

Daemonic Runner
Sergey Bobrov · 2020 · Action, Indie, Violent, Retro, Gore
PC
Mostly Positive74% · 43
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Screenshots
About Daemonic Runner
You run at high speed and attack enemies.
The main point is to enjoy feeling of speed and your own dexterity. For me, just running forward is a pleasure itself.
Moreover there's a gameplay which requires accuracy of your movements.
I am a big fan of the old 90s games, and I tried to reproduce the graphic style of some games of that era. In general, I tried to make levels in the spirit of the first Quake, and to achieve the same feeling of a shotgun. Although this is not the main weapon in my game.
In summing up, you may enjoy the game if you like fast running, feeling of speed and the action games in general.
* A hard to master game with unusual gameplay.
* Fast-paced, it requires good reflexes and dexterity.
* Short, it only takes an hour or two to beat.
* Software-rendered retro style graphics from the '90s.
The main point is to enjoy feeling of speed and your own dexterity. For me, just running forward is a pleasure itself.
Moreover there's a gameplay which requires accuracy of your movements.
I am a big fan of the old 90s games, and I tried to reproduce the graphic style of some games of that era. In general, I tried to make levels in the spirit of the first Quake, and to achieve the same feeling of a shotgun. Although this is not the main weapon in my game.
In summing up, you may enjoy the game if you like fast running, feeling of speed and the action games in general.
* A hard to master game with unusual gameplay.
* Fast-paced, it requires good reflexes and dexterity.
* Short, it only takes an hour or two to beat.
* Software-rendered retro style graphics from the '90s.
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
pure fun1 found this helpful
Not sure if i can recommend it in good conscience. A very short and barebones game that's janky and sometimes a little frustrating. It feels oldschool in the way where the physics and hit detection doesn't seem consistent and the feedback to know when you land hits feels not very direct. The looks of the game are very rudimentary which i thought suited it well. It presented an enjoyable atmosphere. I play a bunch of Quake Champions and went in hoping for Scalebearer: the game. But this feels more like a tech demo. It has charm as a sort of lost old experimental jousting game but I wouldn't have paid full price. Mostly due to the level of finish/polish and the fact that it's only a few levels. I feel bad giving it a negative review but for anyone going in expecting something substantial but jank or polished while being ok with it being short might be left feeling a bit disappointed. I applaud the dev for making something like this and would love to see a more thought out, expanded and responsive feeling version of a game like this. Thinking about how to maintain flow with the leveldesign or maybe some extra weapons or abilities is something that could use some experimentation. …
I've continuously put this game off- off and on for lack of better word but this game isn't good enough at holding my attention beyond the few moments it had, the gimmick of using speed to do damage to your enemies is a fun one but due to the corridor/maze-like maps between a few open and very perilous catwalks, it just doesn't do much. The load times for a game like this are far too ridiculous for a game that's graphics and modeling shouldn't need to deal with this much.
I wanna start off by giving props to the developer. The game runs on a proprietary engine he coded himself and is quite smooth gameplay-wise. It’s got a great visual style, and the sound design is pretty solid, albeit imperfect. That said, this game has many flaws. Movement is fun in open spaces, although limited by an ominous fog which I assume is there to save on rendering power, but every other level is indoors with staircases that destroy your momentum by flinging you into walls, and you lose momentum between levels while you wait for the door to open. Turning your camera too fast also seems to reduce momentum, which I think could easily be fixed by implementing a sideshift mechanic similar to the one in Mirror’s Edge Catalyst, and would also add an extra step to the mastery of movement in this otherwise quite simple game. On a base level, the sword is fine. The faster you are, the more damage it does, and it’s always active assuming you’re in mid-air. The power attack, on the other hand, is problematic. It’s meant to be used as a last resort if you’re out of shotgun ammo and don’t have any momentum, but it is by far the slowest attack in the game, the animation taking almost…
Great, actually. Really unique concept and while a little iffy on story and pitch, it's one of the few steam games I picked up and replayed For its price, gotta say, easy pick
Map 6 is so ♥♥♥♥♥♥♥ stupid, I can't even hit the ♥♥♥♥♥♥♥ enemies with my sword or shotgun, they just shoot me in the air and won't let me hit em.
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