Immortal Redneck
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Immortal Redneck is an FPS set in Egypt with rogue-lite elements. The game mixes old-school first-person shooter action with a rogue-lite mechanics. Frantic gameplay, twitch controls and an arcade-style feel meet randomly generated dungeons, a complete skill tree, permanent death and 9 classes with different traits. The game revolves around a redneck tourist who wakes up mummified in ancient Egypt after an accident. Why is he here? How did he survive the accident? And why the hell is he mummified?! The answer lies within the three danger-filled pyramids of Giza, all protected by an army of monsters and huge bosses. Obviously, your mission is to get inside the pyramids, kill all the enemies and discover what's going on!
Steam User 8
Fun fast paced arena shooter rogue-like.
Got a scroll that removed my crosshair and another that changed all the font in the game to hieroglyphs.
I'm glad my gun has two men shaking hands amount of ammo
Steam User 7
KAMGUSTA'S MINI REVIEW
I played it out of curiosity, but I got hooked! This is a fast-paced rogue-like arena shooter set in the Antique Egypt. Way better than Ziggurat and also Deadly Tower of Guns. You can easily squeeze out 15/30 hours out of it. Good graphics, good gameplay, good controls, good upgrade system, I can't really say anything bad about it - best of all, fun to play!
Best played with keyboard & mouse
Recommended buy price: 15$
Score: 7,5/10
Steam User 4
Immortal Redneck is what it appears to be: a roguelite boomershooter with some light touches of a movement shooter. It isn't a particularly ambitious title, but it executes on every aspect of its design well enough to be fairly addictive, and was compelling enough to drive me towards 100% completion.
Between runs you will be able to spend gold earned on a skill tree, represented by a literal growing tree in your little oasis. Doing such allows you new abilities, access to new Favors (covered later), improved item pickups in runs, and improved stats. The core stats of the game are: attack (multiplied by a weapon multiplier to determine damage per shot), defense, HP, movement speed, crit chance, and crit multiplier.
Besides the procedural generation of rooms/enemies that is standard for the genre, there are three primary forms of run diversification: weapons, Favors, and scrolls.
There are 52 weapons in this game, and while a couple are only distinguished from each other in minor ways, most are incredibly unique in their feel and use. You start with 3 or 4 depending on your class loadout (see Favors), and more will drop from chests and enemies. Even with all the time I sunk in, there were weapons I barely ever touched; part of me wants to go back in to do more runs with the Cursed Medallion (an equippable that randomly changes the character's weapon each room) to master all the weapons I didn't immediately take to. Regardless, if you really want to diversify your runs, simply swapping weapons whenever you find a new one will surely do that.
Favors are class loadouts, each with tweaks to your stats, a different starting weapon loadout of 3 (though one with 4) weapons, a passive ability, and an active cooldown ability. Each corresponds to a different Egyptian God, whose Favor you earn by spending gold on it in the Skill Tree. There are nine such Favors, including the default Redneck Favor.
Finally there are scrolls: item found from chests and dead enemies that bestow passive modifiers and effects. By my count, there are 101 scrolls in the game, but in a design decision I expect not all will like, not all scrolls are beneficial. The game considers 63 to be good, 18 to be situational, and 20 to be bad (though I think a couple of the "situational" scrolls are purely bad, too; for example, there is no situation in which being forced to always run would be helpful when I can choose to run without it). Personally I am fine with this decision, as it makes it an interesting choice whether I want to risk grabbing a scrolls; odds are it will be good, or at least interesting, but a few of the bad scrolls are truly miserable. In the beginning I was more upset by some of the bad scrolls I got ruining runs, but I just received some particularly poor luck earlier on, because on the whole I didn't receive the worst-of-the-worst scrolls consistently.
Two points of recommendation, here: before you pick up a scroll, select your preferred weapon from your loadout (there are several scrolls that either make you lose your non-selected weapons or make switching them more difficult), and your number of jumps is truly your number of jumps. By which I mean: if you have one jump (such as in the beginning, or due to certain Favors/bad scrolls), you can still jump in the air if you fall off of a platform rather than jumping from it. This will save you if you receive the fall damage scroll, as otherwise mandatory drops become possible by falling then jumping just before hitting the ground to negate fall damage.
The passive abilities of the Favors are found among the scrolls, something I see others didn't like as it left Favors feeling less distinct. Personally, I prefer the modularity this provides, and find that the Favors still feel fairly distinct from one another, especially considering their active abilities cannot be replicated.
The game has barely enough enemy and room diversity to be satisfactory; while the game is split into three pyramids, one will find repeated enemies and room layouts in the second and third pyramid as the first, but not so much that I found it disappointing... but nearly so. Currently the game has 40 minion enemies, 21 of which you will see in the first pyramid, 12 new ones in the second (with only a miniboss-exclusive minion being dropped for 32 total), and 7 new ones in the third (which leaves out the Big Frog, for some reason, for a total of 38). Each pyramid, and each floor of each pyramid, will have a higher damage and health multiplier for enemies than the last. Overall, I think I would have liked a few more enemies as the game went on; 60 total would have been more than enough. As it stands, enemies are interesting enough in design (both to fight and aesthetically) for me to have a lot of fun fighting them over and over again, mastering ways of dealing with them depending on my weapon and scroll loadout.
On my initial playthrough, the enemies of second and third pyramids felt like ridiculous bullet-sponges compared to the first, and so I stuck to grinding out the first for a while to bump my attack Skill in the Skill Tree. However, I think I had several underinvested in it my first playthrough, because on my second I did only moderate investment in the Attack Skill, and beat all three Pyramids in less than 10 runs, not encountering nearly the level of bullet-sponging. Though playing with Seth's Favor (who receives a 20% damage bonus over the Redneck) and particular scroll luck may have aided, here.
The bosses are definitely the weakest part of the package; they were interesting the first couple times each, but once their patterns are known they are completely trivial unless you have been completely screwed over with your weapon loadout. To draw a comparison to another deity-riddled action roguelite: in Hades, while various bossfights definitely felt a good deal easier once mastered, they never felt trivial unless one has particular luck in the boons received.
That being said, this game definitely has provided the most consistent fun out of any roguelite I've played. The room layouts, enemy designs, weapons, stat modifiers, weapons, and beyond all scrolls really make each run a different beast, with some rooms requiring a great combination of in-the-moment thinking combined with shooter prowess. The ways different enemy attacks can combine to require more thought in how one moves while still taking quick action can be quite clever... as a very simple example, there are two types of sniper enemy. One keeps their laser sight trained on you to attempt to shoot you once you stand still. The other keeps a pair of laser sights trained to either side of you so that they fire while you're moving, causing you to run into them. If both are trained at you at once, you need to either quickly kill one of them (which can be tricky at a distance depending on your weapon), or time a purely vertical jump to avoid the shot trained directly on you while not hitting the split beams. Doing this while avoiding traps and other enemy attacks, while dealing with potential maluses from scrolls you've picked up... this is where the joy of the game lives. Many unique little moments that result as an incredible conjunction of scroll abilities, weapons, enemies, and rooms.
Steam User 2
I have a lot of bias about this game, both positively and negatively.
The negative bias is I am a die hard Ziggurat 1 and 2 fan, and this game plays VERY similarly to those games. Same inspiration, same kind of jumping and dodging around, but Redneck has A LOT more climbing around and genuine platforming, but Ziggurat has a more energetic and hectic combat. The big difference between the two is Ziggurat (at least in 2's case) has a lot more control to it and gives you more freedom to choose what you want, whereas Redneck is complete chaos and will randomly pass you game changing perks the moment you touch a scroll, including one that will limit you to only 1 weapon and completely ruin your run on a sheer whim (I picked this one scroll up 3 different times and I HATE it).
So you'd think I'd just say this game is worse than Ziggurat due to my bias, but my other positive bias is I LOVE Egyptian themes, and I LOVE LOVE LOVE Egyptian gods, and the alternate characters in this game are blessings from Egyptian gods who all start you off with different unique perks, weapon loadouts, and stats. THEY EVEN HAVE SET (or Seth, same thing)!!!! Set is my favorite and he's a melee focused god who starts with a Beam Sword AND AN ELECTRIC FLAMETHROWER!!!! Like I CANNOT be too lastingly mad at a game where I can play as Set with an electric flamethrower, I just can't, any game with that is on my good list.
So yeah, I both dislike and like it for arbitrary reasons, but the good outweighs the bad by a lot and, if you haven't played Ziggurat, this is just a really solid rogue-like boomer shooter, so I do recommend it.
Steam User 2
Game is quite fun, but there are a few pretty significant bugs...
In certain situations, and especially with the floating balls that shoot out many pellets when they die for me, one hit will randomly kill you. I'll get hit with one pellet from far away, close up, etc. and will die from full health.
Certain scrolls don't work as intended, like Level 5 Vegan. It will take all of your other weapons and give infinite ammo for a while, but then the infinite ammo effect vanishes and you may be left high and dry.
Steam User 1
Yeah it kind of gives old serious sam vibes in a way. I really want a serious sam fps roguelike now. Decent enough for some casual shooting. The whole shooting stuff feels kind of weightless though, like lack the proper feedback after or during firing the guns. Pick up during sale
Steam User 2
An amazing casual rouge-lite shooter game. I am yet to complete it.
Its fast paced, has casual visuals, has meaningful depth of mechanics in terms of gun variety, scrolls and baddies.
Since all the enemy projectiles in the game are slow, it makes it easy - but if you ever lose focus you'll die in a matter of seconds. Also, if you make bad bets or decisions in terms of the weapons you carry, you can make or break your run.
The movement smoothness and speed in the game is A-M-A-Z-ing. Reminds me of Fancy Pant's Adventures.
I sometimes revisit the game to blow off some steam by shooting mummies.