Fallen Angel
1 😀     1 😒
50,00%

Rating

Compare Fallen Angel with other games
$14.99

Fallen Angel Reviews

Tossed aside and cast out. It's time to claim your birthright. Rise as Lucifer and battle the armies of the afterlife and ascend through the weird and warped realms of heaven and claim vengeance.
App ID1124560
App TypeGAME
Developers
Publishers Surefire.Games, V Publishing
Categories Single-player, Steam Achievements, Multi-player, Co-op, Full controller support, Shared/Split Screen Co-op, Remote Play Together
Genres Indie, Action, RPG, Adventure
Release Date22 Oct, 2020
Platforms Windows
Supported Languages French, Italian, German, Spanish - Spain, Simplified Chinese, Japanese, Russian, English, Polish

Fallen Angel
2 Total Reviews
1 Positive Reviews
1 Negative Reviews
Mixed Score

Fallen Angel has garnered a total of 2 reviews, with 1 positive reviews and 1 negative reviews, resulting in a ‘Mixed’ overall score.

Reviews Chart


Chart above illustrates the trend of feedback for Fallen Angel over time, showcasing the dynamic changes in player opinions as new updates and features have been introduced. This visual representation helps to understand the game's reception and how it has evolved.


Recent Steam Reviews

This section displays the 10 most recent Steam reviews for the game, showcasing a mix of player experiences and sentiments. Each review summary includes the total playtime along with the number of thumbs-up and thumbs-down reactions, clearly indicating the community's feedback

Playtime: 204 minutes
Fallen Angel is a pixel-based action RPG in which an angel is thrown out of paradise by the minions of Satan as he prepares to take over the world. The desecrated hero will have to visit many worlds, fight against archangel bosses and regain the right to rehabilitation. It is worth mentioning right away that the game was created in collaboration with ordinary players who "like the sound with which the angels fall to the ground." The gameplay involves learning battle tactics for each new boss, and in total, players have several attacks at their disposal - with claws, blades, firearms and special attacks, which yield memorable combos at the end. The combat system is well revealed in the joint passage of the story, when players can gain experience points and choose improvements for the character that emphasize strengths or balance weaknesses.
👍 : 3 | 😃 : 0
Positive
Playtime: 80 minutes
Never before have I seen bosses this broken. Not broken as in so hard, but broken in they don't work. Even your base move set is far superior to anything they can muster on a good day and they have a really bad day right now. Bird boss I just dashed into and since your I frames are really long I took no damage. Gabriel was even worse as there are 3 Pillars of screen that you have to destroy before he becomes vunerable. So I go to them and destroy them while his AI bugs out and has him stuck of screen somewhere doing what ever. And then he also got stunned on destroying the 3 pillars so I could just walk back and get him to below 25% before he stood up again. The game is just at the edge of being ok, a true meh case where Steam doesn't have an option for. So for the time being I recommend since its kinda ok mindless brawler otherwise. Also the cognitive disonance of seeing Mother Mary imagined as a pink haired anime girl with a smug face is something to behold.
👍 : 4 | 😃 : 0
Positive
Playtime: 598 minutes
RPG and action game. You have to fight a lot, there are a lot of opponents and opportunities for the implementation of all strategies. It is possible to use ranged combat techniques, as well as go into hand-to-hand combat
👍 : 5 | 😃 : 2
Positive
Playtime: 12 minutes
I'll start by saying why only played 0.2 hours of this game and might actually return it back (I'm still thinking about that as I am writing this). And the reason why I couldn't play any more is controls. In a vacuum with no alternatives I probably wouldn't even mind them. But there are games such as Super Meat Boy, The Binding of Isaac, Dead Cells that have MUCH better controls. This game compensates by having (from what I can see) slower combat. That's all fine but even with slow combat I am still getting hit. You can say "get gud" and you might be right but it doesn't FEEL right. When I get hit in a game like Cuphead (which also have very good controls) I don't feel like it's the controls or the game's fault - that's 100% on me. But in this game I might be doing all the right things from my perspective and still get hit. And while it might be my fault - it's just not fun when you are battling controls instead of utilizing them to play the game efficiently. Another good example could be Transistor. It's also has slower-paced combat but the sense of control is THERE. Play ANY of those games I mentioned and you would not want to play this game anymore. I certainly didn't. While it might be indie project and I don't want to beat indies to the ground (since they sometimes provide gameplay not seen in any other game or a clever spin on the existing formula) - it's still no excuse for this game to have poor controls. Is there anything good about it? Graphics look nice. And the music picked my interest (I might listen to it separately from the game). But the game - unless there is a major patch that improves controls - I am not touching this game ever again. TLDR: The game that was ruined by the fundamental thing of any game - controls.
👍 : 8 | 😃 : 0
Negative
Playtime: 160 minutes
This game is mostly ok. It seems to be inspired by Hyper Light Drifter and has some good things for it. That being said, the negative seems to outweigh the good here... 1.) The music... is terrible. It's like listening to a broken record. There are only a couple of tracks and they seem to repeat in 30 second loops. 2.) Gameplay. Everything is so slow. All of the enemies and bosses are either total scrubs or they wipe out 1/2 of your health bar in one hit. There needs to be some serious balance changes. Also, a run button maybe? It seems so tedious to use the blue bar to dash everywhere until you run out, only to have to limp across the screen until it charges. If everything moved 20% faster it would make the game so much better. Additionally, the doesn't seem to be any invincibility frames when you are doing certain attacks. I'll do the ground pound only to get smashed by an enemy and deal no damage. This game has some great concepts but it just doesn't live up to the genre. It certainly is not worth 15$.
👍 : 7 | 😃 : 0
Negative
Playtime: 731 minutes
What you can find in this game: 1) Action, a lot of action, adrenaline battles, although at first they will kill you beautifully. 2) Gathering, lots of gathering. 3) Tactics. You need it for an even more epic action, or so that you don't get shot and you can continue the action. 4) Сombat system, which for the first 20-30 hours will fiercely burn your fifth point, but then Zen will be comprehended, peace will come and awareness of its exclusivity. Then you will pick up another weapon, and everything will happen again...
👍 : 7 | 😃 : 0
Positive
Playtime: 247 minutes
Gameplay ranges from mediocre to quite fun throughout the game. Bosses are too easy. At most, I've died once before defeating them (with the exception of the final boss). The game is buggy. It lags almost every time you change the map, often when you respawn and sometimes randomly without an easily discernible reason. The final boss is the pinnacle of the game's flaws and the reason why I decided to not replay it: There's a lot of small enemies with bugged hitboxes. Sound cues randomly stop playing during their attacks, play with a delay or don't play at all. The game lags during the phase changing. During the change to a final phase of the fight, the map's elements move around and your character randomly falls down and takes damage. In the final phase the last two enemies have broken hitboxes, dealing damage way outside of their range, and taking like 1/4 of your max HP with every attack. The sound and visual cues are too short to react, if they even play properly at all. If you get hit once, you'll probably be stunlocked and die within next three seconds. During the whole fight, the game randomly lags or the enemies start suddenly attacking without any cues. It took me around ten times to beat the last boss and only once or twice I've died due to my own error. I would give it a "mixed" opinion if there was one on Steam. At the time of this review Fallen Angel is recommended by 85% of reviewers, so I'm going to bring this value closer to 50%.
👍 : 6 | 😃 : 0
Negative
Playtime: 187 minutes
Oh wow I finished this game in 3 hours. Just a heads up: I finished the main campain once. I didn't go through any of the additional modes as it seems it's more of what the game already offers. Fallen Angel is a weird game. Right from the options, it feels like it's meant to be a speedrun-only game. And I feel like that's the optimal way to play it if you want to make the most of it. Playing it as an RPG will make the game way easier than it could be. But it also becomes a necessity as I felt like the enemies' combat design is not very coherent. The story is nothing spectacular. You're on a quest to fight God basically. Despite this, you're the good guy, as the old man has gone mad apparently. There's nothing hidden in dialogs or item descriptions as far as I've seen, so there's not a lot to dig in. There's also voice acting. The bosses' ones are not bad, but the friendly NPCs aren't great. Still, for how short the game can be, they don't overstay their welcome. For some reason there's dialogue options, but nothing changes gameplay-wise. The pixel art is nice, and unlike some, more recent, pixel-art games that I've seen, it's mostly hand made. I haven't seen a lot of rotating, blurred animations that are present in other titles such as Eldest Souls or Souls Gambit. It's more akin to Hyper Light Drifter. The gameplay itself it not really deep. You can find power ups and you get more weapons the more you progress into the game, but not all of them are practical, especially in the harder parts of the game. You have your gun (which I stopped using, as bullets are currency); a meter to enter a special form (which I felt clunky, as you lose your dodge for a charge attack, and you cannot heal); and your various sword attacks. For some reason they added ledges which you can grab to while jumping. Not a fan of ledge jumping in general, but here it feels very pointless. Why are we going from fast-paced combat to clunky ledge jumps? Basic enemies can be cheesed easily once you get some upgrades, but it makes you want to dodge them if you don't. It is not required to kill any basic enemy in this game in order to beat it. They don't feel like they have patterns, rather you need ways to cheese them in order to kill them. The halberd guy, which is a basic enemy you encounter very early in the game, blocks all your basic attacks. While you can get one auto after they attack, you're incentivized to use any other kind of attack you have at your disposal, as you're rarely fighting them 1 on 1. It's way faster anyway. Bosses instead can be dumb easy, to the point where a combination of 2 upgrades (stamina regeneration and damage while dodging) is enough to kill them; up to not difficult, but that have quite confusing counter measures to adopt in order to beat them. As in they have gimmicks, so they don't all feel the same, but it isn't satisfying to beat them either, as they can feel bullshit every now and then. On top of all of this, the game is not buggy, but it [i]feels[/i] like it. Not game breaking, reset required, or some random bullshit. But I got stucked in the environment every now and then, while dodging or jumping. You can un-stuck yourself by jumping again usually. I also felt like the game has problems with high refresh rates and controller inputs, but I haven't figured it out yet. It also suffers from the classic problem intop-down platforming: jumping is weird, and the camera for some reason goes upwards instead of downwards when jumping. Just to make it less clear of where you're landing.. Oh, and you need borderless gaming in order to get it to work borderless. As I said at the beginning, I played only through the main campaign once. Punishment mode is meant to make it more interesting, adding a map (which doesn't exist in your first playthrough..), changing some bosses, adding others and such. The changes are welcome, but they should not be unlockable after your first run. Especially without some added polish. Ending thoughts: All in all I would recommend this game while on sale. I think I got it a while back through Humble Bundle. It's not a bad game, but I feel like it could've used some more polish and some more thought into gameplay. The flaws are thrown right in your face as they appear, and while they don't break the game, you're often left wondering why they're even present in the first place. You can especially see the progress the devs made from their very first iteration of this game on their youtube channel. There has been a lot of work without a doubt, and they kept working at it long after the release. I feel that with the punishment mode update, and some more thought overall, this game could've been a blast. Despite the tag, I wouldn't reccomend it to metroid-vania fans. I feel like it's more suitable for boss rush fans, or action games fans. If you end up liking the game (or rather its gameplay), there's more than enough content for your purchase. Especially at lower prices.
👍 : 6 | 😃 : 0
Positive
Playtime: 98 minutes
I can't believe this game currently has 77% positive reviews. I played almost half of the game in less than 2 hours and I can't gather the strength to continue. Cons: * Some less detailed areas look really bland. * Random frame drops, even with a high-end PC. * Sorry, but the combat system is just bad, and it's worse in combination with the jump mechanic and enemy combat design. Most of the player's actions feel really clunky. * The jump does not feel good, you jump very high but not very far, and the movement is very slow. Air combat is even worse than ground combat. * It has a horrible difficulty curve. * Level design is horrendous, most areas are giant squares with some random enemies thrown in there. Or giant squares with random maze like corridors. * There is no point in killing enemies apart from bosses, because all they drop is ammo. Pros: * The game has some really nice pixelart on some biomes and bosses. * Some cool shaders/effects on the boss Azrael. * Some enemies have nice visual designs. * Nice portrait art. * Decent voice acting overall.
👍 : 14 | 😃 : 1
Negative
Playtime: 54 minutes
I really wanted to like this game. I love both Hyper Light Drifter and Devil May Cry which this game is clearly inspired by, but it seems like it's kind of stuck between ideas. The combat just doesn't feel snappy enough, something about it feels off. The jump is very floaty and since every special move costs stamina you cant do launcher and down smash in the same combo (at least not with starting stamina). Dodging also costs stamina and you are constantly dodging so it's hard to ever do a decent combo. I'm all for managing resources in a game like this but it's just not fun when you feel locked out of your whole move set when starting the game. This might change as you progress, but I did not feel the urge to do that. It's also hard to tell when an enemy is in hitstun, and they seem to fall out of the air combo all the time. As far as I can tell there's no reason to engage with enemies either. You are never forced into combat scenarios in the semi-open world, and the enemies don't give XP or anything. They drop ammo shards for your gun which is cool, but the game mentions that you may use them for trading so you feel like you're wasting currency every time you shoot. Having a finite currency as ammo seems like a bad design choice in a game like this (unless it's Dr. Faust from DMC5). Rather than engage with the enemies and combat system I felt swayed to skip the encounters to reach the boss, since you lose a lot of health on every hit and health is rare to come by. Lots of small design choices in this game confuse me. Why have the glide and aerial smash on the same button? Why have devil trigger on Y? Why let me bypass every enemy when the game is clearly combat oriented? Sound effects are also underwhelming. When you go into devil trigger there's no sense of power. There's a big ass pentagram in the corner indicating you have DT ready but when you activate it you just hit with the same puny sword strikes as in normal form, even though you're a giant demon. There's very little sense of impact. The little taste of music I got didn't fit the vibe of the game either. In the little time I played there were several bugs as well. The second boss I encountered got pushed outside the arena and resorted to standing still unless I came closer, then started spamming one ranged move. I quit the game shortly after this. Said boss had a janky hurtbox as well. Several normal enemies got stuck in the enviroment too, and I lost control of my character when I went in an elevator. It's a shame, this game has potential. I love the idea of a top down Devil May Cry with RPG elements but this is just a bit unpolished and plagued by some frustrating design choices and bugs. Would like to see the idea improved upon in a sequel or something like that but as it stands I can't recommend this game.
👍 : 38 | 😃 : 2
Negative
File uploading