
Fell & Sell
Зачем покупать у героев, если можно стать одним из них?
Станьте лучшим торговцем в великолепном, стилизованном фэнтезийном мире — но помните, что ради хорошего товара придется испачкать руки. С головой окунитесь в динамичный 3D-экшен от первого лица в жанре рогалика с элементами hack'n'slash и управления магазином, где успех бизнеса зависит от вашей хватки торгаша ничуть не меньше, чем от того, как сильно вы бьете мечом и как быстро умеете делать ноги. Ваш инвентарь оплачен кровью, потом и сталью.
Если вы это читаете, значит, вас (пока?) не порубил на куски скелет — наши поздравления!
Изучите эти священные заповеди, чтобы выжить в глубинах подземелий, выковать лучшее оборудование для лавки и проложить себе путь на вершину, безжалостно диктуя цены.
Шагните через заднюю дверь магазина прямо в пучины кошмарного рогалика или отправляйтесь на поиски ресурсов в местный лес.
Подземелье требует платы: Прорубайте себе путь сквозь орды скелетов и чудовищ. Чем глубже вы спускаетесь, тем ценнее добыча. Но будьте осторожны: в случае смерти вы потеряете всё, что не успели спрятать в тайник . Довольствуетесь ли вы набитой сумкой и вернетесь домой, или рискнете всем ради легендарного дропа?
Безумный потенциал билдов: Находите алтари в подземельях, чтобы кардинально менять свой стиль игры. Уменьшайтесь до крошечных размеров, чтобы уворачиваться от сокрушительных атак, используйте Прикосновение Мидаса, чтобы переплавлять тяжелый хлам в чистое золото, или сбивайте врагов с толку, переключаясь между состояниями боевой мании и глубокой депрессии!
Выживите в Живом лесу: У природы свои планы. На ходу подстраивайтесь под засады гоблинов, внезапные грозы и сводящий с ума хаос сезона психоделических грибов.
Выжить в диких землях — лишь половина дела. Как только вы вернетесь в свою хижину в целости и сохранности, придет время пустить в дело с трудом добытые материалы и чертежи.
Экипируйтесь: Выкуйте более смертоносное оружие и создайте более прочную броню, чтобы в следующей вылазке продвинуться еще глубже.
Проверьте доску заданий: Пережили экспедицию? Обязательно загляните на местную доску заданий, чтобы обменять свои подвиги на золото, снаряжение и полезные предметы.
Обустраивайтесь (ради боя): Создавайте специализированный декор, чтобы настроить пространство под себя. Дизайн интерьера здесь — это не просто косметика; правильная расстановка мебели дает постоянные боевые баффы для следующего рейда и значительно повышает привлекательность вашей лавки для покупателей.
Откройте парадные двери, и пусть золото потечет рекой.
Безжалостная экономика: Вы сами пишете ценники. Изучайте рынок, чтобы устанавливать цены с учетом текущего спроса и предложения, престижа вашей лавки и бонусов от интерьера. Найдите золотую середину: заломите цену — и товары покроются пылью; продешевите — и вылетите в трубу.
Расширяйте бизнес: Пускайте колоссальную прибыль в оборот. Превратите свою скромную придорожную лачугу в настоящую торговую империю.
Системные требования
Минимальные
- Minimum:
- Requires a 64-bit processor and operating system
- OS *: Windows 8/8.1/10/11 (x64 x86)
- Processor: Quad Core Processor or equivalent
- Memory: 8 GB RAM
- Graphics: GTX 760 2 GB or equivalent
- Storage: 4 GB available space
- Sound Card: DirectX compatible
Рекомендуемые
- Recommended:
- Requires a 64-bit processor and operating system
- OS *: Windows 8/8.1/10/11 (x64 x86)
- Processor: Intel Core i7-4790k (AMD Ryzen 7 1700)
- Memory: 16 GB RAM
- Graphics: NVIDIA GTX 970 or equivalent
- Storage: 4 GB available space
- Sound Card: DirectX compatible
Отзывы
Steam · Very Positive
Все отзывы в Steam1 248 положительных из 1 498 отзывов
Игрок 6003Рекомендует6 ч в игре
So far, the game is pretty basic, but it’s fun at its core. The difficulty is noticeably higher than in the demo, and I’ve encountered several new mobs that I had never seen before, which was a nice surprise. There are also different events that can happen within dungeons now, which adds some welcome variety. I really hope the game gets the support it needs to continue growing. There’s a solid foundation here, but I feel like some features still need to be fleshed out, while others could be added to give the game more depth and replay-ability. My biggest complaint right now is the performance. Throughout my gameplay, the game will occasionally drop to essentially 0 FPS, causing it to freeze for around half a second. It’s extremely noticeable and frustrating, especially because my hardware is more than capable of running the game. Aside from these brief freezes, the game runs flawlessly, so I’m not sure what’s causing the issue. My second complaint is the keybinding system. I want to assign my inventory to the Tab key, but doing so means I lose the ability to access the Sell History window. There’s currently no option in the settings to rebind the Sell History window to another key, which makes the situation unnecessarily frustrating. Hopefully, more keybinding options will be added in the future. Overall, I’m enjoying the game and think it has a lot of potential. The core gameplay is fun, and the additions compared to the demo are promising. With some performance improvements, more customization options, and additional content and features, I think this could turn into something really solid
Игрок 7177Не рекомендует4 ч в игре
Leaving a negative review because this is an early access game masquerading as a full release. I LIKE the gameplay. The shop decorating aspect is unique and the combat was fun enough. The game just has so little content right now and it feels unfinished, I am on the fence about if I regret purchasing. Feedback to the Dev: biome 3, levels 11-15, the viability is so poor that it feels significantly less fun than 1-10. Edit: I meant to say the VISIBILITY is poor, not viability. Wrote the review on mobile and autocorrect bit me. I see how that could've been confusing.
Игрок 0493Не рекомендует3 ч в игре
Fell & Sell brings PlayWay's tried and true formulas from other shopkeeping games to the same setting it's always been in, with a new gimmick: half the game is shop management, half the game is dungeon diving. And yet, somehow, both parts fall flat. As a shopkeeping game, F&S fails for its incredibly underwhelming mechanics. You place a table, place something on it to sell, set a price that can never deviate from the default unless there's a green arrow next to it, and wait for customers to stop by. They come, walk straight to the product (through all your other furniture and decorations), pick it up, walk to the till. You press on them, they drop gold, you press on that, transaction complete, they pull a random sound and a random animation - NEXT! - and they leave. Well, sometimes they leave. I currently have 3 characters stuck in my shop permanently who simply refuse to. Characters are extremely poorly designed. Actually, scratch that, they're not designed at all - just completely randomised characteristics and clothing. And I swear one of them looked like the Burger King mascot. As a dungeon-delving game, this game simply offers nothing new. Enter a randomised dungeon, click to attack, right click to defend, stamina system keeps you from being overpowered. Some traps on the floor, health potions that you craft before you enter, and a boss every 5th level. That's pretty much it. What's excruciatingly missing from this game? Any kind of progression. There are no skill levels, no shop levels, no functional upgrades to buy (only visual decorations and a larger shop). You can craft weapons which require rare materials to use or sell. Doing 3 extra points of damage does not make the combat mechanics any more interesting. Builds? Forget about it. Skills? Nope. A map to explore? Best I can give you is a 20-metre stretch end to end. Now let's talk about the technical stuff: the game stutters when moving between zones, probably to do with auto-save. I say stutter, but it's a good 5-10 seconds freeze on my quite beefy PC. Twice. Each time I enter the shop world. I already mentioned NPCs getting stuck in my shop. QOL is severely lacking around inventory management (CTRL+click to open a context menu? THE MOUSE HAS TWO PRIMARY BUTTONS!!!). Just not very impressive. In summary: PlayWay has been getting away with publishing sloppy, 10-hour games for far too long, and it's finally gotten to their heads. They've released this game with very little effort behind it, no QA, and for the first time they simply stopped pretending. "Just give us your money and be mildly entertained for a few hours!"
Игрок 1647Не рекомендует8 ч в игре
I enjoyed this game, I really did. But for the short spurt of the first few dungeon levels. Once you can clear the skeleton tomb event room. You can clear pretty much the entire game if you're good enough. I'll list out Pros and Cons I have of the game. Pros: [*]Fun for the first hour or two [*]Cheap price of entry [*] Overall solid experience for mindless hack and slash if you wanna turn your brain off. Cons: [*]Game can be completed in less than two hours arguably if you are good enough with the buffs from the statues and just gun it through the dungeon. [*]Buffs from the statues feel extremely power-crept by the shop decorations and don't differentiate your playstyle since you'll wind up building movement speed 95% of the time to speed up your dungeon clears if you start from the beginning all the time. (Evil idol drawbacks feel too strong when good idol gives movement speed and attack speed and damage based on movement speed. Net positive good idol aspects feel too good when compared to evil idol IMO) [*]No purpose in doing the shop portion of the game since you can clear the game without having to even sell a single item if you really wanted to. (dungeon provides all the weapons, healing and equipment you may need just running the entire dungeon through if you wanted.) [*] Gold used for building items feels like a tack-on fix for the pointlessness of running the shop [*]Running the shop is abysmally slow with the characters who visit giving an emote before letting the next customer approach the counter. (some sort of magic checkout could easily fix this as the emotes lose novelty quickly when achievement hunting especially) [*]Shop NPCS will sometimes glitch out and stand in the middle of the road not moving at all or at random places on the map preventing sales from accumulating due to the number of NPCS already present (Temp fix is hitting them with your weapon because they'll run off and de-spawn after that, otherwise there's no way to interact with them.) [*]After completing one of the selling armor quests and a run of the dungeon. My quest board no longer has any quests despite me not having finished all of the achievements which is what the quest board refers to as well. [*] Grandma's Letters glitch out sometimes and will skip sequences of dialogue if you complete things too fast and so a good chunk of story can be missed as a result. (I missed the letter she left after the final boss as well and have no way to re-read the letters to see how it ended) [*]NPCS glitch through furniture, which is fine for now because of how small the shop size is. the fact there's nothing bigger is a bit rough. New shops feel more like side-grades rather than upgrades in some cases. [*]Chairs not being place-able outside feels horrendous given the fact that you can put benches outside. Why can't I put a stool outside? Too many chair options and not enough space on top of the lack of table space. [*]As of right now, there's no way to deconstruct or sell any furniture items you may have made "accidentally" [*] I ended up losing 9 Iron oni masks trying to put a single one on an armor stand randomly as I was grinding out the armor achievement (I did not find them on the ground or anything they just sort of poofed and gone the whole 9 stack) [*] No use for gold outside of crafting and shop upgrades. [*]Woodlands would be more interesting if there was just an "endless forest" where you can go deeper and deeper, otherwise the "event" areas there and within the dungeon never change, they'll always be in the same exact spot without fail and never cycle through different "events" or anything similar that other games have.(Devs try defining those areas {Define the wishing well and sword in stone as woodland only areas obviously} as an event object or something similar and have the game call and check if the event object was already spawned before placing it in a different spot that way it's not the same area every time you enter the forest or something similar in your coding.) (Skeleton tomb is always the first left on the second floor and this NEVER changes no matter how many times you run through the dungeon so event areas tend to almost always be in the EXACT same position no matter what and the rest of the dungeon is built around that) [*]Feels like an early access game with an abrupt ending. [*]15 floors only of dungeoneering with floors 11-14 being the longest and largest floors lots of visual flare that feels a bit bad on the eyes like others have been saying. visual clarity is lowest here somehow. Cool area but, extremely hard to see anything and can easily get lost and potentially killed by traps if you're not careful. (Which can add or subtract from someone's experience, as someone who starts at floor 1 each time, I would just be looking for the exit ASAP whenever I was there since I'd have a full bag. [*]No purpose in crafting weapons (weapons drop so often from enemies and the chests that there's rarely any purpose in crafting your own since it's unlikely you've even unlocked anything worthwhile crafting. TL;DR: All in all, it was enjoyable. But definitely feels far from its potential with how basic everything is in the game. If it wasn't exploring two different genres of game entirely (shopkeeping and hack and slash) I'd argue $10 is too much. But given the broad scope of the project I believe the price is reasonable for the effort despite how barebones the game feels.
Игрок 9493Рекомендует10 ч в игре
This is a fine game for an indie $10 game - you will get about what you paid for in terms of playtime. Aside from some small bugs/typos that were fixed in a very quick patch (RIP Bonefires and Holly Water ), it plays clean and roughly is as advertised. I do think it is worth the buy, and am happy to have had the chance to enjoy it. ------------------------------------------------------------- That said: I generally run more critical- so don't take any of this as an attempt to dissuade from buying the game but I also don't hold back... and there are some critiques I certainly do have 1) This had a lot of potential to be a bigger and better game. Longer progression. More levels to the dungeons. More clear progress in upgrades to the shops. And building up your character and loot to match that speed. At 10 hours (and really I think it tilted over around 4 or 5 hours) I am just at the tail end of trying to 100% the game to satisfy that itch of knowing there really is no more to do. But the climax is certainly well passed by now. 2) Stemming from the above, I was able to "beat" the full dungeon by about my 4th successful run through (successful being "not dying"), or rather a couple of hours. The time really came from finding my way through sprawling final levels, not a challenge in overcoming them. I trampled the end game boss with rare-quality gear, with no need to touch epic or legendary items. The pace of challenges just couldn't keep up with a much quicker natural progression. 3) I was really hoping this would be closer to the classic "Shop Heroes" (for those who know) with first person gameplay and a new active dungeoneering twist, and so I was slightly disappointed that running the shop is a fairly basic and relatively unimportant mechanic. Its certainly a part of the game, but I felt more like I was haphazardly dropping off my unwanted loot to support my short-lived dungeon diving career, rather than dungeon diving to build an amazing and well kept shop. 4) Perhaps the biggest issue leading to #3 is that upgrades to the shop itself are very limited in space- the largest shop offers very little more floorspace than the first shop upgrade you can get, so no matter where you are in the game you can really only offer a *very* cozy boutique (also as a minor point, skipped straight from that second upgrade to the final one, simply because without any additional effort I suddenly had the cash to skip that step). I'm not looking for a soulless mall department store, but it's hard to take pride in making your shop your own when you can only throw a handful of items into a small studio apartment- especially if you want to have enough room for merchandise. Being able to increase plot size by about double, and maybe being able to get 2 floors would go a long way. All in all, however, kudos to the developers on making a successful game. I think the end result doesn't quite live up to the potential behind the idea, but at $10 it is a fun little game to get and enjoy for a bit- I still would definitely encourage people to get it and enjoy it for what it is.
Игрок 7937Не рекомендует9 ч в игре
Save your money, or come back when there is more content. TLDR This game is primed to be dope, but its incomplete. You will be disappointed immeasurably. Belongs in early access. Within 10 hours there is no longer a reason to keep playing. No variety or change in environment after the first 3 dungeons, no new difficulty, no new town interactions. No new items. I can only go to the same dungeons with my now legendary gear, roll my face across the keyboard, beat the 3 dungeons, and then... go sell my items in my maxed out shop for gold that means nothing. Forever. There is little in the way of narrative, but it was clever for its simplicity - unfortunately, the dev jammed a cool plot twist in right before the last fight, which was great, but then when I beat the boss.. literally nothing happened. I mean that in the realest sense. No final message for the "story", no message from grandma, no quests updated, not even "The End" or credits roll. I just appeared back in town like it was a normal end to a run, and now I can repeat the dungeon + sell loop in its vanilla form. Forever. I would have rather the gameplay sucked so I could return it in the first hour, but they got me with the main loop... it's an addictive roguelite with a unique spin on progression, but it feels like a demo. If you aren't looking for more than a half days playtime and no ending I guess you can throw $9 at it, but I wouldn't waste my money.
Игрок 3354Не рекомендует6 ч в игре
Игра затянула и поначалу я воспылал энтузиазмом. С момента первого запуска я не выходил из нее 6 часов подряд, но всё же закрыл без намерения открыть снова позже. Почему так? Потому что идея игры великолепная, движок приятный, картинка, атмосфера. Всё просит остаться здесь на подольше. Сочетание спокойного управления магазином с рисковыми вылазками в данжики по всем канонам жанра rogue-like - это жемчужина, коих мало в индустрии. Однако исполнение очень подкачало. В игре не предусмотрен выбор уровня сложности и для меня эта игра оказалась слишком легкой. Я пропустил множество этапов игры и уже где-то через часа полтора от начала купил самый дорогой магазин из возможных, полностью обставил его доступной мебелью и пошёл пылесосить данжи. Торговля выполнена без какого либо вызова, в игре нет как таковой экономики или чего бы то ни было, что сделает этот процесс интересным. Отнюдь - это рутина, которая надоест через 15 минут. Ты просто добываешь товар, кладешь его на стол, назначив цену по умолчанию и становишься супер богат. Когда ты поднял престиж - просто выкручиваешь ценник на максимум, ведь в целом тебе уже плевать на уровень продаж и деньги тебе не нужны, а покупатель найдется даже на сумасшедший ценник. Никаких штрафов за неразумную торговлю не предусмотрено. Данжи очень быстро превратились в симулятор ходьбы с прокликиванием ЛКМ. Всего лишь нужно было 3 вылазки, чтобы нащупать местную имбу и уже ни в чем дальше не разбираться. Берешь по одному мечу в каждую руку, без особых трудностей проходишь первые комнаты и ролишь себе перк на вампиризм с ударов. Дальше ты неубиваемый, можно идти до самого конца, почти ни за что не переживая. Да, я сказал "почти", ведь игра разработана с таким количеством неудобств интерфейса и багов, что ей бы хорошо быть в статусе раннего доступа. Мой марафон рутинной зачистки подземелий закончился благодаря критическому багу процедурной генерации подземелий, из-за которого главный проход подземелья создался прямо поверх входа в него. Что означает, что добраться до выхода невозможно, как и вернуться через вход. Учитывая, что игра автоматически сохраняет прогресс в каждой комнате подземелья, а у тебя может быть перк на то, что ловушки не наносят тебе урона, то после полной зачистки подземелья и обнаружения такого чуда, ты можешь осознать, что ты не можешь выйти, тебе не от чего умереть, а загрузиться ты можешь только в это же самое подземелье, что просто ломает твой сэйв. Я понимаю допущение каких-то сложно обнаружимых багов, но безопасная генерация подземелий - это основа таких игр и простейший алгоритм, ошибиться в котором может лишь разработчик крайне торопливый и безответственный. Наличие подобного в этой игре навевает меня на мысль, что развиваться она явно не будет. Рекомендую ради утоления интереса поиграть в демо-версию. Поверьте, больше чем есть там, игре вам попросту нечего предложить.
Игрок 0768Не рекомендует3 ч в игре
This game should be labeled early access, there's not a lot of content and my game would randomly crash about once every hour and I would love all my progress and drops. Ui, movement and combat is clunky and buggy. Very cool concept though.