红石遗迹 - Red Obsidian Remnant

红石遗迹 - Red Obsidian Remnant

Red Obsidian Studio · 2017 · Action Roguelike, Action, Indie, RPG, Roguelike

PC
Very Positive84% · 676
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About 红石遗迹 - Red Obsidian Remnant


Game System Introduction

  • ★ A Roguelike gameplay and action system combined dungeon game.
  • ★ Up to three weapons—used alternately in the battle, forming intricate attacks.
  • ★ Props with many varying results to enrich your decisions in adventure as well as your outfits.
  • ★ Monster differentiation system—the same monster may be affected by various differentiation elements, becoming tough to deal with.
  • ★ With similar event mechanism like TPRG, all kinds events contain a certain choice and randomness.

What are the creative motive, game plot and game mechanism of the Red Obsidian Remnant? Which games do you use for reference in the process of designing?



As our first independent game, we choose the Roguelike dungeon type, because it is relatively well controlled. All the game experience is concentrated in a single hour of the game time, so that we can be more focused to make it rich and harmonious. Faced with the emerging of more and more roguelike dungeon games, what we can think of is to combine our game with ACT in order to make a difference. We hope the finally added plot can make the game more complete though the story is not the main part of the game.

Speaking of reference, we’ve seen a lot of good works and I think that encourages us to make our own. So, you may feel intimacy while playing the game. Since we all have been more or less influenced by Falcom, I think our game style is somewhat similar to that. In the aspect of Roguelike elements, we borrow a lot from The Binding of Isaac. I am an old player of the retro arcade games. I played a lot of SNK’s classical fighting games and the Last Blade is my favorite. I like to play on the arcade fighting platform occasionally, to recall the past.

What elements of the Red Obsidian Remnant do you think are interesting and innovative? In your opinion, what’s the core of the dungeon exploration roguelike game?



It’s our first time to make a Roguelike game, but we played a lot and we learn from others. The Roguelike game is the concentration of the long-term RPG, in which players have to experience a time to develop, and to develop changing routines in order to maintain freshness in each play.
The Red Obsidian Remnant is an action game and its fighting routine changes reflect more in moves. Besides, the equipment in the Red Obsidian Remnant is the key to influencing the development of the role. So we let the roles carry more weapons. The moves of each weapon can be used alternately and the combination of different weapons can directly form a fighting style. This can be counted as a solution, which just solved problems in the design. I think rules are born under various restrictions.

What are the characteristics of the monster system in the game? How to keep the balance of the monster system and the difficulty of the game?



As the action game, its basic part is to design monsters with different moves, based on which we add monster differentiation system. The differentiated monster will be attached around with spinning balls and each kind of the balls carries various effects, which may cause the monster explode or parasitize, split after death. You can simply do the math. Besides, there exist no monsters with pure armors since the armor will lead to the invalidity of the ACT basic system after the attack, and the failure to attack consistently, which will make you feel suck. Therefore, the characteristic of armors here is only adopted as part of the monster’s moves.
As for the difficulty and the relationships among monsters, we will enhance the AI initiative of the monsters, times of differentiation and the probability of the emergence of dangerous houses in the high difficulty mode. The premise is to maintain the basic value of monsters.

Sina Weibo


http://weibo.com/ROStudio

What Steam players say

Recent verbatim reviews from Steam — separate from playze.io community reviews below.

Recommended Jan 18, 2021
My Quicktake on it (Parody): https://www.youtube.com/watch?v=-JYrC4IfxGM I have since finished multiple runs on all difficulties TL;DR: [h1]Pros:[/h1] [list] [*] [b]+[/b] Intriguing Talent/Misfortune System [*] [b]+[/b] Fluid transition from one weapon combo to the next [*] [b]+[/b] Equipment stacking [*] [b]+[/b] Endless mode with Leaderboard [/list] [h1]Cons:[/h1] [list] [*] [b]-[/b] Bosses are always the same [*] [b]-[/b] Somewhat small selection of equipment and artifacts [/list] Red Obsidian Remnant can't quite keep up with the genre giants, but has a few unique ideas going for it. Generally the combat is pretty decent, it's not amazing by any means and especially against flying units, it can feel a little frustrating at times, but the 5 different weapontypes can be strung together quite effective mid-combo which feels great. While there is a somewhat small selection of artifacts and equipment compared to f.e. binding of Isaac, if you happen to find the same piece multiple times, it's lets you stack them, increasing it's level und effects over and over. Additionally you can encounter NPC's that give you little sidequests or can be hired as mercenaries, and plowing through …
8 found this helpful
Not recommended Feb 13, 2021
You spawn in a room, kill stuff, pick a new room, kill stuff. Get gear. Gear has next to no variety. Enemies have next to no variety. The rooms have next to no variety. So what we have here is another game that's hedged all its bets on combat. And the question is: Is the combat good? Well inherently its going to be kind of lacking because of the enemy variety. But even beyond that? No. You get to take two weps with... okay movesets. And juggle enemies. Do it enough you get a super move to spend meter on. Its basic, functional, fine. But not satisfying. Its just so easy. The enemies barely fight back. The moves are too strong. One move in particular: There's a weapon in this where the super move is to throw it at enemies. It tracks them. It nearly instantly kills everything. ANd its basically free.
5 found this helpful
Not recommended Aug 23, 2022
English is so bad you dont understand anything... which is a problem as there is no tutorial (another problem), and if then the text does not make much sense, its almost hopeless... Game also seems dead...
2 found this helpful
Not recommended Jul 13, 2021
I had a few significant issues that contribute to a negative review: 1. The game refused to detect my controller... 2. ...so I tried mouse & keyboard and could not rebind my keys. The menu option is there but it doesn't save my settings. 3. On MKB, I cannot find the button to pick up items. It's not in the settings (although it does exist for controller) and I tried tapping all buttons on my keyboard while standing over an item and nothing worked. As for the game itself, I managed to get through the first floor with no items and it seems alright. But I cannot continue playing the game with obscure unchangeable keybinds (why is the default dodge bound to U?!) and being unable to pick up items.
2 found this helpful
Recommended Nov 2, 2025
just can't get enough great gem
Recommended Jun 11, 2023
Yes

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