The Swords of Ditto

The Swords of Ditto

released on Apr 24, 2018

The Swords of Ditto

released on Apr 24, 2018

"The Swords of Ditto is a compact action RPG that creates a unique adventure for each new hero of legend in the relentless fight against the evil Mormo. Explore a delightful but dangerous overworld, brave menacing dungeons, and improve your hero in a charming village, during your quest to overcome the evil that plagues the island. Unleash the mystical Sword of Ditto and grab a co-op friend for an unforgettable adventure filled with delightful characters, extraordinary loot, and heroic battles!"


Released on

Genres

Latest update


More Info on IGDB


Reviews View More

Maravilhoso visual porém chatíssimo

The art style is gorgeous!
But when I fully completed the very first run of this roguelike after 3.5 hours, with no deaths, I immediately realized what the main issue was.

A roguelike that captures a cute cartoony artistic style and parodies the Zelda series. While the game juggles the core tropes from Zelda it goes for a much more whimsical and silly tone, such as its legendary equipment being called Toys and power ups represented by Stickers.

The basic idea of the game is that there's an evil witch who curses the world and a hero arises who is challenged with defeating her. However every time you die 100 years pass until a new hero is born during which time the world changes.

The game's broad loop is that each time you're reborn you have 5 days to explore the land, gather equipment, complete dungeons, destroy the 'anchors' that weaken the final boss, and go face off against the big bad Mormo in her castle.

I think the problem with this game is that its whole design is contradictory. It wants you to explore but not to make too much progress, it wants you to get stronger but has scaling difficulty on enemies so you never feel stronger, it wants you to beat dungeons but imposes a bunch of arbitrary difficulty modifiers to slow you down. At every step it sort of punches itself in the face to justify it's own mechanics.

I think after my first win I realised that this is the type of game that's more interested in doing what it wants to do than really factoring in if that makes the game better or worse. For me it just didn't make the game any more fun. A lot of the design decisions seem arbitrary and I just couldn't get on with it.

Es un juego cuyo mayor problema es que quiere ser mucho más largo de lo que necesita. Gráficamente es muy simple, pero funciona para echar una partida. Coge tu espada y derrota a Momo bajo ciertas condiciones de tiempo. Mientras tanto haz puzzles simplones y mata a bichos con un combate aun más simplón para conseguir dinero y pasivas de todo tipo que mejoran al personaje. Después de una carrera contrarreloj consigue llegar a Momo, matarla y ahora repite todo esto un mínimo de 5 veces mas. Pos mu bien.

Recomiendo pasarse el juego una sola vez, dos a lo sumo, porque aunque el mapa y los bichos son aleatorios, es siempre lo mismo, los mismos puzzles poco inspirados, los mismos bichos y el mismo combate todo el rato. Pero es que en cada "run"Momo te pone una condicion. Acabar en 5 dias, que te persiga un señor invencible y... y ya. No se, ¿otra vez 5 días está bien? Las 5 runs se le hicieron largas incluso a los desarrolladores. Si hubiese un "Meh" en Steam le pondría esa nota, pero si debo elegir, si solo jugais dos runs de unas 5 horitas está bien.

Everything just felt too slow. If you could play at like 1.25x speed it would be great.