointment stems from the game's incomplete feel, weak execution of concepts like limited card draw, and lack of meaningful progression. Poor UI/graphics, a short anticlimactic ending, and unbalanced overkill system further detract from the experience.
- Satisfaction (weight 0.05): Satisfaction comes from a solid, unique, and engaging game that feels fair and tactically rich. Players appreciate the sharp core gameplay, strategic card combinations, and the game's completeness for a free title, leading to rewarding victories.
- Impressed (weight 0.05): Players are impressed by the game's quality for a free title, especially given it was developed by a few students. The clever cardplay, layers of strategy, and lovely artwork/animation demonstrate depth and competence, making it feel worth paying for.
- Love (weight 0.04): Love for the game is driven by its addictive synergy-seeking gameplay, engaging hours of play, and the western theme with quirky humor. The ambience and roguelike thrill, combined with developer dedication, create a strong attachment.
- Anticipation (weight 0.03): Anticipation is high as the game is early in development, with players looking forward to more content and the game reaching its full potential. They eagerly await future updates and what developers have in store.
- Appreciation (weight 0.03): Appreciation is expressed for the well-thought-out deck-building, the fact that the game is free, and its minimalist yet striking art style. The great concept, artwork, and playstyle are valued by players.
- Annoyance (weight 0.03): Annoyance arises from a few bugs, the scorching bullet being irritating, and the tiresome need to click to draw cards. Losing all cards on death with little recourse also frustrates players.
- Admiration (weight 0.02): Admiration is felt for the game's cool aesthetic, good sound design, and excellent gameplay. The perfect blend of theme and mechanics creates a compelling strategy game, prompting players to want to pay for it.
- Frustrated (weight 0.02): Frustration is caused by the steel nerves modifier ruining fun, terrible RNG leading to easy losses, and many bullets being hard to understand due to poor English. These issues hinder enjoyment.
- Approval (weight 0.01): Approval is given because the game is free, open source, and a good deckbuilder. Players like the gameplay and appreciate the accessibility.
- Relaxation (weight 0.01): The game is relaxing and great for unwinding, offering a casual experience where players can shoot people without stress. It provides a soothing pastime.
- Hope (weight 0.01): Hope is expressed that developers will return to update the game, given its potential and the planned roadmap. Players wish for continued development and improvement.
- Concern (weight 0.01): Concern arises from the fear that the project might be abandoned, and the game's underdeveloped state and shortcomings. Players worry about the game's future.
- Interest (weight 0.01): Interest is sparked by the game's unique western-roguelike-deckbuilder combo and the mechanics that are interesting to master. Players are drawn to spend time learning the game.
- Confusion (weight 0.01): Confusion stems from unclear mechanics, such as how bullet saving works and the unintuitive loss of health when firing a blank. These aspects are not well explained.
- Fun (weight 0.01): Fun is derived from building a deck with combos, which provides an engaging and enjoyable experience. The combination mechanics are a source of delight.
- Surprise (weight 0.01): Surprise is expressed because the game is surprisingly great, exceeding expectations. Players are pleasantly taken aback by its quality.}