- January 17, 2022
- Fordays Co.,Ltd.
Sentimental K
Platforms
About
"Sentimental K is a 3D rogue-like action game, offering dynamic and intuitive gameplay with a variety of weapons, skills, and artifacts. Dungeon layouts change randomly, and players must eliminate enemies and advance towards their destination. If the player dies, they must restart from the beginning, providing a challenging and replayable experience."









- The game features a variety of weapons and skills, allowing for interesting combinations and playstyles.
- Combat is satisfying and fluid, with impactful hits and a good balance of challenge.
- The game has a charming visual style and offers high replayability due to its roguelike mechanics.
- The game suffers from repetitive environments and enemy designs, leading to a lack of variety in gameplay.
- Combat can feel janky at times, with issues like attacks missing despite being aimed correctly and some enemies having unfair attack patterns.
- The game is currently in early access and has several bugs and balancing issues that need to be addressed.
- gameplay64 mentions Positive Neutral Negative
The gameplay of the game is a dynamic blend of roguelike mechanics and bullet-hell action, offering a fun and engaging loop that rewards skill and quick reflexes. While the initial experience is enjoyable, some players find later stages frustrating due to challenging mechanics and clunky controls, particularly with the dash feature. Overall, the game is praised for its distinct boss battles, satisfying visuals, and a soundtrack that enhances the experience, making it a promising title for fans of the genre.
“The gameplay loop is fun and you always end up with a workable build.”
“The end game difficulty mechanic is fantastic and offers good replayability.”
“It's simple and minimalistic yet fun, with the same gameplay loop as The Binding of Isaac and a bit of Slay the Spire; the action is crisp, fun, and allows skill expression.”
“Throughout my fights, I noticed that the dash mechanic can get you anywhere on the map in one blink, which led to me most of the time missing my attacks because instead of being in front of the enemy, I was on the other side of the map.”
“I get making light/darkness a mechanic, but this gets to be a royal pain and I find myself just swinging blindly while hoping the area of effects get them.”
“It would be way better if the greatsword 'dash' went in the direction of the mouse instead of the direction the character is facing; it makes the gameplay a bit clunky.”