

Tribute of Minos
Sean Marty · 2025 · Dungeon Crawler, Strategy, Roguelite, Perma Death, PvE
PC
2 user reviews50% · 2
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About Tribute of Minos
The idea of the game is quite simple. You're in a maze, you have a key, and you want to escape. Obstacles lay within the Labyrinth such as traps, starvation, those alive inside, and of course the Minotaur. The game features turn based movement for strategic use of consumables, a difficult to navigate map, limited visibility, and the pressure of needed to satiate hunger to stay alive. Combat is not turn based, instead both combatants have a variety of actions which can be used to attack, defend, hinder the enemy, or buff oneself. Combat is done in a sort of rhythm game style bars which contain these actions.Collectables within the Labyrinth can be used strategically to help you survive. These include potions, poisons, traps, food, and items of magical power. Hundreds of items, relics, and enemies paired with a randomly generated Labyrinth each game makes for endless replay ability as you challenge yourself to escape.The game features rogue-lite attributes where death is permanent. Gold collected can be used to buy permanent upgrades and new characters. And an ancient magical collectable known as Thymos can be used to buy permanent stat ups. As of now, there are six playable characters each with their own skills, stats, and general playstyle. There are also 16 different Gods to choose from to give you a perk throughout the run. These gods are based around the 12 Olympians as well as 4 other important figures in Greek Mythology.
What Steam players say
Recent verbatim reviews from Steam — separate from playze.io community reviews below.
Tribute of Minos has a charmingly lo-fi pixel art style and some nice ideas in terms of lore and general tone. However the moment-to-moment gameplay is a bit difficult to follow. The player character movement in the maze has a very jerky quality which is hard on the eyes, and the combat controls can be difficult to master with high and low block, as well as attack options. The combat might work better as turn-based instead of the current realtime system. The overall effect is like a speeded-up turn based system. On one playthrough my character ran out of energy and needed to rest, but there did not seem to be any way to restore his health. Overall this game has promise, but the control issues, and the jerky top down movement make it hard to recommend in its current form.
Shocking amount of effort put into this game and definitely has a lot of replay value to it. Combat is rather difficult and unintuitive but a little bit of polishing with the block and dodge feature will definitely make a world of difference, or could just be skill issue and that I played this while really high. My big complaint is the unhelpful help tab, it provides the same amount of information that you could get at a glance in-game and definitely needs a revamp; describing what buffing and debuffing does, how blocking and dodging works, along with some strategies for beginning the game would really change the starting experience of the game. ESPECIALLY WITH COMBAT; the lane system can get confusing and overall I didn't feel like I had a grasp of how to actually fight. I feel like I could add more to this but right now the combat experience is stonewalling further exploration of the game. There is a lot of potential in this game and I would really like to see where it goes, well done.
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