Have a Nice Death

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Добро пожаловать в счастливую смерть 1.0! Спасибо нашему сообществу за наше путешествие в раннем доступе! Теперь вы можете испытать восьмой дивизион — неизбежное разделение времени — с новым боссом, мини-боссами, врагами, концом истории, улучшениями «Качества смерти» и многим другим.

Добро пожаловать в ЗАО «Смерть». Отправляйтесь в путешествие по мрачноватым, но уютным процедурно сгенерированным отделам ЗАО «Смерть», где вы познакомитесь с целой россыпью ярких персонажей, которые всегда готовы поделиться свежими сплетнями. Например, ваша личная ассистентка по имени Ты Ква может похвастаться тыквой вместо головы.

Что посеешь, то и пожнешь. Оттачивайте умения (и, разумеется, знаменитую косу) в динамичных сражениях. В игре представлено более 70 уникальных видов оружия и улучшаемых заклинаний, из которых можно составить по-настоящему смертоносные комбинации!

Смерть не знает отдыха. Как известно, Смерть по сути своей бессмертен. Накопленный опыт поможет ему вбить здравый смысл в сотрудников и начальников каждого отдела ЗАО «Смерть»... а потом еще раз.

И еще раз. После каждого захода вы получите оценку эффективности, а вместе с ней — любопытные предметы и улучшения, с которыми будет проще продвинуться дальше.

Бесплатные проклятия только в мышеловке. ЗАО «Смерть» неоднозначно относится к личностному росту. Скажем, если вы усилите себя проклятием, трудовой инспектор может расширить круг возможностей ваших подчиненных, а то и повысить стоимость кофейка и других вещей, без которых работать — ну просто невозможно.

ПлатформерыИндиКазуальные игры

Системные требования

Минимальные

  • Minimum:
  • Requires a 64-bit processor and operating system
  • OS: Windows 10 (64-Bit)
  • Processor: Intel Core i3 6100
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce GTX 650 or higher | AMD R7 360 or higher - Some crashes may occur with Integrated graphics (GPU built into the processor)
  • Storage: 2 GB available space
  • Additional Notes: Specifications are not final and are subject to change. Intel HD may crash.

Рекомендуемые

  • Recommended:
  • Requires a 64-bit processor and operating system

Отзывы

Steam · Very Positive

Все отзывы в Steam

9 275 положительных из 10 803 отзывов

67

Игрок 8867Рекомендует18 ч в игре

You ever play a game with such a mixed to negative reception yet you have no issue with it Look. Do I think this game is for everyone?? no. Do I think this game is even particularly accessible to a wide audience??? no, even more so because of why I personally adore this game, but this isn't loving a deeply flawed game, I think this game is incredibly solid. Art and Sound Getting down to brass tacks, this game is drop dead gorgeous, its as up my alley as you can get being as halloween-ey as it, but especially with talent previously working on Rayman legends, no wonder its genuinely one of the best looking games out there of its breed. In fact, I think this game is so pretty with its gorgeous animations and painterly backgrounds that the simplistic UI, which 100% does get the job done, comes across as jarringly generic because everything else has so much personality pumped into it, which is barely a negative. And its soundtrack is just as good, its so full of personality and energy, throwing in fun oddball instruments mouth-harps and not choosing to let its halloween-ey sensibilities corner it into a complacently spooky sound, just like its visuals, its music may not hit for everyone as it has for me, but I simply don't think the quality on display can be overlooked. Its misunderstood gameplay I think its gameplay is what makes this game a fascinating case study in player reception and game execution. I really do love the gameplay on display here, most will see it as a hollow knight-esque, but I feel that treating it as this slower paced, methodical, reactive, pop in- pop out style of game like hollow knight, is the complete opposite for what I feel this game is going for, and why I think its exactly why complaints of tepid, stale or "button mashy" combat but also unbearable difficulty have been so common from what I've seen. I LOVE fighting games, and this game does scratch that itch because it really does play like one, specifically because of this games focus on cancels . If you mash your scythes attack button, you are put in an auto combo of sorts, one that does decent damage, but is pitifully slow and WILL get you hit as enemies past the first world are abrasive and mechanically tricky, and thats not even touching bosses. But what I think has been failed to see, and also failed to be explained that instead of mashing one button and being locked to an auto combo, cancelling the first two hits of your reg. sythe string into your down attack or up attack immediately opens up what this game is about. Recognising where each weapons cancel windows so you can either dodge, cancel into a down attack, and especially when getting into the spells and cloak attacks you pick up over the course of the run, you can get genuine combos with insane levels of damage and freedom. And I think this is beyond intentional because this game has a training room to lab all and any weapons that will be random given in runs, and because each main weapons cancel windows are vastly different, a reg. scythe is the most fluid where you can cancel almost anywhere in the first 3 hits of a string, but the twinsie is much slower, with its main cancel window being after the first hit, turning it into a hit confirm monster. But do not be fooled into expecting to have one combo per weapon, as you'll be making multiple combos of varying length depending on build and then situation, there truly is so much you can do here, and its not dependant on luck (obv playing with weapon builds you like would lead to better performance, and fighting with nothing but a scythe at the start of the run only makes combos layered but this is just the nature of the genre, and there is a level of choice that can still be made). Coupled with how mobile and agile the reaper is, it truly has cemented in my mind that enemy encounters were intended to be treated as almost micro speedrunning challenges, anticipating enemy attacks and acting before they even happen, using these combos to keep enemies in hitstun and dispatch as many as you can before you get swamped or even hit, an invincible dash only adding to this notion in my mind, turning the idea of individual stages not being randomized from potential slog to something that never really gets old, as enemies are randomized, and even with something as basic as the first world, it never really wears you down, as you'll slice through it and Brad, getting to the way more mechanically interesting second worlds before it could even get on your nerves. However, whilst i think the defining reason as to why the gameplay is so misunderstood is that some have potentially come in with expectations and were met with something completely different, not meeting the game at its own level and pace. But also, such a focus on cancels and speed, whilst can 100% be intuited and figured out by someone like me who loves stuff like guilty gear, I think what theyre going for here is so well done and fun, but is a bit above the average person that this game would attract... so maybe some form of elaboration on the pace your setting, beyond just "heres a training room!" would lead to people understanding and maybe even flocking to this game more... not everyone loves hitting the lab like me to figure out a game, so making it the only way to, outside of a fighting game setting where you have to be curious and creatively inclined, DOES create friction. Bosses Hands down some of the most fun and engaging boss & mini boss design I've seen in a minute. I'll also lump some of the later stage and bigger enemies in here, because whilst I've not beaten the game, I think even the first mini bosses and first Thanager in Brad already exemplify how excellent it is. Bosses unlike enemies cant be stunned easily or put in massive amounts of hitstun, and so you cant just go devil may cray and go bombo-combo, you do have to react as bosses outside take advantage of the usual playstyle through their attack patterns having tricks or being aware that you have an invincible dash and can go through them or just move around at insane speeds, but this is not swapping gameplay type A for type B. In gameplay with regular enemies, whilst I mentioned how anticipatory this games combat is, there IS an element of reaction, specifically in assessing what enemies have spawned, then leading you to decide in what order to dispatch them and what combos would be most effective, and how you'll use mana ect. Bosses take this further, leaning the slider into reacting as they hold the pace of the fight, forcing you to use cancel windows not for combo extension but rather to dash, but once acclimated to boss attack patterns, you'll soon be able to have the confidence to do a full length combo and stun bosses to then pull of some incredibly satisfying swaths of damage. These bosses are abrasive and wild, with lots of gotchas in their attacks, but nothing here isn't telegraphed or adaptable. Writing This game has really cute dialogue and seriously ingenious premise, especially when facing the Thanagers each time coming with new banter, there's so much writing here... maybe too much... I certainly appreciate the effort but sometimes with non gameplay related npcs, they can come off a bit verbose... but its nothing you cant just ignore outright, and when its good it really makes the company feel lived in instead of a selection of stages. 100% a new favourite for so many reasons, and despite my feelings of this clicking on all fronts in my weird brain as it seems most people haven't had the best of experience with this game, hopefully my perspective might make you boot up seeing the game at a new angle, or maybe pick it up if you are a fan of beautiful, tougher, incredibly fast paced games with almost fighting game like combos but not nearly as execution heavy, topped with that classic roguelite taste

62

Игрок 5862Не рекомендует6 ч в игре

刚出的时候买的,美术和动作设计都可以。就是内容太少了,本来以为游戏后续前途无量,结果更本就是没有前途,那么贵的价格不如去买《空洞骑士》和《空洞骑士丝之歌》或者其他游戏,去买小骨都比这个游戏性价比高

96

Игрок 4496Не рекомендует7 ч в игре

上手难度较高,游玩体验全看buff的构筑和对BOSS出招的熟悉程度,不适合新手。同时攻击后摇大且很难取消,打起来很容易出现打一刀后撤等十秒,在BOSS攻击间隔偷一刀的情况,喜欢贪刀的非常不建议游玩,因为游戏内血量资源非常珍贵,还有恶性伤害和普通伤害划分,回血机制相对复杂。总体来说个人感觉和死细等类恶魔城肉鸽相比爽点不太一致,对buff的需求也很高,相比操作可能运气占比更大,整个流程中BOSS数量较多,抬手相同的变招也不少,攻击范围不定,很难逐一记忆。入手需要慎重考虑个人偏好,性格稳定性和游戏手准。

03

Игрок 5203Рекомендует27 ч в игре

Поздравляем: вы только что отпахали восьмичасовой рабочий день в душном офисе, чтобы прийти домой, запустить ПК и отпахать ещё восемь часов в душном офисе, но уже в роли седого карлика с косой. Have a Nice Death — это потрясающий тренажёр для выработки стокгольмского синдрома, виртуозно маскирующийся под стильный 2D-рогалик. Игра продаёт вам заманчивую мечту любого выгоревшего сотрудника: вы — CEO компании Death Inc., а ваши подчинённые совсем страх потеряли и завалили вас бумажной работой. Казалось бы, вот он, симулятор физического наказания токсичных менеджеров! Но вместо удовлетворительного разгрома бюрократической системы игра моментально превращает самого Владыку Смерти в бесправного стажёра на испытательном сроке. Ваши враги — это буквально летающие папки с документами, токсичные кофеварки и заносчивые руководители отделов, способные снести 80% вашей шкалы здоровья одним неудачным чихом. Лечилок на уровнях меньше, чем годовых премий в региональном НИИ, а местная система «Проклятий» работает точь-в-точь как корпоративный соцпакет: вам обещают золотые горы, а по факту вы получаете пассивный бонус к урону ценой трёх производственных травм. Визуально всё выглядит так безупречно, будто арт-отдел действительно продал душу дьяволу ради плавной ручной анимации. Главная ирония Have a Nice Death в том, что она пытается высмеять капиталистический ад и гипертрофированное выгорание, заставляя игрока испытывать точно такое же выгорание в реальном времени. Игра предлагает вам платить собственным досугом за симулятор сверхурочной работы, чтобы к десятому забегу вы осознали главный урок корпоративного мира: сколько бы боссов ты ни уволил, завтра тебя всё равно ждёт новая бесконечная смена.

37

Игрок 3137Рекомендует4 ч в игре

I can understand why this has some mixed reviews, but I think I enjoyed it enough that I can recommend it. To anyone interested, keep in mind that the levels are always the same, they are not randomized in anyway apart from loot/weapons. The game looks great, there's a lot of lore to read through (maybe even a bit much lol), and the game is pretty difficult, so if you're looking for a challenge, you've found it. I didn't finish this game, nor am I that interested tbh. I may come back to it soon during the spooky season, but I've had enough for now.

87

Игрок 3787Рекомендует2 ч в игре

Cara... eu me lembro de ter jogado esse jogo mas ele não aparece no meu perfil... será que ele teve uma boa morte?

12

Игрок 9712Не рекомендует23 ч в игре

22 hours in the game, and... I think that's enough. The rng is the main feature of roguelike games but.... the balance between trash and actually useful things shouldn't be 9\1. So.. you need to either concentrate on the Scythe or the Cloak or the Spells... buuuuut.... the chance to gather an actual build is around 10% and the most frustrating thing in this situation is that to really understand whether you were lucky or not you need to play around 1 hour of the run. Had a lot of laugh at the black humor, though. Here it's like 10\10. Sorry, but the gameplay sux totally. Haveto trash the game with hopes of future changes which are unlikely surely.

97

Игрок 6897Не рекомендует4 ч в игре

打击感确实强,但是动作衔接并不连贯,,,向上向下攻击的优先级低于前后,打飞行小怪得对准了再打有点难绷,我搁那按住上点攻击就是不抬头,就得松开前后以后才能朝上打,,,下平台要按空格但是跳起也是按空格,我想实现在平台上跳起然后下砸到下一层就一个都不能按错,不然要么是在平台上派生下攻击 要么就是跳起来下不去一直挨打

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