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Sundered

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Texto original · InglésSundered is a chaotic hand­-drawn metroidvania where you resist or embrace ancient eldritch powers, a challenging and unique take on a classic genre from the creators of Jotun, now with local co-op!

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Jugabilidad principal25 %—
Combinaciones y estrategia25 %—
Rejugabilidad20 %—
Azar y equidad20 %—
Acabado y usabilidad10 %—
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Resumen de la comunidad

Texto original · InglésA hand-drawn Lovecraftian Metroidvania from Thunder Lotus (Jotun) with procedurally assembled maps, endless enemy horde rooms, and a corruption-based power system.

Texto original · InglésSundered is well liked overall: Steam shows Very Positive (about 82%, roughly 5,200 reviews), and Metacritic sits at a Mixed-or-Average 74 from 39 critics, with user score 7.1. Nearly everyone praises the hand-drawn art, animation, atmosphere, boss designs and the fluid movement and abilities. The split is over the core design: the endless horde spawns, semi-procedural maps and stat-driven progression delight some players and feel repetitive and tedious to others. It is a finished 2017 release (Eldritch Edition added the free Magnate of the Gong update with new areas and local co-op); it is not early access. Some recent Steam reviewers mention a dip in recent ratings, and the top positive reviews push back on it.

Lo que elogian los jugadores

  • Texto original · InglésGorgeous hand-drawn art and fluid animation, the most universally praised element (Thunder Lotus signature, compared with Jotun and Spiritfarer)
  • Texto original · InglésLarge, memorable boss fights that reward learning patterns
  • Texto original · InglésMovement and traversal feel great, and new abilities (especially corrupted versions via eldritch shards) make you feel powerful
  • Texto original · InglésAtmospheric Lovecraftian world, soundtrack and sparse, evocative lore with a narrator voice and multiple endings
  • Texto original · InglésSprawling central skill tree and build variety give a real sense of progression after each death
  • Texto original · InglésProcedural layout keeps exploration fresh and makes a blend of Metroidvania and roguelite that some call the most meaningful one they have played
  • Texto original · InglésNon-linear exploration and currency collection, plus difficulty options and easy 100% achievements for completionists

Lo que critican los jugadores

  • Texto original · InglésEndless horde rooms and waves of weak, repeated enemy types (palette swaps) feel overwhelming, spammy and screen-covering
  • Texto original · InglésCombat is described as button mashing or dodging, with little depth outside bosses
  • Texto original · InglésLong stretches of empty or samey rooms; the map is not very helpful and the start is confusing with little explanation
  • Texto original · InglésSome boss fights are considered poorly designed (either trivial with the right build or slow and tanky)
  • Texto original · InglésLocal co-op is widely called a letdown: the second player cannot die, collect items or meaningfully interact
  • Texto original · InglésKeyboard play suffers, notably the grappling hook section (works far better on a gamepad)
  • Texto original · InglésStory is told obliquely and is easy to miss or forget; it is also short (roughly 10 to 20 hours)

Características distintivas

  • Texto original · InglésResist or Embrace system: corrupt abilities with eldritch shards for power at the cost of humanity, leading to different endings
  • Texto original · InglésProcedurally assembled Metroidvania map with handcrafted elements rather than a fixed hand-built world
  • Texto original · InglésHorde-based combat where huge numbers of enemies spawn continuously in some rooms
  • Texto original · InglésRoguelite-style permanent upgrades via a central skill tree that let you come back stronger after death
  • Texto original · InglésLovecraftian setting in an abandoned underground military base with huge boss sprites

Opiniones divididas

  • Texto original · InglésProcedural generation: some love the replayability, others say it undercuts what makes a Metroidvania (authored level design)
  • Texto original · InglésHorde mechanic: seen as fitting chaotic eldritch atmosphere by fans and as an annoying pacing killer by detractors
  • Texto original · InglésDifficulty and feel of combat: empowering and smooth once upgraded vs. shallow and sloppy
  • Texto original · InglésValue and length: worth it at the price for many, bare-bones and only decent on sale for others

Repetición y obstáculos

  • Texto original · InglésEndless enemy respawns that force you to stop and fight while chipping away at your health, then chase you back through rooms
  • Texto original · InglésGrinding perks and shards; guides reportedly recommend AFK or boss farming for money, which players read as a flawed progression loop
  • Texto original · InglésThree endings requiring separate playthroughs, repeating the same path and looting
  • Texto original · InglésRunning through many empty rooms to get from A to B
  • Texto original · InglésOverly complex skill tree with few exciting unlocks for some players
  • Texto original · InglésEarly game frustration before upgrades arrive

Mejoras esperadas

  • Texto original · InglésClearer onboarding and tutorials, including explaining shard destruction and corruption mechanics
  • Texto original · InglésMore enemy variety and less reliance on palette-swapped stronger variants
  • Texto original · InglésBetter map and navigation clarity in a procedurally assembled world
  • Texto original · InglésA meaningful co-op design where player two has health and can interact with the world
  • Texto original · InglésMore flexible save slots, since players say the three slots limit getting all endings without replaying
  • Texto original · InglésClearer storytelling and more content or length

Texto original · InglésLaunched July 2017 to generally strong reviews from outlets such as GameSpot (8), Eurogamer and Rock, Paper, Shotgun per the Steam page, while the Metacritic aggregate is a more modest 74 because of mid-range scores tied to repetition. The Eldritch Edition added the free Magnate of the Gong update (new areas, quest chains, a boss, local co-op). Platforms: Windows, Mac and Linux on Steam; Steam Deck and controller support noted in reviews (keyboard play is weaker). Estimated 200k to 500k Steam owners and about $2.9M gross revenue (third-party Boxleiter-style estimate, not audited). Several long-time players say recent Steam ratings have dipped to Mixed and call it undeserved; negatives cite the horde design and co-op.

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 1 (2023)

Texto original · InglésSundered is a Metroidvania with roguelike elements bolted on. He thinks the visuals, world and story make a great Metroidvania, but the roguelike layer feels like a last-second addition that hurts it. Build randomization is stripped out, leaving only randomized map portions and enemies. He would recommend it to some people for the visuals, but says it would be much better if it were not a roguelike. He places it in low B.

Lo que elogia el creador

  • Texto original · InglésVisuals and art direction look amazing
  • Texto original · InglésStrong world and story as a Metroidvania
  • Texto original · InglésUnique genre mix of Metroidvania and roguelike
  • Texto original · InglésHe enjoyed playing and streaming it for the look

Problemas señalados por el creador

  • Texto original · InglésRoguelike elements feel tacked on and make no sense for the game
  • Texto original · InglésNo random build aspect, only randomized map pieces and enemies
  • Texto original · InglésRandomized platforming within maps is clunky and frustrating
  • Texto original · InglésEnemies pop up randomly in levels not designed for them
  • Texto original · InglésRandomness hurts what would otherwise be a great game

Observaciones de diseño

  • Texto original · InglésMetroidvania-roguelike hybrid where the world is fixed but rooms' platforming and enemy spawns are randomized
  • Texto original · InglésDesign lesson: randomization must fit level design, or it undermines it
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