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Jotunnslayer Hordes of Hel

Type SurvivorsCombat d’actionAventure coopérative

Texte original · AnglaisHordes 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.

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Notre note

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Classé après évaluation des cinq critères

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Jeu répertorié. Évaluation à venir.

Ce jeu n’a pas encore été évalué selon nos cinq critères. Consultez ses informations et les documents externes en attendant.

Mécaniques de jeu essentielles25 %—
Combinaisons et stratégie25 %—
Rejouabilité20 %—
Hasard et équité20 %—
Finition et ergonomie10 %—
Méthode d’évaluation ↗
YOUTUBE + BILIBILI / VIDEO

Critiques vidéo

2 vidéos

Critiques et analyses sur YouTube et Bilibili, dans toutes les langues. Ouvrez la vidéo originale pour la regarder.

Sources de l’évaluation

D’autres voix, à titre indicatif.

Sans effet sur notre note

Les critiques tierces et documents communautaires archivés peuvent concerner différentes versions. Les avis et notes externes sont présentés séparément. Consultez les vidéos originales pour leur contexte complet.

Synthèse des discussions

Texte original · AnglaisAn 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.

Texte original · AnglaisPlayers 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.

Ce que les joueurs apprécient

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

Ce que les joueurs critiquent

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

Caractéristiques distinctives

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

Points qui divisent

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

Répétition et contraintes

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

Améliorations espérées

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

Texte original · AnglaisEarly 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.

Commentaires archivés du créateur 1

Ces synthèses tierces reposent sur des sous-titres automatiques et peuvent contenir des erreurs de transcription ou d’interprétation.

Texte original · AnglaisTier list Part 4 (2025)

Texte original · AnglaisJotunnslayer 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.

Ce que le créateur apprécie

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

Problèmes relevés par le créateur

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

Observations sur la conception

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

Avis actualisé

Texte original · AnglaisHe 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'.

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