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.
ユーザーレビュー: 非常に肯定的 (298 件のレビュー)
リリース日: 2014年1月29日

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ホリデーセール!1月2日 まで

-74%
$14.99
$3.89
 

キュレーターによりおすすめされています

"Similar to Binding of Issac but with a few differences, and in a beautifully drawn Gothic style. Just good ole dungeon exploring and monster fighting."

最新の更新 全て表示(9)

10月29日

Hallow Day's Update (v459)

Dear friends, we are happy to announce the Edgewood Hallow Day update. Allegations of student unrest, vengeful ink creatures, and the continued reign of Krass-Skull (move speed +40% in this update) are no reason to cease our proud institution's annual festivities. We are confident that the avian skeleton problem last year was simply a statistical aberration.

We have a hallow handful of fun new items for you in this update -- hope you enjoy them. Let us know what you think!

5 件のコメント 詳細を見る

レビュー

“A challenging and beautiful foray into the genre.”
8.75 – Game Informer

このゲームについて

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…

システム要件

    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
参考になったカスタマーレビュー
120 人中 115 人 (96%) がこのレビューが参考になったと投票しました
記録時間: 3.9 時間
投稿日: 11月4日
Our Darker Purpose has had the unfortunate luck of existing in a world that has already experienced The Binding of Isaac and will be forcibly labeled as a pretender and compared to that game until the end of time. Let it be known that looks are quite deceiving, and Our Darker Purpose's resemblance to Edmund McMillan's indie blockbuster begins and ends with the top-down, twin-stick shooter appearance that both share.

Where The Binding of Isaac is a fast-paced, almost bullet-hell game, Our Darker Purpose is much less about quick reflexes and more about patience and planning. You will never achieve Isaac levels of speed and destructiveness in this game, because that isn't the point or the core of its challenge. This game is about endurance and taking in the world around you. There are times I've felt more engaged by Our Darker Purpose's gameplay than Isaac's simply because it is a more demanding game. If Isaac is about reflexes and becoming mighty, then Our Darker Purpose is about staying two steps ahead of the game, because once you perform any action, you are committed to it.

The game features a wonderful art direction and soundtrack that blends together into a beautifully gothic piece of design that I fell in love with from the first trailer I watched. There is a detailed lore and story woven throughout this game that is surprisingly esoteric and adds a flavor of mystery to this pleasantly Dark little journey. Similar to the original Dark Souls, the different elements of this game support each other in such a way that were any one of them removed or altered, the entire game would lose its unique atmosphere.

Long story short: Don't go into this game expecting anything similar to The Binding of Isaac. It isn't a copycat just because it bears some surface level similarities. If you allow yourself to approach this game on its own terms, you will find a unique game whose world is enchanting and challenging in its own right.
このレビューは参考になりましたか? はい いいえ
44 人中 32 人 (73%) がこのレビューが参考になったと投票しました
記録時間: 12.7 時間
投稿日: 9月20日
There are definitely things to like in Our Darker Purpose. It has great atmosphere backed up by a great art style and music. Everything is functional, but the more I played, the more one thought kept coming back: "The Binding of Isaac did this better."

Our Darker Purpose plays very similarly to Binding of Isaac, but just about everything it does, Isaac does better. Isaac has more variety of powerups and enemies. Isaac has a deeper and more interesting resource management system. Our Darker Purpose is much more focussed on the moment-to-moment combat then big picture balancing of resources. There are no keys, and your "bombs" are used exclusively for fighting. Most upgrades offer only numerical stat increases. The actual gameplay, however, has different ideas. Hit detection is awkward, enemies and hazards are more annoying or frustrating than interesting, and for all the focus on numerical upgrades, you never really feel more powerful than when you start. Isaac had it's share of numerical upgrades, but on any given run, you were bound to find at least one item that fundamentally changed how you approached the rest of the game. Each run felt different and unique. Each run of Our Darker Purpose just feels the same, but with the numbers shuffled around a bit.

At the end of the day, if you spend all your time with a game thinking about a different, better game, then that's not a very good sign for the game you're playing. If you've completed everything in The Binding of Isaac and really need something similar to hold you over until the remake, you'll get some enjoyment out of Our Darker Purpose. To everyone else, I cannot recommend this game as long as The Binding of Isaac exists.
このレビューは参考になりましたか? はい いいえ
20 人中 17 人 (85%) がこのレビューが参考になったと投票しました
記録時間: 9.3 時間
投稿日: 11月1日
This game is getting a lot of crap for being too close to Binding of Isaac. To be fair, it does resemble Binding of Isaac a lot, a keyboard, top-down shooter with accumulation of items and perks. The mechanics differ enough to give this game an entirely differnet backbone, though, and let it be said that Avidly Wild games did not rip off Edmund Macmillan in any way, shape, or form.

That being said, though this gives some pretty good Binding of Isaac type gameplay, whether it helps the addicts who are weaning themselves off that famous game remains to be seen. Our Darker Purpose's art style is, in my humble opinion, far more beautiful and intriguing than Isaac's quirky and humorous one, and the music in this game is subtle yet stellar, offering a nice, edgy background to the game's ominous atmosphere.

The lore in Our Darker Purpose is uniquely amazing. Binding of Isaac came with tons of items and an allegory within a story, but it's story is hardly as good, interesting, or compelling as that found in Our Darker Purpose. Many words went into the lore of this game and for that, Avidly Wild, I applaud you. Cordy is a character one can sympathize for, have fun with, and imagine a backstory for in the dark orphanage she lives in. The fragments about bosses, items, and Edgewood are equally fun to read, and all offer a dark humor that is quite well done.

Our Darker Purpose adds more choice than Isaac as well. Isaac's customization had two options: yes or no. You took the item, or you didn't. In this game, the perks and items are a bit more varied and a bit more easier to alter. Arguably, Our Darker Purpose is more user-friendly and easier in that sense. The wiggle room allowed by its choice of perks upon level up and its item stores allow one to build up Cordy in a more specific and designed manner than Binding of Isaac.

Now that I've said everything it has over Binding of Isaac, let me warn you about what NOT to expect from this game. Many people fell in love with the sobbing little boy sitting on poop because of the game's learning curve and skill requirements. You had to be fast on your fingers, or else the unforgiving monsters of the basement would get you. In Our Darker Purpose, however, speed and reaction time is less important. Cordy, though she moves smoothly as of the most recent update, will never hit the speed of Isaac with speed-ups, Wooden Spoon, and the Belt. Though this might seem like it makes the game easier, the enemies in this game are far more advanced, difficult, and tankier than those in Binding of Isaac. This game prioritizes thought over reaction time, and you'll find yourself frustrated not because you didn't tap down fast enough, but because you didn't think to roll at the right time.

TL;DR: Our Darker Purpose has the same surface mechanics as Binding of Isaac, but a deeper story, fresh graphics, and an entirely new item customization system. While it will never replace the mad speed dashing and the crazy bullet and fly frenzies in Binding of Isaac, it offers a new dimension of thought and planning while in the midst of combat. It is definitely worth looking at and getting if the abovementioned bonuses are attractive.
このレビューは参考になりましたか? はい いいえ
10 人中 8 人 (80%) がこのレビューが参考になったと投票しました
記録時間: 8.7 時間
投稿日: 10月31日
Appealing art style, fantastic soundtrack, and overall an atmosphere I find much more interesting than Binding of Issac, which is the first thing all people compare it to.

Some quick things to note:
You only have 4-directional shooting. If you're shooting while strafing, the shot will fire at an angle, also requiring precise movement while shooting.
Hitboxes are odd, but you get used to them after a while.
Your character isn't very mobile unless you utilize the dodge mechanic, so remember to use it in combat.
It's very expensive for what it is. It's on Humble Bundle right now, so I'd recommend getting it there.
Where the balls is the soundtrack!?
Got the Touhou flowing through my veins a few times.

Ultimately, though, this review is coming from someone who has never played Risk of Rain, Binding of Issac, or any other games people compare it to. But this is because it's the first that I looked at that just from the screenshots and description, it grabbed a lot more of my attention.
I'll check out Binding of Issac when the rerelease comes out.
このレビューは参考になりましたか? はい いいえ
16 人中 10 人 (63%) がこのレビューが参考になったと投票しました
記録時間: 6.5 時間
投稿日: 11月20日
Our Darker Purpose is a decent top-down roguelike shooter in the style of Binding of Isaac, which is to say, it has a similar perspective and level layout to Legend of Zelda: Link to the Past, minus the puzzles.
You'll quickly discover, however, that Our Darker Purpose lacks the terrific depth and balance of the truly great roguelike games.
As you progress you'll find passive powerups which provide any number of abilities, from adding bubbles to your projectiles to speeding up your foot speed. Sadly, you'll find these powerups are mostly useless, and you'll inevitably find yourself slowly, slowly, losing the game due to gradual loss of health. There juist isn't enough health around, and there aren't enough tokens (money). Time and again you'll find a vending machine and barely have any money to spend. There aren't nearly enough enemy or level drops of money or health, and, as the aforementioned powerups aren't very compelling or suseful, you'll be wondering why you're even playing, there's no sense of progression, you never feel like you're really getting more powerful.
all this might be acceptable if the gameplay itself was spectacular, which it's not. The enemies and graphics quickly become repetitive (there's almost no color whatsoever), and the game's overall darkness also makes it less fun than it should be.
Not a bad game, maybe check it out if you're a huge fan of BoI roguelikes, but otherwise avoid.
このレビューは参考になりましたか? はい いいえ
7 人中 5 人 (71%) がこのレビューが参考になったと投票しました
記録時間: 9.1 時間
投稿日: 11月2日
Surprisingly, remarkably good. It plays a lot like The Binding of Isaac, and is obviously inspired by the same, but I quite enjoy the setting and backstory.

There are a few ideas also brought over from Rogue Legacy, I've noticed, which is also a plus.
このレビューは参考になりましたか? はい いいえ
7 人中 5 人 (71%) がこのレビューが参考になったと投票しました
記録時間: 0.4 時間
投稿日: 11月9日
A solid roguelike, very much like The Binding of Isaac. I like a few things about this game a bit better, but it could really use some controller support.
このレビューは参考になりましたか? はい いいえ
10 人中 6 人 (60%) がこのレビューが参考になったと投票しました
記録時間: 3.1 時間
投稿日: 11月6日
Tim Burton found a book titled "How to make projectiles really hard to dodge" and made a decent Binding of Isaac clone with RPG elements. Also, the furniture talks. Would recommend getting in a sale
このレビューは参考になりましたか? はい いいえ
1 人中 1 人 (100%) がこのレビューが参考になったと投票しました
記録時間: 13.7 時間
投稿日: 12月24日
If you can look past the obvious Binding of Isaac similarities you'll see an interesting game with a significantly more developed story and world, along with a slight RPG-esque progression system. Unfortunately there's no way to get detailed information about your use-item in game which sucks, everything else is fairly solid.

Sometimes the game freezes for 5-15 seconds which is kind of weird and annoying sometimes but that might just be my PC.
このレビューは参考になりましたか? はい いいえ
7 人中 4 人 (57%) がこのレビューが参考になったと投票しました
記録時間: 0.3 時間
投稿日: 12月19日
Oh jesus. Oh man. I so wanted to like this game. But wow its so boring. Not really bad, just really really boring.

Now, I've played many Isaac-esque games and I've loved most, one or two even taking my favor over isaac. And not once did I feel the need to compare the two. But in this case? The entire time I played it (which if you look really isnt long) I just kept thinking 'This is isaac this is isaac' until I realized 'No, of course its not, Isaac was actually fun.'

Lets start with the positives. The music is gorgeous, I adore the soundtrack to this and hoestly, despite not liking the game I would buy the soundtrack. The art style is great, for what setting they were going for it works, almost like a more detailed 'Dont Starve' look to it. They also have a dodge roll type feature which I like the idea of, but it also has its downsides. But thats really all I can give it.

I found this game just didn't feel right, it lacked the polish. First off, the controls, your forced to used the keyboard only, so WASD for movement, arrows for shooting. And right away that put me off, I didn't like those controls in isaac (Used mouse in the first and controller in rebirth) and I certainly don't like them here. They feel really tight, and not in the good way, you feel so restricted to having both hands in a set place on your keyboard and the fluid motions of moving and using the mouse for shooting cant be replicated through a keyboard. Also but having to use the keyboard, you are forced to snake your fingers around trying to use your active item, chalk or rolling. Yeah remember I said about rolling having its downsides? Being forced to use the keyboard it limits how effective the rolling can really be when your also trying to shoot at the time time almost making the rolling redundant.

The animations are lazy. I can't really say it any other way than that. Especially on the main character (Cordy) where you would expect to see the most. Her movements look clunky (all 3 frames of it (not including the rolling)) and most enemies just seem to rock side to side.

One thing I find amusing is the store page for this game 'Key Features: Fast-Paced'. Let me tell you, it most certainly is not. The combat is so incredibly tedious and slow its insane. Even the weakest of the enemies take more than a necessary amount of hits. I've seen people say that this adds a level of depth and strategy to the game. I say it adds too much monotony and repepativeness to the game.

While were talking about combat, you know with isaac how shooting things feels so satisfying? You feel the thud, you hear the collision? You don't get that with this. Due to everything taking so long to die it became quick to realize that its not satisfying to shoot things, the sound effects are incredibly bad and really get on your nerves really fast plus things just seem to waltz through your shots like nothing.

I also saw someones review saying 'Where The Binding of Isaac is a fast-paced, almost bullet-hell game', which yes isaac is much more fast-pace, but the 'bullet-hell' thing also applys to this game, more so than isaac in my opinion. While not directly bullets the begining floors at least had A LOT of electrifying obsticals making it very difficult to maneuver while in combat and not getting hit. Not to mention the second boss I faced (some cauldron thing) which quite literally a bullet hell boss, an insanely tanky one at that.

So while no its not a bad game per-sey, its incredibly boring and slow and while you play it, like it or not your thinking 'Isaac did this better'. With that I genuinely cannot recommend this game when other games like Isaac, Hero Seige, Risk Of Rain etc exist.
このレビューは参考になりましたか? はい いいえ
4 人中 2 人 (50%) がこのレビューが参考になったと投票しました
記録時間: 8.2 時間
投稿日: 11月1日
Long before Binding of Isaac (BoI), there was a diverse cornucopia of rogue-likes. This is not one of them. Instead, it borrows whole-heartedly from the formula that made BoI so successful. The similarities make it impossible to review in its own universe.

First, the difficulty is increased relative to BoI. This isn't neccessarily a bad thing, but I would recommend you play that game first if you are unfamiliar with the top-down rogue-like.

The artistic direction is superb. It still certainly draws on themes from BoI, but still manages to differentiate itself through its story-telling which was by-and-large non-existent in BoI. The story is generally told in the form of text with accompanying images, through small chunks of "lore" found after accomplishments, or by overhearing the conversations of sacks of potatoes. The small details like chattering furniture paint a more complete picture of the Edgeworth School for Lost Children.

The quantity and variety of items is somewhat lackluster. Most items act solely to adjust the unseen variables of the system (e.g. +10% movement speed. +10% range.) The items which alter gameplay stand out, but are relatively rare and thus, the stat-altering items feel monotonous by comparison. Sure, it is easier to design several items around the "attack speed" variable, but grabbing those items is not as impactful as picking up one that changes the trajectory of projectiles.

However, ODP play the rogue-like balance well. As opposed to a more hardcore rogue, it has a system of persistent upgrades known as "classes" which grant the player new traits. The classes add depth by removing some of the randomness over multiple playthroughs while not detracting from the difficulty. Additionally, it incorporates a "leveling" system within each individual session that allows the player to augment the strength of the character to suit his styles.

Overall, if you like BoI, you will like Our Darker Purpose. You are getting the same dish cooked and served by a new chef.
If you haven't played BoI, you can still enjoy Our Darker Purpose, albeit with a slightly steeper difficulty curve.

In either case, if you are looking for a challenging game saturated in gallows humor, I would recommend Our Darker Purpose.
このレビューは参考になりましたか? はい いいえ
18 人中 18 人 (100%) がこのレビューが参考になったと投票しました
記録時間: 4.0 時間
投稿日: 2月2日
やればやるほど「次こそは」となるスルメゲー



本作の舞台は不気味な学校“Edgewood Home for Lost Children”。
ある日、生徒に愛情と希望を教えていたMr. Lをはじめとする教師全員が失踪する。
それに気づいた生徒達は混乱とともに暗い本性が露わとなり、お互いを襲うようになってしまう。
主人公のCordyは学校の最上階にある経営者のオフィスを目指し、
残忍なクラスメートや危険なクリーチャーとの戦いを繰り広げて行く。

あらすじを某記事より抜粋させて頂きました


『ゼルダの伝説 神々のトライフォース』
『The Binding of Isaac』
『Diablo』

上記のゲームに影響を受けた作品


個人的には『The Binding of Isaac』の影響がもっとも強いかなと思いました
アイテム収集要素もあったりで
自キャラとなるCordyの強化は出来ます
ただし、死んでしまうとアイテムやレベルは全て無くなってしまう
当然ステージも1からやり直し

ステージが進むごとに貰えるジュエルを貯める事で
そのジュエルを使ってCordyの強化も出来ます
この強化はステージでのアイテムやレベルと違い
Cordy自体の強化となるので
死んだ後も効果は継続します


面白いなと思ったところは
レベルアップ時に2種類のステータスUPを選択するのですが
どれを選ぶかによってステージ攻略が全然変わってきます

HP少ないからHPアップを取得するか?
先々を考慮して火力をUPさせるか?

ステージが進めばそれだけ敵も強くなります
先を考えての行動も死んだら全て終わり
自分はこのレベルアップ時の選択はツボになりました


基本はローリングで回避しつつ
合間を縫って攻撃となります
ローリング中も前後左右に移動出来るので
とにかく廻りまくって、隙を見つけては攻撃


ボスはそれぞれに攻略方法があり
それに対してのゲーム内実績もあるので
腕に自信のある方は実績解除を狙いつつ
ボスを倒してみるとグっと難易度は上がると思います

とにかく最初は死にゲー
しばらくやっても死にゲー
結構やって強くなったんじゃね?
と思ったとこでやっぱ死にゲー


でも確かに強くなってるし自分でも上手くなってきてると
実感が出来るスルメゲー


死んでも泣かない人にオススメです
このレビューは参考になりましたか? はい いいえ
4 人中 4 人 (100%) がこのレビューが参考になったと投票しました
記録時間: 174.5 時間
投稿日: 2月7日
The Binding of Isaacから下品さを抜いて
ハート数増加とかをクリア持ち越しの成長要素のほうに寄せましたって感じ
結論から言えば「総じて悪くない、ただし単調さを「強く意識させられる」シーンが多い」

進行度は第一章と思しきところまでのクリア

進行に伴う成長側
・LVUP時に2種の成長タイプのどちらを選ぶかで変化する展開は要素として面白いが
 LVUP頻度は1フロアに1回程度、ステータスや展開に与える変化がそこまで劇的ではないため有効には機能しきっていない
・色違いザコの落とす、あるいはショップ購入できるアイテムのほうがよほどゲームの展開を変化させるのだが
 ショップ側に関してはドロップするトークンの数が少ない&スロットみたいな要素がないので使用回数は本当に制限されている
・くりかえしプレイする事で獲得されるクレジットならびに実績的なもので
 主人公の初期能力が強化されていくのだがこちらも1プレイでの獲得量がかなり少なく設定されている

実際のプレイフィーリング
・マップは広め、こっちの弾は小さめ、敵の攻撃は激しめなので
 高速移動可能な転がり移動を駆使しながら敵に対抗していくのだが、とにかくボスも雑魚も敵が硬いためゲームテンポが悪い
・切り札のチョークもかなり絞られた獲得数の割に使用しても攻撃・防御両面で決定的な能力が与えられていない
・通常攻撃で的確に敵を狙う必要がある「攻撃HIT時」と「弾が敵に届いてないとき」の
 エフェクト&サウンドが似通いすぎているために余計に敵を硬く感じさせてしまっている

といった要素が噛み合っちゃって忍耐を伴う長時間・多回数・変化の乏しい繰り返しプレイを要求される度合いが高い
(プレイ時間引き伸ばし?)
どんどん要素開放でプレイフィールが改善されてカタルシスが生まれるのかも知れないけれど
その要素開放にかかるプレイ時間と回数が多く設定されすぎててその間がひたすら忍耐

高難易度を耐えるのはいいけど単調さを耐えるのはちょっと嫌かも
あと10時間くらい遊んで実感できる劇的な成長やユニークな武器の開放がなかったら投げると思う

世界観・音楽・雰囲気・キャラクターはとても魅力的だしちょっと調整するだけでストレス低減する所も多そうなので
リリース直後な事も考えると「雰囲気にピンと来た人はセール情報や更新をチェックしてて損はない」一本だと思う
あれこれ書いたけど現状買って失敗した!後悔した!ってタイトルだとは思わない
このレビューは参考になりましたか? はい いいえ
10 人中 1 人 (10%) がこのレビューが参考になったと投票しました
記録時間: 0.7 時間
投稿日: 2月10日
完全劣化アイザック
買う必要なし。やっててダルい
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205 人中 172 人 (84%) がこのレビューが参考になったと投票しました
記録時間: 50.6 時間
投稿日: 1月29日
Great game, very enjoyable, a lot of depth and some interesting lore. Add to that a fantastic sound track and appealing visuals and there's really not much to ask for.

If you enjoyed The Binding of Isaac, you'll enjoy this as well. And there's less poop, so that's always a plus.
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112 人中 98 人 (88%) がこのレビューが参考になったと投票しました
記録時間: 22.3 時間
投稿日: 1月29日
Our Darker Purpose is a gorgeous game in many ways. The way the story and setting is drip-fed to you via talking desks or boss descriptions allows you to engage with it or get on with the gameplay itself, and the writing manages to be funny without being cringe-worthy. The music is also truly amazing, perhaps the best I've heard in any indie game.

I find the gameplay particularly engaging as well. On the surface it does hug closely to Binding of Isaac gameplay, with randomised rooms, unlockable items and locations, starting over when you die etc. But it does go beyond that. The emphasis on choice over randomness is far more evident in ODP: Each time you level up you choose between two perks that may boost your attack or survivabilty in some way (life leech, attack speed, or some more exotic perks), and you unlock lessons that you can equip before a play-through that can have a dramatic effect on your gameplay. You can also choose which floor to enter after a boss battle, and each floor may have different enemies or modifiers to them (enemies will drop more juice boxes, won't have champion enemies, you and the enemy will take more damage etc.)

These elements allow for less of a feeling that the RNG was against you, and more that if you die you messed up in some way. It also means that even if you are having trouble, you may unlock lessons that will help you in the future, so there is always a small sense of progression without making the early levels feel trivial.

One downside to the game is that earlier areas can feel repetitive, as there is a smaller set of potential enemies and items that you will encounter. Earlier levels can also look a little too grey for my liking. It also isn't clear how to unlock each of the lessons - something I find frustrating but other people may enjoy discovering the unknown.

Over all its a good game to play for several hours in a row or just half an hour, and its easy to sink at least 30 hours into the game (for those who care about replayability). And the music is to die for - that cannot be said enough!
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105 人中 80 人 (76%) がこのレビューが参考になったと投票しました
記録時間: 24.2 時間
投稿日: 5月9日
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.
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58 人中 40 人 (69%) がこのレビューが参考になったと投票しました
記録時間: 31.8 時間
投稿日: 1月29日
The game blends the twin-stick shooter style like Binding of Isaac or SMASH TV with an artistic style similar to Don't Starve into something great with a dark theme.

You take on the role of Cordy. The only girl that, of all the students that grouped up with her, survived being killed by two other groups: the strong, and the charming. Now it's up to her to fight these students with the power of her voice in order to find out Edgewood's dark purpose.

Dying in this game isn't the end. Nor is winning in some cases. The floors you complete in this game grants credits. These are used to unlock classes, most of which are locked and have to be gained by completing an achievement, or by donating to the counselor which gives added perks like an extra juice box.

The music blends with the game well. The childish, yet dark, feeling of the music complements the game in a way that gives you the feeling that you are in the game.

The thing about this game is that traversing through Edgewood can be lengthy if you end up having a good run. For example: My videos of this game can take about a half-hour to an hour depending on how far I've reached and it takes about an hour or more to reach the second big boss of this game.

Regardless, this game can keep you occupied with how deep Edgewood is.
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29 人中 22 人 (76%) がこのレビューが参考になったと投票しました
記録時間: 37.1 時間
投稿日: 6月28日
"Our Darker Purpose" is a stew composed of "Binding 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 "Binding 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.
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255 人中 145 人 (57%) がこのレビューが参考になったと投票しました
記録時間: 1.6 時間
投稿日: 1月29日
This game shows a great deal of promise and has some interesting mechanics that could potentially provide a nice change of pace compared to other games in the genre.

The problem, at least in its current state (review written at launch) is that it really doesn't stand up well in comparison to obvious influences like Binding of Isaac. I will list some of the issues I have with the game at launch, some may sound minor but have a very real impact on the way the game is played.

-- movement speed --

The starting character (there may be others to unlock) is woefully sluggish. This slow movement combined with much-quicker-than-you enemy projectiles and othewrwise acceptable mechanics like your momentum affecting your own projectiles can lead to frustrating and needlessly tiresome encounters.

There are a number of perks available at level up that profess to increase movement speed, these are either completely incorrect in their supposed effect or the gains are far too minimal as even after taking more than one such perk there is never any noticable increase in your movement speed.

The interesting thing is the roll mechanic which acts as a little boost to evade enemies, the inclusion of which would have been unnecessary if the overall movement wasn't so awful. What I'm curious about is whether the roll was added to compensate for the overly slow base movement speed or whether the base movement speed was deliberately made that slow so as to make the planned roll mechanic relevant and useful.

-- hitboxes / collision detection --

The hitboxes on both the player character and some enemies is, in my opinion, a little off. I suppose the issue here is that the hitbox on the player character is a little too big, a hit is registered even though your character sprite wasn't contacted by the projectile, environmental effect, etc etc. It's true that with continued play you would probably adapt to this slightly too big hit box and learn to compensate but you shouldn't have to, a game like this needs a reliable, accurate and finely tuned hit detection system.

In contrast, enemy hit boxes seem, at times, bafflingly arbitrary and with zero reference to their character sprites. More than once I've seen a projectile pass straight though an enemy without registering a hit, only for the next projectile on the same trajectory to instead register a successful hit. Again, this type of game thrives on tight, accurate hit detection, which at present, just isnt here.

A lesser issue is with collision detection on environmental objects. This could well be tied to the above issue of your slightly oversized hit box but occasionally you do get stuck on environmental objects, even though it looks as though there is room enough to get by.

-- pacing --

This is more of a personal one but I really feel the pacing of the game needs to be addressed, both in terms of character progression and item acquisition. In short, leveling up seems to take a little too long. Combined with the...underwhelming, shall we say, perks that you get on level up, this makes the whole level system seem honestly quite redundant. I never once found myself pleased, excited or glad to have levelled up, it just doesn't feel like much of a reward.

Item acquisition is probably a bigger issue, more specifically WHEN you get items. This game lists Binding of Isaac as one influencing game and it really shows. In Isaac however, there is a reliable and reasonable pacing to item acquisition. By and large each floor has one item room and an item from the boss room. There's no guarantee either one will be any good but at least there are reliably (keys allowing), AT LEAST two items per floor.

This game does not have item rooms on each floor nor does it provide items as rewards after boss fights. In fact your most reliable source of items are the occasional mini-boss enemies (like elites from Diablo). These enemies are fairly few and far between however, you MIGHT find one per floor and some floors don't have any by design. This means you end up with very few items and the majority of itemsa you do find are unremarkable. I'm being quite generous when I say unremarkable by the way.

I should note you can get items from vending machines but most are limited use and almost all are more than you can afford given the relative scarcity of money.

All in all, despite how critical you may feel I've been, I really do think this game has potential and there are some things to enjoy here but there are more things that I feel need to be addressed by the developer before this game can really be recommended.

In short, if you want to play an enjoyable but challanging twin stick shooter with tight controls and good pacing, play Binding of Isaac. It's pretty much all this game aspires to be and is considerably cheaper to boot.
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