
Tower Hunter: Erza's Trial contains core elements of roguelike and metroidvania-type games, presented in a toon render style. The player explores a mysterious tower with Erza, vanquishes mutant monsters and defeats bosses to acquire a Hunter's License and become the most powerful Battle Maiden.


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Unified technical telemetry aggregated from Steam, Valve Steam Deck, ProtonDB, PCGamingWiki, and IGDB.
| Sprache | Oberfläche | Ton | Untertitel |
|---|---|---|---|
| Russisch | |||
| Englisch | |||
| Deutsch | |||
| Französisch | |||
| Spanisch | |||
| Portuguese (Brazil) |
Official minimum and recommended hardware configurations.
Top helpful player reviews pulled directly from the Steam open registry with verified playtime hours.
I'll try to keep it short and on point: - 12 hours in-game, didn't find bugs or glitches or other game-breaking issues. - Plays very nicely on a keyboard, possibly even better with a controller, if it's your thing - Decently difficult, unless the player is a) new to metroidvania-like games (in which case it could be quite hard) b) a veteran of the genre (in which case it might not be as challenging) - vibrant and colourful visuals - a pretty good OST - a fairly interesting upgrade system - a large enough pool of secondary weapons - the weapon collection is decent, but could use a little more variety in techniques - the starting special skills are vastly better than the unlockable ones due to the startup time (as opposed to instant startup of the starting ones) - could use a little more conversation between Erza and her companion devil, the bits already present are quite amusing, a sham
This game is NOT a metroidvania, regardless of what the tags say. Ezra's Trial is a 2.5D action linear roguelite, were every level is a maze with a defined path to the end. You are encouraged to explore to find chest that contain items you can swap with your loadout (one primary weapon, two secondary skills, and a buff grid), and encouraged to kill enemies for crystal drops (spendable XP) and keys for doors (leading to bonus loot). There is no backtracking to previous areas, and no skill-locked paths. You cannot spend your crystals until you hit the rest point mid-mission or post-boss, or if you die and return to town. Every runs starts from the beginning, and you have to beat the same bosses, with static level layouts. Dying (when not on easy mode) removes you weapons and loses some unspent crystals, with the gameplay loop requiring said deaths, as enemies scale faster than you. The c
Not a bad rogue-lite but it has plenty of issues. The combat and map design seem very inspired by Igavania/Bloodstained games although it's not a Metroidvania but a randomized, level-based rogue-lite dungeon. There is some minor exploration within each level but once you leave a level, you can't return. The rogue-lite progression comes in the form of crystals that you collect and can use to upgrade your stats. Also, the music is pretty jammin'. Some of the negative points include a translation on par with Google Translate. In fact, it probably is Google Translate. Not that there's a lot of story but some of the item descriptions can be confusing if you don't think on them for a bit. Also, just general indie game jank. If you're expecting Castlevania, you will be disappointed. Everything works, it's just not quite as polished. Overall, set your expectations low and it's not bad but I ca
I would NOT recommend buying this game at full price, but picking up during a deep discount makes it an alright purchase. In short, this game had a lot of potential, but the story is really flimsy. Not the end of the world. However, the game itself feels underdeveloped and underwhelming. The rouge elements are pretty weak. For example, the layout of the levels will only change a little after betting the game and going to a new game+. It looks like the developers are expecting the players to run through this game about 8 times, which is nuts because it doesn’t change enough to warrant doing that. Some of the power ups will take a long time of grinding or just running the game again and again and again. I’m on my second play through and I’m pretty much done with it. I had fun doing it the first time, but nothing changes on the next play through so there’s not much keeping me playing. Wha
just writing a quick review as I'm refunding the game, I wanted to let anyone reading this know why. This was taken out of Early Access, and I don't see why. Apparently, it's not feature-complete ( missing a boss according to a few reports I read ) I can't confirm this, but beware of the things I can. The physics are very floaty and weird. You can wall jump, but it doesn't feel like it should, you barely make any vertical distance, and it takes ages to scale even short walls ( and you're gonna be doing a lot of wall jumping ) The controller support is a mess, LT is RT, icons show XBox when im using a DS4, when i use no steam contoler config it shows PS4 icons, but no buttons work, if I use ds4 windows, it works with xbox icons, and no dpad works, only analogue - and the buttons just randomly spazzed out on me, nohting was what it said it was, I went to rebind the keys, I press square
Erza's Trial is a ok game but very unpolished. you can stun lock most enemies just by attacking them and this makes most early levels feel easy so to make it harder later levels stack enemies. this makes enemies with ranged or knockdown moves deadly because they are often behind others so you need to take them out first but when there's more than 1 of these you'll often take damage. when you hit the fire stage it's full of enemies that you can not stun lock but by this time you know to avoid most fights. the issue here is the game also knows this so they put these guys in narrow hallways with fire traps. bosses are the same way they just flail attacks and at first you can just stun lock them until about 50-25% hp where they can no longer be stunned. at this point the fight just becomes a dps race. overall though it's not a bad game but does have that bargain bin feel to it. p.s. this
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