Seraph is a skill-based, acrobatic shooter... without aiming! Take the role of an angel who's mastered the art of 'Gun Fu' as she blasts and cartwheels her way through hordes of twisted demons.
User reviews:
Overall:
Very Positive (164 reviews) - 90% of the 164 user reviews for this game are positive.
Release Date: Sep 20, 2016

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October 2

Seraph updated: Patch notes for V1.04

Seraph V1.04
  • Boosted speed of difficulty gain in Pressure from 0.01 diff per 0.3 seconds to 0.01 every 0.2 seconds. This will shorten this game mode a little bit.
  • Increased number of enemies in Treasure hunter game mode by 50%. Gotta be quick and dodge those enemies.
  • Increased spawn rate of enemies Head Hunter (6 seconds now reduced to 5 seconds) and also boosted number of enemies to start in each level.
  • Fixed a visual bug where the Displaced Teleport warning was stuck on loop.

6 comments Read more

September 29

Seraph updated: Patch notes for V1.03

Some difficulty and visibility tweaks in today's patch.

Seraph V1.03
  • Reduced minimum difficulty increase per level in Residence Sector to +0.2 rather than +0.25, and difficulty increase in Halls of Pilgrimage to +0.1 rather than +0.25. Overall, the minimum difficulty you will be at to fight "the final boss" is now 5.5, down from 6.5. Due to the way the difficulty curve is presented, this is a fairly significant drop in power.
  • Added new "!" graphics to the Displaced's teleport attack and the Thaumaturge's Fire Pillar attack. These should help players spot and thus avoid these attacks.
  • Doubled the health bonuses on level Oath from 1/2/3/4/5HP to 2/4/6/8/10HP on level up.
  • Corrected the spelling/grammar of several German translations, such as "reduction TO 80%" on Chilling Rounds, Sapphire and Topaz item descriptions no longer mentioning "Ruby".

4 comments Read more

Reviews

“Seraph is not just a great game, but a triumphant one built on fusing engaging gameplay with an elegantly-arranged world environment.”
9/10 – Hardcore Gamer

“It's wonderfully frantic stuff as you zip around levels that thread you through corridors one moment and drop you into open arenas the next.”
Eurogamer

“Seraph conducts a makeover on the old model of side-scrolling platform run-and-guns, blessing gamers everywhere with a fantastic contribution to the SHUMP genre.”
9/10 – Geeks Under Grace

About This Game



Seraph is a skill based, acrobatic combat platformer... without aiming! Featuring an angel, known as Seraph, who's fighting to restore her lost power and ultimately escape a prison infested with demons. However, dark magic has trapped the angel inside her human Vessel: if the Vessel dies, so will Seraph.

Key Features

  • Gun-fu acrobatic combat - Seraph chooses her own targets with a wide range of deadly firearms, allowing the player to focus on acrobatic evasion instead. Dodge enemy attacks with lightning fast reactions and look awesome while doing it!
  • Dynamic difficulty scaling - The on-screen difficulty rating ensures that the game is always challenging. The better you do, the harder the enemies (but the greater the rewards!).
  • Designed to be replayed - Levels are procedurally generated and filled with random pick-ups, enemies and bosses. Craft new weapons, Miracles and protective items through the Transmutation feature and unlock powerful passive Oaths for your next demonic encounter. Daily and weeky challenge leaderboards allow you to test your mettle against other players.
  • Not a rogue-like! - Seraph can be slain in her battles, but doing so will mean resurrecting with less maximum health. Discover hidden checkpoint orbs to save your start point through the campaign if you die completely.
  • Twitch features - Seraph can be played in Twitch mode, allowing viewers to vote between levels to give the Streamer a positive or negative modifier, which then actually alters the game!

System Requirements

    Minimum:
    • OS: Windows 7 or higher
    • Processor: Intel i3 3.0GHz
    • Memory: 4 GB RAM
    • Graphics: Nvidia GeForce GT 450
    • DirectX: Version 9.0c
    • Storage: 2600 MB available space
    Recommended:
    • OS: Windows 7 or higher
    • Processor: Intel i5 3.0GHz
    • Memory: 4 GB RAM
    • Graphics: Nvidia GeForce GTX 560
    • DirectX: Version 10
    • Storage: 2600 MB available space
Customer reviews
Customer Review system updated Sept. 2016! Learn more
Overall:
Very Positive (164 reviews)
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120 reviews match the filters above ( Very Positive)
Most Helpful Reviews  In the past 7 days
1 of 1 people (100%) found this review helpful
2 people found this review funny
Recommended
24.9 hrs on record
Posted: October 4
I would sit down for the next 6 weeks thinking and typing up a decent review for this game, but I have the brain of a worm and the motivation of a sloth.

Pros:
- You have guns and boobs attached to yourself.
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2 of 2 people (100%) found this review helpful
Recommended
55.8 hrs on record
Posted: October 4
This is one of the best games I've played this year. That includes not only 2015/2016-new games like Overwatch and Shadow Complex Remastered, but also older classics stretching all the way back to the NES (like Super Dodge Ball).
If you haven't gotten it yet, why the buck not? Go, go buy it!

Tight controls and combat, interesting and varied enemies (though still hopefully the quantity will increase via updates/DLC), and a story that you don't have to bother with but won't regret paying attention to.

Twitch Mode: Your Twitch chat can choose to help you out or screw you over! If you've got tons of viewers, you'll never know before the stage begins. (Warning: Game does not do the streaming itself. You must have your own streaming solution.)

Dynamic Difficulty: You suck, game stays easier. You're amazing, game FRAKKIN' KILLS YOU. Technically, you can max out your difficulty (10.00) before the first story boss, even playing on Normal! I personally got up to 7.81 against that boss and died there. I got up to 8.10 later in, in a prior run. And I LOVE IT!

Look, seriously, go buy the game already. You won't regret it.
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Most Helpful Reviews  Overall
41 of 47 people (87%) found this review helpful
3 people found this review funny
Recommended
11.3 hrs on record
Posted: September 20
TLDR: Buy it.

I had no idea this game existed until I saw it released from early access today, and picked it up on a whim and have been very pleasantly surprised. It's a very slick action oriented platformer that's a ton of fun to play. If you have any interest in difficult platformers, pick this up, it's an absolute steal.

Positives:
Adaptive difficulty - I *love* this feature, if I'm playing well I get better rewards and things ramp up.
Refined movement - Double jump and and a dash with invicibility frames really lets you flit around and dodge like a madman, when you're in the zone it's a ton of fun.
No aiming - As weird as it sounds, I actually like the fact you don't have to aim, it makes concentrating 100% on movement possible.
Daily/Weekly challenges - There are challenges which reward high level upgrade items in game if you do well in the rankings, which keeps things interesting and provides incentives to keep improving.
Enemy/Item compendium - The pics/info on the enemies is really cool and helps provide some background to the story.

Negatives:
Backgrounds can be tough to differentiate - At times it's hard to tell if something is the ceiling or an opening you can jump through.
Unexplained mechanics - A lot of the mechanics in the game are left up to you to figure out, the loading tips are useful but there's no manual or any detailed explanations for what everything in the game does.

Summary:
I love platformers and buy a ton of them, this is one of the best I've played in a long time. Highly recommended.
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24 of 29 people (83%) found this review helpful
1 person found this review funny
Recommended
2.0 hrs on record
Posted: September 25
Unity engine, done right. This game is my "the standard" for unity now. Looks and feels amazing, sidescrolling combat with stage leveling and personal progression. Gives you that metroidmania feeling of sorts. Speed run modes, multiple difficulties and replayability this title is a damn treasure.

Normally folks tell me unity and I run the other direction, steam has given me so much crap. This however is amazing. I cant really justify it. For the price tag, this ♥♥♥♥ was super worth it.

Good job dev. Achieves and badge supported. This is a person who actually cared about his title and vision, in the sea of junkware titles, this is not junk.
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22 of 28 people (79%) found this review helpful
1 person found this review funny
Recommended
5.8 hrs on record
Posted: September 21
This was an impulse buy when I discovered this game in the discovery queue [first time that's maybe worked for me?] I Only needed to see only 2 or 3 of the screenshots before I clicked to add to cart button. This review is coming from someone who bought the game during it's Early Access and playing the now finished version

Whats goood about it?

Artstyle - Very vibrant colors and nice visual effects that can really immerse ya into the gameplay

The Adaptive difficulty - Is a pretty cool feature. When im in my zone, I can kill everything in sight and the difficult ramps up which also rewards better stuff. If im not playing so great, the difficulty scales down and I wont be punished as much by the swarm of enemies.

Auto aiming - Is a total first for me to love auto aiming in a game, even the ones with 'assisted aim' i always disable this. This gives me more focus on the acrobatics and platforming

Gun Fu Acrobatics - It feels like a 2D Bayonetta at times. The movement and animations are very good. Lots of acrobatic moves while shooting stuffs

Level Tilesets - This adds even more replayabilty to the game because even if you have to replay the first level/mission, the tileset will be different from the previous run, making things a little bit more unpredictable

Crafting / Loot/Weapon/Item Pickups - Is another cool feature that I wasn't expecting. Is possible to craft new weapons, miracles and other things that grant certain passive skills. Another big Plus in my book

Daily/Weekly challenges - These can really help with getting relics/loot and adding even more replayability to the game. There aren't that many different challenges at the moment, maybe 4 or 5 different ones for Daily and the same for Weekly I think? However the random tilesets again adds more replayability

Whats Icky about it?

Hmm, to be honest the only thing that bothered me about this game was that the main character, Seraph HAS NO SHOESS!!
-Thankfully the dev has addressed this critical issue as we all know, every butt kicking angel deserves to be wearing some awesome heels or boots (=

On a serious note, the only negative thingy I can find about this game is that sometimes the level design can be a tad confusing at times while moving throughout.

If ya are looking for a fun 2D shooter with uber replayabilty, then give this title a go for suree.

Do I recommend it?

Yap Yap

9.5/10 (=
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23 of 30 people (77%) found this review helpful
1 person found this review funny
Recommended
19.9 hrs on record
Posted: September 23
Seraph is a well-done and very challenging platforming shooter that kind of makes me think of a mix of Bayonetta and an old Xbox game called Gunvalkyrie, but as a side-scroller. You also have an upgrade system like that of an action-RPG, where enemies drop resources that can be used to improve your weapons, spells ("Miracles"), and special limited-durability items that are the closest thing you get to armor. In addition, your character gains passive buffs, either from gathering the game's equivalent of experience points or from using special items called Shards, which interact with Seraph's three skill trees--Munitions, Defensive (which I recommend focusing on first, because your very limited health needs all the increases it can get) and Holy, which is a mix of offensive and defensive bonuses. Shards work similarly to combining metal in Team Fortress 2: three of Shard A makes Shard B, which is stronger; three of Shard B makes Shard C and so on, and Shard strengths and rarities are represented through colors, similarly to a loot system.

The game doesn't really "have" a loot system per se, as other than finding resources and Shards that enemy Daemons drop, you are responsible for what you want to earn and upgrade. You can't make crafting decisions while you're in the middle of playing a section, but you can do so in between levels, as well as (smartly) from the main menu, which comes in handy if you know you're facing one big enemy instead of many little ones. However, you also don't have true weapon loadouts: other than your dual auto-pistols, which are always with you and are your only infinite-ammo weapon, you can carry a second weapon by gathering one from numerous lockers spread throughout the game. Which weapon you get--shotgun, assault rifle, submachine gun, railgun--is randomly generated, though some lockers might instead just offer extra ammo for the one you already have. Weapons don't have randomly generated prefixes or suffixes that determine their capabilities, so their power generally depends on your investments into upgrading their stats. Don't neglect your pistols, as they're invaluable when your stronger weapons run out of ammo.

Even basic enemies can severely damage Seraph, and health pick-ups are very rare and rather meager when they do appear; in some cases these will barely replenish the equivalent of taking one hit. The game's central mechanic is its 360º evade system, whose two quickly recharging uses also function as a quadruple jump. You're meant to rely on the invincibility frames this gives you. Seraph targets enemies automatically and is generally smart enough to prioritize the close ones, though you can also lock onto them if you want the camera to focus on enemies instead of you. At times I'd like to zoom the camera out before blindly jumping into an area I can't really "scout out" beforehand. Along with replenished health, you get three lives per level, each of which having a significantly smaller maximum health than the one before it, so you effectively have 200% health spread over three lives. Lose all of those, and--this was forewarned but may turn a lot of customers away--you resurrect at the last checkpoint you activated, even if it was in a previous level. Many levels, which individually are small despite their nonlinear design, have secret areas that have these checkpoints and health/gun/ammo refills, so after you complete an area, you might not want to make a beeline for the exit without also looking for a secret checkpoint, unless you're already about to die. The game's few major boss fights thankfully auto-save at their beginnings.

You can also find text logs, and for its genre the game actually bothers to tell a decent story; its writing style is flowery yet sometimes vague, but the story tries to be more complex than just a straight good-versus-evil tale despite its techno-religious motif. It's even a bit touching when it's not being cynical. These logs, which can be read during gameplay or accessed from the main menu, do a good job of setting up the complex relationships of the game's small cast, especially between Seraph and "its/their" vessel--intriguingly, but never ham-handedly, a Middle Eastern woman, whose interesting backstory brings up a lot of ethical questions. Character dialogue can be skipped but is worth reading. Even the weapons, the various Daemons, and the resources they drop have their own little bits of lore, which is a really nice effort despite the weapon designs lacking creativity. All these bits of story do a good job of explaining concepts other genre entries might take for granted: why are there Daemons, and why do you in particular want to fight them? How does gameplay death work if you're an angel? How do experience points work? Some of the Daemons, however, look like they came out of Dead Space and were then run through a grayscale filter--some more color and design variety would have been nice. The ending gives you two choices but doesn't really explain much afterward, even if I still had fun overall.

Many enemies also have icons over their heads representing their abilities, but the game doesn't extensively explain those unless you look them up in the main-menu manual; the ones that really matter, however, will probably become obvious during gameplay. The procedurally generated level designs function well (except for the one time a mandatory enemy spawned inside of a wall, forcing me to exit my Survival run) but don't always have a lot of 'art' to them. Graphically there's not as much style as something like Transistor or Mark of the Ninja, but the setting concept is thoughtful and interesting. The soundtrack, which reminds me of a mix of Frozen Synapse and Splinter Cell: Chaos Theory, is a lot better. On smaller notes, some of the platform supports can be jumped through while others cannot (not sure why), and the "Motes" you gather sometimes look a bit too similar to the light fixtures.

The single biggest reason to play the game, besides its defense mechanism, is its difficulty, numerically represented in a corner of your screen. This adapts to your playing skill and singlehandedly keeps the game fun: the early levels might seem too easy while the game calibrates, but that won't last. You can also choose starting difficulty from a few options. The main story may only take about four hours, but the last boss fight was INSANE even compared to the rest of the game and took me yet another four hours' worth of attempts, with the difficulty never decreasing all the while. I'm not complaining--it was amusing and even somewhat welcome to see a game so utterly unapologetic about its challenge, and I most certainly never got bored. However, (this will hopefully be fixed) that last fight could use better optimization, since the bullet spam repeatedly slowed down my framerate--devastating in a high-speed game like this--and caused one of my two crashes. There's also a funny but minor glitch where Seraph's graphic got stuck in a prone position but otherwise played fine. A controller is highly recommended, as the keyboard technically works but makes directional evades a bit of a pain. Most actions can be rebound, except for pausing and (on a controller) movement and enemy focusing, though the left and right stick functions can be swapped.

You also have daily and survival challenges you can do, complete with leaderboards, and some select rewards from these challenges carry over to the main game. If you perform well (e.g., top 75%/50%/etc. of players), you can get extra items.

Other than some issues with the art and the game's stability, I've been very happy with this little game that takes a simple concept and keeps it exciting. Time to start New Game Plus!
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15 of 17 people (88%) found this review helpful
Recommended
7.9 hrs on record
Posted: April 26
Disclaimer, this review is for an EARLY ACCESS product, this means the review should be deemed provisional, and will change as the game evolves over time. Key supplied by developer.

So here's an interesting idea, when is a twinstick not quite a twinstick. When you ramp up the incoming fire to near bullet hell levels of difficulty!

Seraph, from the developers of Ironcast, a rather interesting game in its' own right, is in essence a side on shooter where you play an acrobatic angelic/human host, bound up in a prison explicitly designed to hold said angel, for reasons unknown, and at the start of the game, your prison is opened. The guards are well, they're not doing so good, you collect a pair of pistols from the ground, and set off to find answers.

As an angel in a human host, you have access to miracles, most key of which is the ability to despatch demonic invaders with a flash of your wings and a touch of your hand. This requires you to be in -close- proximity. Considering that everything in the local area wants you dead, and you've a limited time to make this happen, this can be rather dangerous. You also have your rather human tools to hand - guns, lots and lots of lovely guns. They come currently in two flavours, the default twin pistols, which can be aimed at two seperate targets, and primary weapons, which range from the straightforward (Autopistols, shotgun, submachine gun, AR) through to the nutty (Railgun... RAILGUN?).

Spend your bullets carefully, you don't have infinite numbers...

These primary weapons are categorically more powerful than your plink plink pistols, but they have limited ammo, and as a consequence you have to budget your use of these powerful primary weapons carefully, saving them for the much more powerful demons that can regenerate, and the multi stage demonic champions that require multiple smites in order to bring down.

This arsenal is all fine and well, but it doesn't touch on the signature element of Seraph's core gameplay, a "smart targetting" system that takes the hassle of finding enemies for you. Seraph will auto-lock the closest threat and direct her fury at them with whatever firearm you've selected whilst you focus on moving, using miracles, and generally not dying. The not dying is important, see, these enemies will throw a LOT of nasty attacks your way, and as the difficulty ramps up, the attacks not only increase in damage output, they'll also increase in variety.

Enemies gain -new- tricks as your difficulty dynamically cranks up, matching your skill as you go. Finding things too easy? As you mill the enemies, you'll see the difficulty counter in the bottom counter begin to race upwards, and before you know it, your opponents will have new toys to play with, will hit harder, and need more ammo to bring down. The reward however is more components, and more experience.

An early taste of the angelic offerings

Currently the game only offers a subset of the possible blessings, oaths and miracles that will be in the full version, we've a lot more to look forward to, but the moment to moment gameplay is absolutely excellent, providing a good cross between spectacle shooter and bullet hell where your management of the blink resource and your positioning proves more vital than targetting and dealing damage. This is a game that rewards good placement and evading your foes, before surging forward to deliver lethal strikes in a real hurry. You need to be fast, elegant and acrobatic.

Graphically, for a two dimensional game it is highly reminiscent of ACE's Abyss Odyssey, but with a very futuristic touch, and a matching soundtrack to boot. The soundtrack having a very electro-industrial feel puts you in mind of things like Equilibrium and the Matrix, which is very fitting given the gunplay involved.

There's also suggestions and bug fixes being worked through by the developers, and more good things will hopefully be on the way.

At this point my final judgment is -

Verdict : Highly recommended
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21 of 29 people (72%) found this review helpful
2 people found this review funny
Recommended
12.4 hrs on record
Early Access Review
Posted: April 26
Seraph is a great Early access title... it's not complete and i feel it's mostly missing a ton of additional content which is the games current biggest issue: Lack of variety. But the core gameplay is VERY good so it's all expanding, which is positive

Full video review:
https://www.youtube.com/watch?v=QBRmKFBlhBk&ab_channel=GuyLogic

Textual summary:
A bit of text will never compare to a long video in dept of detail, so i always recommend watching the video.

The game has a ton of cool stuff to it, from the various procedually generated levels, the 3-tries system before a death and the many arcobatic moves it all fits together.

The main thing that drives this game is the smooth animations and platforming experience, both in terms of completion, unlocking new content as well as the "lite" crafting system. The various mobs are well designed and the abilities they have are all pretty great.

Sadly, the lack of variety and limitations to the number of mobs, unlockables and aspects to the game do limit it's replay-ability.

Lastly, the game runs at a smooth 60 FPS at all times, no drops or dips. But this comes appearantly at the price of rebindable keys or a proper keyboard layout. The game recommends using a controller, but i'd go so far as to say that the experience on a keyboard is below sup-bar. definitely needs work.

Overal, i feel a few months in early access will do the game a ton of good both in fleshing out it's content and fine tuning the PC port and it's options, but even now, if you ARE interested in early access, this is an amazing title right out the gate. just light on the content.
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33 of 51 people (65%) found this review helpful
Not Recommended
31.8 hrs on record
Posted: September 23
This is a bit lengthy so I'll put my conclusion in first.

In Conclusion
This game is just frustrating to play and it wasn't until I tried writing this review that I realised just how much is wrong with it. It's the procedural generation that fails this game the most, I could probably overlook every other flaw I listed if the devs just took the time to craft a compelling set of levels to play.

13 Things I Don't Like About This Game
All the levels are procedurally generated, often badly. By this I mean more often than not the game will place a variety of enemies in an awkward space that makes it very difficult or impossible to evade their attacks. At the beginning of the game this isn't a problem because you can kill everything quick enough before things get awkward. The game doesn't really give you enough tools to help you avoid damage, just a dash with invincibility frames.

Levels with large vertical sections you have to drop down. You take a leap of faith there aren't a bunch of enemies waiting for you when you land, there's no feature to see what's down there. Just another problem with procedural generation.

Odd procedural generation that will place a background under/over a platform and make it look like a wall you can jump off.

With the exception of the last 3 levels in the main game, the other 22 all look very much the same with the same greyish blue color pallette. The last 3 levels has a red color scheme. The screenshots on Steam are a good indicator of all the variety you'll ever see.

Some platforms you can shoot through, some you can't. All platforms you can't jump/fall through. If you can shoot through it then surely you should be able to traverse through it? A confusing design choice.

You stick to walls. The game has a wall jumping mechanic and when you hit a wall you'll briefly stick to it before very slowly sliding down. The problem? a badly generated level means you'll encounter enemies in spaces that are awkward to fight in, so you'll find yourself jumping to evade an attack but then stick to a wall and get hit.

Offscreen attacks. Firstly all enemies will announce what attack they are going to use by showing you an icon relating to that attack somewhere around their body. Of course you can't see this if the enemy has made the attack offscreen. There is one particular enemy who can summon a pillar of flame under your feet, by the time you notice it's already too late. This could have been remedied with better sound design whereby enemies can make a particular noise before they attack or just not make any attacks offscreen.

In total there are 7 enemies. They all look very similar to each other. Look at the screenshots, faceless, naked, pale grey pinkish skin. They all look like that, that is as interesting as the enemy design gets. There are elite enemies like in Diablo where there are modifiers that give them an extra attack and considerably more HP to give a little more variety.

The game makes itself more difficult by increasing enemy HP, attack frequency and maybe decrease the warning time before an attack. Enemies don't get smarter, they just get more spongy. This is especially bad when you encounter an elite (lieutenant) enemy that can spawn in more enemies.

This game increases the difficulty by measuring how many enemies you kill without getting hit*. Why is this a problem? Well you can breeze through a section of the game because the procedurally generated levels were in your favour, then when you get a more awkwardly generated level you'll to have a much harder time.

*it's actually the amount of xp dropped from enemies that you collect without getting hit.

When you die you don't go back to the start of the level you failed at. You are taken back to where you last collected the glowing green checkpoint item. Though not every level has a checkpoint item (procedural generation) so you may be sent back a few levels.

Bad enemy AI. The Serf demon, at certain positions doesn't know how to traverse from a higher platform to a lower platform to attack you, it will just walk back and forth on the edge of the platform until you lead it off. Other flying type enemies sometimes get stuck on wall sections not knowing they need to fly down to get through a doorway. This is just bad AI and I am very surprised it wasn't picked up in testing because these things don't happen rarely.

There's too much for your eyes to keep track of in combat, this isn't a problem until the higher difficulties when enemies become bullet sponges. The game relies too heavily on visual cues to tell you danger is coming. Example, you need to watch your character center screen to see if there are magic attacks that spawn in at your location (flame pillar, damaging teleport) you need to watch all around your character for enemies and keep a sharp eye out for the attack indicator (at higher difficulties this disappears very quickly). If you're using the alternate weapon you need to keep an on the bottom-right for ammo count. If you've used your magic then you need to check cetner-bottom for your cooldowns.
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22 of 31 people (71%) found this review helpful
1 person found this review funny
Recommended
7.1 hrs on record
Early Access Review
Posted: September 20
Shockingly fun, frantic, deep, and suprisingly tactical little scrolling shoooter. When you're on the prowl for those "diamond in the rough" indie games THIS right here is exactly what you're looking for. Really a ton of fun and incredibly high quality and high value.
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Recently Posted
thePoark
4.2 hrs
Posted: October 9
The combat gameplay feels pretty good, controls fairly well, and is enjoyable -- the mechanics are there. However, between the trite story, and and extremely bland and montonous level "design", I can't recommend the game. This is a good example of how to rely too heavily on procedural generation. There are plenty of games that implement level generation well, but it doesn't feel right here -- you've seen one level, you've seen them all. This implementation stunts the pacing, and doesn't provide an interesting or convincing setting, and this makes it feel kind of unfinished; it's just bland.

There is a good game in here that could be great with some work; worth keeping an eye on, but it still just kinda feels like a early access game.
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+Kreuzritter+
1.0 hrs
Posted: October 9
This game has lots of very nice -ings!

Cool shootings, fun platformings, some RPGings, puzzlings and good tunings.

Its one of those where just after a few minutes being into it i knew.....this one is damn fun!....but after half an hour i thought....its probably also one of the best sidescrollers/platformers/shooters out there.

WHAT A LOVELY GAME!
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Beefenstein
1.9 hrs
Posted: October 4
I feel like there is little connection between me and the character. I'm either floating through the levels shooting everything without much hassle or being killed by things without quite realising what is going on. Perhaps the lack of aiming means there is not enough focus for me to feel the flow of the game: it's like I am not having an effect on the game world.
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Angel
29.2 hrs
Posted: October 3
Absolutely great gem of a game!

Positives:

- Great value for what you get in the game, I would have expected a price of 15$, not a big difference to actual price, but worth mentioning.
- Cool "gun-fu" style
- Excellent female protagonist, done very well, not just for the sake of having a female lead or being "diverse".
- Surprisingly deep crafting / upgrade system.
- Great replay value with new game plus, as well as a reactive and varying level of difficulty
- Online component! Daily and weekly challenges that are both fun and rewarding!
- Super fluid gameplay that will have you feeling like a badass from start to finish
- Really great storytelling
- Interesting adaptation of bullet hell in a 2D game
- Really great soundtrack / sound design
- Perfect optimization
- PC friendly while also having great controller support (I prefer controller)
- Awesome story
- Great immersion via level design and story setting in a version of our world that seems a bit into the future and / or an alternate history or something. Really cool.
- Excellent character progression/development.
- Rebirth / Prestige system

Negatives:

- Anti-climactic non-ending. Without spoiling anything, the game just...ends during the final boss fight. Doesn't even reward you for killing the final boss, who is actually really tough. No item reward, no story reward, nothing. It doesn't even let you deliver the finishing blow! Just straight to credits...Major bummer. :(

- No character/skin customizations or unlocks. Would have been nice to at least be able to unlock "holy angel" and "demon" skins for the protagonist.

- No way to increase amount of teleport quick dashes, only upgrade available slightly reduces cooldown.

- (sort of related to above) no rewards for rebirthing/prestiging beyond stats upgrades, except for a halo that you get for doing it the first time. Since you can do it a maximum of five times would have been nice to see more visible things get unlocked like the above mentioned skins suggestions.

- No minimap! :'( Having a minimap would have made level exploration and especially certain skills much more fun and effective.

- Minor optimization needed to certain gameplay systems. For those who have played the game, specifically two things: "Holy Smite" needs to be a (still mandatory) miracle that you can level up for damage instead of a Blessing, and Blessings need to be selectable in their entirety from the beginning instead of randomly available when leveling up.

______________________

Final Verdict: 8.5!

9.5 if you like Angels like me and are hankering for a good game that heavily features holy attacks / angel themes etc. :)

This is a wonderful game with hours and hours of enjoyment to be had, and a lot more depth than meets the eye. Most of my "negatives" were suggestions and improvements the game could make to be even better, so....

Thank you Dreadbit for the game! Awesome work and I really loved the game even if you can't/don't make any of the changes and suggestions I requested.

Here's hoping for a sequel!

SERAPH 2! Make it happen haha! :D

( I will definitely be buying a few copies of this when it goes on sale for my friends and if Seraph 2 ever comes out...day one purchase for me! )
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foo
34.3 hrs
Posted: October 2
Polished. High production value.
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Ex_Parrot
38.8 hrs
Posted: October 2
A very enjoyable 2D action platformer, with an interesting difficulty curve based on your skill level. Daily challenges, survival mode and persistant updates give it replay value, and the price is very reasonable. Recommended!
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ozzydto
9.6 hrs
Posted: October 2
If you like fast-reaction gameplay and competing on leaderboards, then this is a game for you. Not quite my cup of tea, but I did like the way the difficulty dynamically adjusts as you gain xp / die. The upgrade system seems like a very slow grind to me, probably cos I was crap and didnt log on to do the daily challenges.

Anyway in short, I liked the gameplay whilst it was new a different, but got bored when I hit the 2nd boss.
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Tou
11.0 hrs
Posted: October 1
Really fun gameplay with smooth play style. Not really hard play but really hard master.

Also hard to fully upgrade stuff but daily and weekly challenges helps you a lot and gives you reason to play again.

8/10
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