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Journey to the dark heart of the Edgewood Home for Lost Children in this fiendishly difficult action RPG! When her teacher stepped out of the classroom a month ago, Cordy never imagined he would be gone for good. Now her fellow students have turned on each other as the school descends into chaos.
Date de parution: 29 jan 2014
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New Experimental Patch is Now Accessible (v455)

27 juin

Small update to Experimental branch:

  • Shoelaces now help you run faster as well
  • Solitary library floor should no longer have a random floor characteristic
  • A Second and Third Helping should now give XP when killed
  • Woundwort Fortress defense slightly reduced
  • Friendly Foot Stools should no longer spawn extra body parts if you pause and unapuse repeatedly during the fight

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New Patch is Now Live! (v454)

22 juin

Latest patch is now live! We won't list all them all out here so if you didn't try the test branch you can discover them for yourself...

-- 9 new items
-- 4 new floor characteristics

We've made a few bug fixes on the new items/characteristics based on feedback on the test branch -- thank you!

-Haunted floors should increase explosion speed over time until everything in the room explodes. Killing everything will make the poltergeist move on though. Fewer coins should drop.

-Edgewood Hall Pass will now only work for uncleared rooms.

-Stolen Seconds should properly disappear after use (not 999 seconds anymore, but permanently!)

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À propos du jeu

Journey to the dark heart of the Edgewood Home for Lost Children in this fiendishly difficult action RPG!

When her teacher stepped out of the classroom a month ago, Cordy never imagined he would be gone for good. Now her fellow students have turned on each other as the school descends into chaos. Cordy must battle feral classmates and dangerous creatures as she ascends to the cruel Administrators’ offices atop the Edgewood Home for Lost Children.

Our Darker Purpose is a top-down, rogue-like action RPG that combines the ingenuity of genre-defining classics with the expansiveness and accessibility of modern day action adventure games. The gameplay is steeped in a variety of influences ranging from A Link to the Past to The Binding of Isaac to Diablo. We love games with great mechanics and awesome, bizarre storylines, and that’s what we’re creating with Our Darker Purpose.

Each playthrough features a unique set of procedurally generated levels. Death is permanent, but your accomplishments earn you resources to buy lesson and upgrades in the afterlife... and your education lasts forever. Every game teaches you more about the Edgewood Home for Lost Children, the disappearance of the adults, and the darker purpose of the Administrators.

Key Features


Fast-Paced, Combat-Oriented Gameplay: Face unique boss encounters and challenging enemy mechanics! The Edgewood Home is a merciless environment. Dodge between fireballs and flying desks while your former classmates try to pummel you into the walls, and that’s just the lower levels…

Character Variety and Customization: Assemble selections of randomized perks and upgrades to reflect your play-style – tanky bruiser, glass cannon, fleet-footed assassin, or anything else. Assemble your skills into devastating combinations… or pick style perks with no benefit at all, at your peril.

Oh Yeah, and It Takes Place in a Sinister Orphanage: Prepare for a an unflinching look at what happens when an already terrifying boarding school/orphanage goes all Lord of the Flies, and try not to get eaten by any of the possessed furniture. Only the psychologically strongest gamers will be able to withstand the insightful taunts of the Administrators themselves…

Gameplay


Allocate precious skills

Uncovering Edgewood’s dark secrets will yield valuable experience for Cordy. Each time she levels up, you’ll be able to select from one of two new abilities that she can acquire, depending on your play style and the situation at hand. You will never be as strong as you need to be, so prepare for some nail-biting choices…

Choose your own ghastly fate

The house is different every game, and every level is uniquely generated. But fear not, there’s more than one way to ascend through a dystopic Victorian manor! Pick your route – would you rather battle a feral horde than risk an encounter with the dangerous Capulets? The choice is yours! Of course, each floor offers unique credit tokens to buy new upgrades, so choose wisely…

Acquire eternal powers

Adorable, creepy, stylized Edgewood Home students don’t give up when they fail --- they go to class. Each time you lead Cordy to a fiery (or chalky, or spikey, or venomy, or monstery) demise, you get some time to strategize with your kindly scarecrow guidance counselor. He is happy to offer his one-of-a-kind insight in many academic disciplines…

Configuration requise

    Minimum:
    • OS: Windows Vista/7
    • Processor: 1.6 Ghz
    • Memory: 2 GB RAM
    • Graphics: X1950 Pro, 7900 GT
    • DirectX: Version 10
    • Hard Drive: 300 MB available space
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Our Darker Purpose has so much potential - the art style is gothic and frequently impressive, the lore of the Edgewood Orphanage setting is rich, and it has a few unique mechanics in terms of incremental buffs tied in with a leveling system. And it squanders it all.

Our Darker Purpose aspires to be the next Binding of Isaac - it's a top down, twin-stick, rogue-lite with an exhausting array of usable and passive items. But it's worse in every way, and three times more expensive to boot. I couldn't even fathom pouring more than 10 hours into this game, let alone the 100 hours Isaac can satisfy. What it comes down to is gameplay. Signs of sloppy design are on display almost by the minute. The hitboxes of enemies are incomprehensible and your pathetic, pixel-size shots pass through even the largest of bosses for no discernible reason. Movement is imprecise and, without rolling everywhere, is slow and clunky. Everything takes far too much damage before it dies and deals far too much damage, each creature doubling in strength, HP and defense after every level, as opposed to the strict rules governing monster types in Isaac. Difficulty is never an issue if it's fair, but the poor design choices present the challenge as cruelly unfair. A player's skill will never be able to respond to impossible to dodge hazards that appear the instant a player enters a room, or the awkward placement of innumerable indecipherable objects that block player projectiles and obstruct any sense of movement.

In the end, the greatest crime Our Darker Purpose commits is an obvious empty ploy to prolong the length of its campaign. Rather than implement as large an array of items as Isaac or Risk of Rain, encouraging a sense of discovery and experimentation, a lazily implemented upgrade system built around earning 'credits' in a poorly designed menu sets positive bonuses for the next run. A next run that you won't want to make.
Posté le : 9 mai
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"Our Darker Purpose" is a stew composed of "Bind of Isaac"'s gameplay, a "Don't Starve" art style, and an atmosphere similar to Tim Burton's earlier movies. Whenever I start it up, I feel like I am playing an extension of "Coraline."

If you have played "Bind of Isaac," you will feel at home. If not, do not fret. This is an isometric roguelike game. You start off as a weak Cordy, throwing tiny fireballs at malformed students. You progress through levels, picking up items, until you either die and start over, or beat a chapter and repeat the process, having unlocked another section of the towering orphanage. By the end, you feel powerful, even though you will only have a maximum of two active attacks (your basic fireball and an on-use item).

This game is tough. Even if you are extremely skilled at dodging enemy attacks, you will likely fail or take a very long time to win. Your victory depends on getting the right item drops and the right upgrades, when you level up. However, there is a permanent upgrade system, where you spend credits earned after beating levels. Along with that, new items are unlocked, for accomplishing ingame achievements. This gives "Our Darker Purpose" heaps of replay value, and there is even a hard mode that can be unlocked, for those interested in an even bigger challenge.

There are some balance issues in the game, mainly with bosses. Some bosses feel like they have just the right amount of health, and others, mainly at the middle sections of the game, have way too much health and on-screen attacks *cough Time Keeper cough stationary plant boss that I cannot remember the name of* going on. If you get lucky with items, they are not too bad, but even then, these bosses will take quite some time to down. End-game enemies also take a lot of hits, depending on your build. By itself, this would not be an issue. These enemies, however, are usually jammed together in rooms full of hazards, causing some mild annoyance with the amount of kiting that has to be done.

The game is, as a whole, fantastic. The developers have given it several sizable updates, and it looks like it will get even more. It is very polished, with anti-crash measures put in place. It even has a borderless window mode (!!!). Help support these developers, and buy this game.
Posté le : 28 juin
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Good binding of issac type game. Roll mechanic adds a new layer to the core gameplay. Massive replayability. Game is fairly difficult. Overall, worth a purchase.
Posté le : 31 juillet
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This Game is so much fun :D Really hard but still super fun to play
Posté le : 23 août
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This review is also available (with pictures!) on my personal blog. I double-reviewed it with Costume Quest, so just scroll down a bit if Tim Schafer's stuff doesn't interest you.
Link: http://azerothtozork.blogspot.com/2014/08/normal-0-false-false-false-en-us-x-none.html

Our Darker Purpose is a top-down action roguelike with light RPG elements and a deliciously dark, gothic set of sensibilities. The game has bits of “The Binding of Isaac” and “Don’t Starve” in its family tree. The humor and art owe a bit to Tim Burton and a great deal to Edward Gory.

Movement and combat is in the classic twin-stick style. You comb a floor of randomly laid out rooms for useful items and the chamber of the boss guarding the way forward. Each time you enter a room you’re locked in until you’ve cleared all enemies or overcome some other hazard, so you can’t just rush through.

ODP is set in a towering, Victorian, half boarding school, half orphanage called Edgewood. The school is a nightmare Hogwarts, teaming with darkly comic fates for poorly behaved or unwary students and ruled by an unseen but amusingly malevolent administrator. The bits of lore and narrative slowly unlocked through play are gothic black-humor at their finest.

You play as Cordy, an adorably pale waif with a permanent expression of bemused worry. When the faculty and staff of Edgewood abruptly vanish Cordy barely survives the purge of the small, weak, awkward, and unpopular children that immediately follows. With nothing to lose and nowhere to go but up she sets out for the top floor of the building, searching for answers and a way out. Provided she can survive the savage gangs of fellow children that have formed in the absence of adult supervision and the stranger things scuttling in the shadows and crawling across the chalkboards of the darkened school.

Fortunately Cordy has inexplicably developed the ability to hurl small darts of flame to defend herself. While Cordy can only hurl flame in the four cardinal directions she can move and shoot independently. An extremely limited number of chalk-bombs and an evasive roll (crucial to avoiding damage) round out her modest set of starting abilities.

Early attempts to ascend Edgewood invariably end in failure and death, a fact the game itself is quick to tell you to expect. Indeed it’s not mechanically possible to clear ODP on your first playthrough. Overcoming a major boss for the first time advances the narrative and adds a new set of variables to the game, but also ends that particular run. Like all true roguelikes ODP is intended to be played many, many times before completion.

Edgewood is a stark, relentlessly hostile environment. Healing juice-boxes, money, and other useful items are in short supply and invariably guarded. Attrition as much as anything else usually ends a run. Learning the attack patterns of the various inhabitants and hazards is critical to long term progress. Finishing a floor without taking damage is an accomplishment to be lauded.

ODP is highly challenging and carless play will end a run in short order. Each attempt does help you slowly unlock new items to be found and build up a modest set of permanent bonuses. This helps create a sense of progression and that your efforts are being rewarded, even as you die time and time again.

While primarily an action game ODP does manage to offer meaningful character development choices and interesting items. Each level-up offers two randomly selected but sizable stat upgrades. Some options include penalties still worth considering, like a permanently slower move speed in exchange for a large chunk of cash.

Many of the items that can be scavenged from Edgewood’s chambers change Cordy in fundamental ways, like giving a massive boost to attack rate while making her formerly accurate shots spray out in a random arc. Some of the most powerful bits of gear break after you absorb a certain amount of damage (as if you needed another reason to dodge), while others require completing difficult challenges to unlock their power.

Of course there’s no guarantee you’ll be offered useful items or upgrades, and everything is lost when you die anyway. This is normal for Roguelikes, but it can still be frustrating when bad luck dooms an otherwise promising run. The game’s other chief sin (significantly harder to forgive) is that creature hit-boxes don’t always match up with their models. While the game is two dimensional the “camera” is implied to be at a slight angle, meaning shots often pass behind an enemy’s head.

Reasons to play: Deliciously dark, gothic humor and art. Challenging twin-stick style gameplay. Meaningful progression from run to run.

Reasons to pass: Very high difficulty level. Slightly miss-leading hit-boxes.
Posté le : 26 août
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Harry Potter, vu par un Tim Burton maniaco-dépressif.

Our Darker Purpose est l'histoire d'une écoliere, Cordy, qui doit gravir les etages de son orphelinat et en trouver les mysterieux administrateurs, apres la disparion soudaine des adultes et le massacre des éleves calmes par les autres enfants, plus forts ou plus beaux.
L'humour (noir) général dédramatise la situation, et c'est toujours amusant de découvrir une nouvelle pique verbale chaque fois que les administrateurs sont cités, ou de lire les evenements marquants de l'ecole dans une mini encyclopedie se débloquant avec la progression du joueur.

Par contre le jeu n'est qu'en anglais.

La jouabilité est assez proche de The Binding of Isaac, les devs le revendiquent, mais comporte assez de différences pour ne pas avoir l'impression de jouer à une bete copie.
On parcourt des étages générés plus ou moins aléatoirement par le jeu, on affronte des ennemis en tirant ce qui resemble a de mini boules de feu dans les quatre directions cardinales, et on meurt régulierement ce qui nous ramene au point de départ - la mort est permanente ici.

Les objets a trouver changeant le comportement du personnage sont ici également, mais cette fois ci, pas de bombes, pas de clés.

En revanche, on a un systeme d'XP et de niveaux donnant droit, a chaque passage, au choix d'un nouveau trait de personnage. Plus de déplacement, plus de vie, plus de cadence de tir ou de dégats, parfois en échange d'autre chose.
La feuille de personnage comporte en outre des chances d'esquiver ou de résister les dégats subis, ainsi que la chance d'infliger des coups critiques.

De plus, a chaque partie, et en accomplissant des bons vieux succes (un par boss, plus un paquet d'autres cachés et révélés en cours de jeu) vous débloquez des leçons et des crédits, servant a démarrer la partie mieux préparé. Les premieres ne sont pas franchement impressionnantes ceci dit, mais c'est toujours ça de pris.

Les controles ne sont pas tres evidents au début. Cordy est, de base, tres lente, mais dispose d'une roulade, spammable toutes les deux secondes, qui la rend rapide mais l'empeche de tirer.
Oh, et la roulade ne donne pas non plus de bonus de défense en soi. Juste la vitesse nécéssaire pour éviter les coups.
Il faut donc prendre le rythme et s'habituer a cette maniere de jouer, et prendre le temps de comprendre le comportement des ennemis avant d'esperer pouvoir gagner.

Ce qui amene a la question de la difficulté : pour un joueur moyen, au premier contact, ce jeu est dur a en sembler limite impossible.
Vous avez plié Dark Souls / Demon's Souls, vous avez fini Isaac a 100% ? Vous allez apprécier de pouvoir recommencer a en baver.
Et puis, en s'habituant aux ennemis, aux pieges, en débloquant des bonus passifs, bref en apprenant a jouer, on finit par apprivoiser la bete et par finir le Chapitre 1.
Ce jeu n'est pas SI difficile au bout de quelques heures mais je ne le recommanderai pas à un débutant total ou au joueur casual moyen.

Sinon, musicalement, c'est bien, graphiquement, c'est simple mais stylé, donc ça passe. Oh, et les boss sont nombreux et tres variés.

Les deux seuls points noirs pour l'instant sont l'absence de support de manettes (Joy2key est votre pote, surtout si votre clavier a une tendance au ghosting, vous trouverez meme un fichier de config quelque part sur le forum steam du jeu), et l'absence de succes Steam (ils sont présents a meme le jeu et debloquent plein de trucs, mais ils ne seront pas sur votre profil).

Les quelques problemes de collision ou d'équilibrage qui subsistaient a la sortie ont été corrigés depuis.
Les dev's font encore quelques retouches ceci dit, disponibles en avance en s'inscrivant aux versions betas du jeu via steam.

TL; DR : Vous aimez les jeux du genre The Binding of Isaac, Risk of Rain, ou Rogue Lecacy? La difficulté ne vous rebute pas? Vous pouvez y aller.
Si vous hésitez entre ce jeu et Isaac, prenez Our Darker Purpose : Isaac va avoir une refonte totale d'ici la fin de l'année, il sera toujours temps d'y jouer à ce moment la... surtout que dans l'ensemble, objectivement, ODP est légerement meilleur depuis les dernieres versions.
Posté le : 11 février
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