Halls of Torment – Grimdark Fantasy Undead Horde Roguelike



Halls of Torment gameplay with Splat! Let’s Play Halls of Torment and check out a game where you’ll churn through mass blobs of enemies in pre-rendered fashion until the job is done.

Download Halls of Torment : https://store.steampowered.com/app/2218750/Halls_of_Torment/
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41 thoughts on “Halls of Torment – Grimdark Fantasy Undead Horde Roguelike”

  1. completely agree with a beefy roguelite upgrades. i want massive upgrades that i have to work hard for. not small upgrades that i have to buy 1000 times.
    blood on the ground is most likely a visual clerity thing. maybe they added it and it was harder to see what was going on?

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  2. I "love" how much the term Roguelike has been bastardized over the last decade or so. Even if you accept the new definitions (I don't), this game should still be called a Vampirelike or VampSurvivorlike. Decent game and great commentary like always, nonetheless.

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  3. One thing I noticed while playing was how deflating it felt to kill a boss mob and get average looking gear off them like leather boots or a basic ring of crit chance, and never anything magical or rare. The crit chance ring grants 5% but as the Archer one Crit level grants 3%! I hope the developer also considers adding Weapons as options for attack type variety. I kept trying to find ways to make the Archer fire more than 2 arrows but was unsuccessful, or make the Warrior have a wide slicing arc but it takes many levels. All told, I wish the devs good luck and to keep an open mind to criticism! They have a neat game on their hands.

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  4. Pretty good. It is an alpha, but a lot of the main stuff looks pretty solid.

    The enemies are way too soaky later on.

    Distance you need to trudge to get to any powerup is pretty long.

    Enemy scaling is pretty aggressive. Let the player feel powerful for a few seconds before scaling the enemies up.

    Enemy directional spawn isn't too bad, but is pretty crowded. Later levels I'm just steering for gaps and am counting mostly on random hits and skills to do damage. I can't really play the game because I'm constantly adjusting to new spawns directly behind me.

    … in essence twist each difficulty knob down a bit. It's a little overtuned.

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  5. Whats is common in those games as Diablo 2, POE and VS. Is horde and some build. How don t need spent hours but just the few minutes to get to point slaughter hordes of enemy. In was is natural evolution of such beloved game. What the player wants and is looking. Tottaly dig that style yes. Heroes 3 was most probably the most beautiful game. Who ever made the cities did a masterpiece of work. Units were awesome as well. At the end of video how much ours can sink up to see what will unlock. Its like quests. YEAH. Not that don t do the same in POE with achievements.

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  6. 7:39 I feel like option 4 was uh, better. Though I don't know if there's a real distinction between crit chance, and crit chance for your main weapon (only?)
    Also, I cannot stress enough how much better 20% crit damage is over 5% crit chance. It's twice as good. To put it in perspective, 10% crit damage is equal to 5% crit chance. It's imbalanced, at least when you had the choice for both.

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  7. for the equipment being seen, it should just be a layering issue sure you would still need an individual frame for each position for each piece of equipment but you should just be able to layer them over each other.

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  8. For someone who has absolutely zero nostalgia for the Diablo games (didn't like them then, don't like them now), this game is aggressively ugly. I get that the drabness and awful looks are spot on in terms of its inspiration, but diablo was never a looker and this is much more stripped down.

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  9. somehow I unlocked the executioner, who uses a flamethrower fast attack low crit rate, and they are hands down the best character so far. i only have 3 characters unlocked though. there is a way to gather equipment and save one new piece per round, then purchase it and be able to use a loadout each round. kind of cool.

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  10. I'm actually gonna disagree. I think the way they're doing it is AWESOME. It doesn't need a lot of extra complexity to sell me, the way they're handling progression is a wonderful and welcome addition to the VS subgenre.

    Plus… a boss with actual mechanics? Yes, please!

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  11. That comment about bosses being a pop quiz is actually something Zelda games have done great over the years; each boss in a new dungeon has often been built around you finally mastering whatever new item/weapon you collected in said dungeon to help you traverse it.

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  12. I feel like the 40k universe would be perfect for a Survivor-style game. You've got a ton of factions to pull enemies from (both mook and elites), you've got tons of options for abilities and heroes, and you've got a built-in fanbase.

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  13. I think blood and gore littering the ground could quickly make things difficult to parse. I've seen it happen in Binding of Isaac and I've never felt good about it in other games.

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  14. Why you no like the 40% pick up range buff? The more crystals you pick up the faster you level up. And it NEEDS more and BETTER skill upgrades. I mean dang, you only got 3 new weapons in that near 30 minute run. Weak dude. It HAS potential but needs improvement before I drop cash on this fire. Luvya Splats, be cool Bro.

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  15. Dunno, seems kinda boring. This type of game is meant to be a fast power fantasy, yet the stat increases are tiny, the weapons are uninspiring.
    You play this and then go play something like Rogue: Genesia and the difference is astounding. And no its not because this is a pre release, rather its about the games approach.
    The visuals are pretty nice though. As Splat said, lean more into the Diablo aspect. Adding some blood and bodies that despawn slowly, some more visual flare, and then just keep building on what you have to polish the product would be a decent diection.

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  16. Splat, just a quicky. You have to unlock items to appear in chests by achievements. I am not sure if this is a good idea, but just for your info. Also there is a skill perchament and a loot chest already spawmed in each map…for a bit of walk.

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