Portada de Jotunnslayer Hordes of HelFicha del juego / ROGUE BY ROGUE
Una partida más.

Jotunnslayer Hordes of Hel

Estilo SurvivorsCombate de acciónAventura cooperativa

Texto original · InglésHordes of Hel is a gripping roguelike horde-survivor game set in the dark realms of Norse Mythology. Fight waves of enemies to earn divine blessings of ancient Viking Deities, explore hostile worlds and face powerful bosses. Become a god-like warrior in this ultimate showdown.

ROGUE BY ROGUEPendiente

Nuestra puntuación

Pendiente

Entra en la clasificación al evaluar las cinco dimensiones

Pendiente

Juego registrado. Análisis próximamente.

Este juego aún no se ha evaluado en las cinco dimensiones. Mientras tanto, consulta sus datos y el material externo.

Jugabilidad principal25 %—
Combinaciones y estrategia25 %—
Rejugabilidad20 %—
Azar y equidad20 %—
Acabado y usabilidad10 %—
Método de evaluación ↗
YOUTUBE + BILIBILI / VIDEO

Reseñas en vídeo

2 vídeos

Reseñas y análisis de YouTube y Bilibili en todos los idiomas. Abre el vídeo original para verlo.

Fuentes del análisis

Otras voces como referencia.

Fuera de nuestra puntuación

Las reseñas de terceros y los materiales de la comunidad archivados pueden corresponder a versiones diferentes. Las opiniones y notas externas se muestran por separado. Consulta los vídeos originales para conocer todo el contexto.

Resumen de la comunidad

Texto original · InglésAn isometric Norse-mythology horde-survivor roguelite (Games Farm / ARTillery, published by Grindstone) where you pick a class plus up to three gods for boons, clear map objectives and bosses, and grind meta-progression trees.

Texto original · InglésPlayers rate it Very Positive on Steam (about 82.5% of roughly 7,800 reviews), and critics are lukewarm-to-favourable (Metacritic PC 79 from 8 critics; Switch 2 76 from 12). It is seen as a polished, good-looking, solid survivor-like that does not reinvent the genre. Praise centres on the art, class and god variety, and boss and map design; criticism centres on shallow content, weak late-game scaling, and a few dominant skills. It launched in Early Access on Jan 21, 2025 and hit 1.0 on Sep 3, 2025. It has kept getting updates since, including an endless mode, balance changes, a Conan DLC, a post-1.0 roadmap (Nov 2025) and console and Switch 2 ports. Console ports drew some technical complaints.

Lo que elogian los jugadores

  • Texto original · InglésStrong presentation: dark, Diablo-like isometric art, detailed environments and enemy designs, and a powerful soundtrack that stands above typical pixel-art survivor-likes
  • Texto original · InglésSix classes each with a signature gimmick plus subclasses unlocked about ten levels into a run, giving more variety than generic +damage/+area/+crit picks
  • Texto original · InglésHades-style god system: choose up to three Norse gods whose boons have real interactions rather than plain stat sticks
  • Texto original · InglésDistinct maps with objectives and missions that reduce aimless circling, and cool boss fights
  • Texto original · InglésShort 10-20 minute runs suit quick sessions, and meta-progression gives that 'numbers go up' satisfaction
  • Texto original · InglésLocal/split-screen co-op, full controller support, and ongoing developer support with balance patches
  • Texto original · InglésPer-character meta-progression resets and higher difficulty tiers give optional challenge (praised by Rogueliker)
  • Texto original · InglésMany players call it a cheap, addictive 'brain-off' game with a long tail (one reviewer has 70+ hours and keeps returning)

Lo que critican los jugadores

  • Texto original · InglésLow run-to-run variety: many reviewers say runs feel the same and basic attacks feel as good as skills
  • Texto original · InglésLimited content at full price: few maps and enemies, and many players say they got their fill in 10-15 hours
  • Texto original · InglésA few dominant skills (Frost Ring is named) and god powers crowd out class abilities, so builds converge
  • Texto original · InglésCombat lacks impact: weak hit feedback, 'invisible' damage, skills that feel unsatisfying
  • Texto original · InglésSkill trees and meta-progression can be maxed quickly and lack depth, so progression ends early
  • Texto original · InglésPerformance: FPS drops in long sessions or on busy maps, large install size, and Steam Deck complaints despite Verified status
  • Texto original · InglésBalance swings: some builds are impossible while others are a 'screensaver', and higher difficulties have been called too easy
  • Texto original · InglésEndless mode runs out of skill choices around level 60, which pushes all-in no-healing builds

Características distintivas

  • Texto original · InglésNorse setting with a Hades-like choose-your-gods structure layered on a survivor-like
  • Texto original · InglésClass plus subclass system that changes the run mid-way
  • Texto original · InglésStory-mode maps built by hand with objectives rather than pure open arenas, plus boss encounters
  • Texto original · InglésHigher production value and art direction than most pixel-art genre peers
  • Texto original · InglésPer-character meta-progression reset option and a Conan DLC crossover
  • Texto original · InglésComparisons players make: Vampire Survivors x Diablo, Hades x Vampire Survivors, or 'Death Must Die in 3D'

Opiniones divididas

  • Texto original · InglésDifficulty: some say it is tougher than peers, others say Insane is trivial once you have upgrades
  • Texto original · InglésBuild variety: fans praise god and subclass interactions, detractors say a couple of skills dominate
  • Texto original · InglésValue: worth it at a sale price or under $20 for some, too thin for the price for others (10 hours vs 70+)
  • Texto original · InglésOriginality: 'derivative but well done' versus 'feels uninspired'

Repetición y obstáculos

  • Texto original · InglésGrinding skill trees and stones for 100% gets repetitive after about 10 hours
  • Texto original · InglésRepetitive music and samey runs in long sessions
  • Texto original · InglésEarly maps described as barren, open arenas that can feel sleepy or slow (some wish for a speed-up option)
  • Texto original · InglésEndless mode's dry skill pool after level 60
  • Texto original · InglésEnemies that teleport or catch you instantly, which makes kiting and repositioning feel ineffective
  • Texto original · InglésConan DLC seen by some as minimal and not worth the price, and DLC detection bugs reported

Mejoras esperadas

  • Texto original · InglésMore maps, enemies and bosses, plus more late-game content beyond maxing the trees
  • Texto original · InglésRebalance dominant skills and give class abilities a bigger role relative to gods (players want more class slots or stronger class flavour)
  • Texto original · InglésDeeper meta-progression, such as branching trees, gear or loot to chase, and better endless-mode scaling after level 60
  • Texto original · InglésBetter combat feedback (damage numbers, impact) and optimisation for FPS, Steam Deck and consoles
  • Texto original · InglésFix manual-aim options, which some say do not work right, and improve translations of in-game descriptions
  • Texto original · InglésOnline co-op (currently local/shared-screen only) and a harder top difficulty

Texto original · InglésEarly Access started Jan 21, 2025; 1.0 released Sep 3, 2025 with endless mode added, priced around $15 list at launch (Steam showed $8.99 at snapshot time). SteamSpy estimates 200k-500k owners; the revenue calculator estimates roughly $2.27M gross and $670K net, with no copies figure. The OpenCritic page could not be confirmed, so it is left null. Steam: 82.5% positive overall; recent reviews were about 80% positive in the store snapshot. Metacritic headline 76 is the Switch 2 page; PC is 79 from 8 critics. User score 6.7 is based on only 6 ratings, so it is not reliable. Post-launch: a Conan DLC, skin pack, a post-1.0 roadmap (Nov 2025) and Switch 2/console ports. Switch 2 port criticised for framerate and crashes by Gaming Nexus and Nintendo News PL, and the Steam Deck build has negative feedback despite its Verified badge. PC (Windows) only on Steam. A few early reviewers say the game got easier after balance patches.

Comentarios archivados del creador 1

Los resúmenes de terceros basados en subtítulos automáticos pueden contener errores de transcripción o interpretación.

Texto original · InglésTier list Part 4 (2025)

Texto original · InglésJotunnslayer is a Diablo II-inspired survivors-like with striking visuals, where you pick god paths and character skills that produce wildly different spell effects. He finds it very satisfying and replayable, with mechanical (not percentage) upgrades, varied maps and big Diablo-style bosses. It does not revolutionize the genre, and readability and a few meta-progression annoyances hold it back. He places it in high B tier.

Lo que elogia el creador

  • Texto original · InglésImpressive, satisfying visuals and spell effects (e.g. a level-one ghost ship sweeping the map)
  • Texto original · InglésGods and character skills give drastically different abilities, and each character plays differently
  • Texto original · InglésUpgrades are mostly mechanical changes rather than flat percentage boosts, so they feel impactful
  • Texto original · InglésSeeing how a god ability changes visually at its final level 18 is a highlight
  • Texto original · InglésMaps feel distinct and the big end bosses look cool and satisfying
  • Texto original · InglésLots of meta-progression, mini quests with risk/reward choices, and community events; developers listen to feedback
  • Texto original · InglésMany character/god combinations give strong replayability

Problemas señalados por el creador

  • Texto original · InglésHard to see what is happening on screen; damage sometimes comes from unseen sources, making losses feel bad
  • Texto original · InglésPlayer character is less visible than in other games, worse on some maps
  • Texto original · InglésSwitching god paths requires refunding and reallocating skill tree points every run (unless meta is maxed)
  • Texto original · InglésNo luck stat or rarity-style random upgrades, so repeating the same character/god combo feels samey
  • Texto original · InglésSome bosses are too close to Diablo II; the game does not revolutionize the genre

Observaciones de diseño

  • Texto original · InglésGod-based spell system where each god offers radically different, visually distinct abilities
  • Texto original · InglésUpgrades that change mechanics rather than numbers
  • Texto original · InglésOptional mini quests with varying difficulty and reward during runs

Opinión actualizada

Texto original · InglésHe notes it was in early access and has since reached 1.0 with a new map, character and gods; he has not played much of the full release, and placement is 'as of now'.

Ver vídeo original ↗