Insurmountable
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IN A WORD: COMPELLING
IN A NUTSHELL:
Zitat:
WHAT TO EXPECT: Adventure rogue-like. Turn-based strategy. Hex-tiled maps. Graphically beautiful. Layers of themed mechanics. Ironman style saving. Challenging gameplay. Permadeath. Singleplayer only.
ACHIEVEMENTS: NOT EASY OR QUICK TO GAIN.
STATUS: COMPLETE. CURRENTLY SUPPORTED
WHEN TO BUY: FOR A DIFFERENT TACTICAL CHALLENGE.
More info below....
https://steamcommunity.com/sharedfiles/filedetails/?id=2519624284
THE LOWDOWN:
Insurmountable (ISMe) is a turn-based strategy game with a mountaineering theme and rogue-like structure. Players take on the role of an individual stranded on a island. Their goal to scale three successive peaks and uncover the secrets of this mysterious place. Set-up requires choosing which mountain to tackle and preferred difficulty. Opting for one of three routes to take. Followed by determining the class of character to play. Then setting off with naught but their starting attributes, strengths and equipment. While on their trek many dangers will be endured and tough decisions made, while continuously balancing four pools of inner resources. Energy, sanity, temperature and oxygen are all vital in keeping the climber alive and focused. These decline as challenging terrain is traversed, dealing with setbacks and enduring harsh weather. These resources are refilled by resting or using consumables found during encounters. Incidents can occur when in transit causing a multitude of bad effects. Both permanent and temporary. Gameplay takes place on procedurally created environments depicting the mountain being climbed. Several types of terrain and features are modelled on a hex-tiled map to include: rocks, snow, ice, cliffs, fjords and inaccessible paths. Together forming a patchwork of possible routes for the player to take and obstacles to avoid when attempting to reach the summit. Along the way, a number of signposted locations can be visited that provide event encounters. The most important of these are caves, ideal for taking shelter in. Others bestow or deplete resources or equipment. Experience points are awarded on completing encounters. Gaining points allows a skill to be chosen from four, augmenting capabilities for their journey. Passive types are constantly in effect. Actives must be used and then go on cooldown. A day and night cycle complicates matters, bringing with it changes in weather which can reduce visibility and inner resources, complicating the climb even further. To aid them characters can use a small array of equipment. Clothing, picks, torches, provisions and more help keep the climber alive or give them a better chance to succeed. As they near the summit of each mountain, the character must have the inner resources and equipment to overcome the Death Zone. An area of low oxygen and sheer cliff faces below the summit. Getting to the top of the mountain is only half the battle. Players will need the wherewithal to ensure they make it to a sheltered area. Where they can begin to prepare to scale the next mountain. https://steamcommunity.com/sharedfiles/filedetails/?id=2518539158THE GOOD:
+ 3x mountains of growing length and difficulty to overcome, without dying. + Choose to play one of 3x characters with different starting abilities and equipment. adventurer, scientist or journalist. + Procedurally generated mountains with various terrain, day/night and weather cycles. + Can remove GUI to reveal the amazing scenery. + A preview feature displays cost in resources to get to a target hex. Useful for pre-planning. + Tons of strategic dynamics provide a complex challenge: environment, equipment, traits, buffs/debuffs and injuries.THE BAD:
- Animations are basic. - Can be a lonely experience. No other characters. - No option to restock between mountains. - No manual saving. No checkpoint reload. Basically ironman mode from start to finish. - High initial difficulty curve. Can be unbalanced to a point. - Inconsequential story revealed in chunks. - Permadeath. Artificially increases difficulty.AND THE REST:
* Fair number of random events. Many are overly generic in nature. Could do with more event chains. * Rendered terrain: fjords, ice rivers, glaciers, and rocky crags * Dynamic weather system and day/night cycle. Lowers resources and affects visibility and temperature. * Gain XP by completing encounters and levelling-up. Specialise characters through a sophisticated skill system. * Decent setup options: Difficulty (normal, hard and insurmountable); Route; (left, centre and right); Character type - (Climber, adventurer and journalist). * Good flexible camera. Can get stuck depending on zoom and angle. * New difficulties, mountains and climber attributes can be unlocked by reaching mountain peaks. https://steamcommunity.com/sharedfiles/filedetails/?id=2519606689ANALYSIS:
ISMe brings a remarkably distinct concept to the turn-based strategy genre in a very polished format. Every constituent part of its DNA reinforced its subject-matter and theme. Capturing the expectation, trepidation and feel of the experience in a satisfying way. While a medley of related mechanics collectively provided a thought-provoking challenge, with appealing visuals and immersive environments. Making this a contender for anyone's library. There is no combat. That and due to its slow deliberate nature and decision-based exploration, it would appeal to fans who prefer taking their time when strategising. Especially those capable of inhaling its layers of game dynamics and processing them, before making their move. The ability to adapt as situations change would also stand the player in good stead. While some phases of play were almost casual in nature, just like a blizzard ISMe would manage to disrupt the most meticulous of planning, shifting the context of the challenge in an instant. The effect of RNG was limited to the encounters experienced and skills available for selection when levelling up. These could feel unbalanced during a run. Over time accumulating to make for a frustrating experience. At least there were no other major RNG issues. For the most part it really is the character, their abilities and equipment up against the mountain, elements and bad incidents. There was a fair amount of replayability but players would essentially be playing the same game with little change bar what RNG provided. The suggestion of a story never materialised. It very much played like a board-game and what strategy there was worked well but, the action could descend into a lull. It missed having a base camp between mountains to equip anew for the next journey. Equipment that could break during critical incidents. The inclusion of a nefarious entity that would send climbers after the player would have added an extra dimension. Making it more rogue-lite. The imposed Ironman mode and lack of saving, made the game alot less accessible for casual players. ISMe did sometimes feel overly lonely. Perhaps adding characters from a roster to form a team would have added a tactical element that often felt missing. Turning critical incidents into mini-games of their own. Played out on zoomed-in maps. Adding climber related actions affected by ability and RNG with detailed animations that felt missing from the main game. Changing terrain as an effect of weather would have been a great addition.VERDICT:
ISMe managed to capture the mountaineering experience in a very satisfying way. For its few flaws it was well worth the time sunk into it. Will suit patient thinkers or fans of the subject matter. I enjoyed it despite a few shortcomings.Zitat:
Thank you for reading. | Find my reviews here. | Key provided by Reviewers' Paradise
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I also made a longer, more in-depth video review here: https://youtu.be/Mkp3I3Cm5Ck
Insurmountable is a mountain climbing strategic roguelike that is super unique and a one of a kind experience. The game starts off by having you select one of three different climbers that all have different starting bonuses and equipment and then you choose the mountain you are going to be tackling. The game then puts you at the foot of a mountain that is made up in a hex grid type style and tells you to climb to the very top. There is a decent tutorial explaining all the different mechanics but overall you have 5 main stats you need to worry about. First is your sanity which can get lowered by supernatural events or traumatizing situations like finding the dead body of another fellow mountain climber. You also have your energy which is super important because this is what you use to actually move around. And you use up more energy the steeper the climb is. So if you are going between two tiles that are the same height it won't cost that much energy but if you are having to scale a 3 story difference in height between two tiles you are going to have to spend a ton of energy. You also have your body temperature which gets lower the colder it is especially if the weather gets crazy bad like a snowstorm starting. You then have your oxygen which only really matters once you get super high up in the mountain in the “dead zone” where there isn't enough oxygen so you cant stay super high up for too long. And of course you have your health in case you fall during an event or get attacked by wild animals or things like that. So all of these are super important to balance because one if your health gets to 0 you automatically die, but the other ones if you get them to 0 there are massive side effects.So like if your sanity goes to 0 you start hallucinating and hearing things that can cause you to make major mistakes that hurt you. And if you can't breathe because you have no oxygen that is obviously bad. Same with the energy and body temperature. So you start scaling these mountains by trying to find the best route and there are also a ton of random events scattered in the mountains that are represented by these tokens. They all pop up these impressive looking art pieces and have a ton of dialogue describing what is happening and most of the time you will have to make decisions that impact the outcome. These are one of the coolest features about the game but I will say that after getting to the second mountain about an hour and a half in my game time I already started to see repeating events. And the events that repeat aren’t even randomized. Some games will have multiple randomized outcomes from a single event to make it even more varied if you get the same event multiple times but this game doesn't seem to do that. The game definitely needs more events considering this is a huge chunky of the game. The other huge part of the game is that you can actually level up your climber by gaining xp from events. And every time you level up you can choose an active or passive perk that fall into a couple different categories. So on my Let’s Play series of the game I kept taking a ton of perks that where focused on climbing at night time. So I would try to rest up which let you regain some stats by spending some time sleeping during the day and then would just try to make as much progress as I could in the middle of the night. And the actives you get are on cooldowns so some of them you can only use once a day but they would make you run extra fast for 2 hours in game time. You also can find a bunch of different equipment like different boots, hats, climbing gear and more that all give you passive bonuses to different activities like a climbing pick that lets you less energy climbing steep parts or a hiking stick that helps you walk faster on flat areas. I like this a lot the only problem I have with it is that it is wayyyy to tedious to constantly switch between the equipment. Because technically the optimal thing to do would be to move one tile and then switch equipment on what is the best for the next tile, move that tile, and then change equipment but that's not fun at all so I tended to just keep the equipment on I thought was generally better. Maybe if there was an auto switch mechanic where if you had the equipment in your inventory space it would automatically use the better gear you needed. And the only other complaint I have with the game is the camera. The camera is a little bit janky and kind of locks and glitches sometimes because I think its tied to each tile and its super cool to zoom in sometimes and get cool shots but some of the time it can be wonky. Nothing too bad just something I wanted to mention. The devs have released an updated that added a handful of new events and made a couple fixes to the camera but I don't think they solve my issues entirely. So overall Insurmountable is a genuinely enjoyable experience mainly because it is super unique but I will say I dont know if I could see myself playing the game past a couple of hours. I think if they add even more events, make a couple of changes to the gear mechanics and camera it would be a lot better but its overall a fully launched game its not in early access or anything. So if you think its worth it for a couple of hours of really awesome unique gameplay then I would say definitely go for it but if your wanting something with more replayability I might hold off unless its on sale or anything. And if you love Roguelikes and Roguelites as much as me then follow my Steam Curator Page for more reviews and videos about them.
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Release:01.03.2021
Genre:
Action-Adventure
Entwickler:
Byterockers' Games
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