• Publisher: Level 5
  • Release Date: Feb 20, 2014
Metascore
63

Mixed or average reviews - based on 29 Critic Reviews

Critic score distribution:
  1. Positive: 5 out of 29
  2. Negative: 3 out of 29
  1. Mar 7, 2014
    40
    As part of the Guild portmanteau it's a curio that earns its place, an eccentric exercise whose existence you can't help but be grateful for. Torn away from its more substantial partners, though, it never does enough to stand out on its own.
  2. Feb 20, 2014
    40
    Weapon Shop de Omasse is an infuriating, boring game. Only RPG enthusiasts who snigger at jokes about stereotypical Evil Lords, grinding against rats, and “Tutorial Caves” will care to play it — and even then, they would be wise to reconsider.
  3. Feb 20, 2014
    35
    Weapon Shop de Omasse is an interesting idea that doesn’t go anywhere — a humorless, flat, and repetitive package that squanders its unique concept in almost every respect.
User Score
7.5

Generally favorable reviews- based on 23 Ratings

User score distribution:
  1. Positive: 13 out of 23
  2. Negative: 3 out of 23
  1. Feb 26, 2014
    7
    A novel concept with some real potential. Rhythm game aspect is probably the best part, it's a shame there is so little of it. Combined withA novel concept with some real potential. Rhythm game aspect is probably the best part, it's a shame there is so little of it. Combined with an obtuse design, it's not obvious why sometimes a weapon you feel like you botched turns out to be a masterpiece and another comes out dull. The most frustrating part is the lack of communicate from the game's part on why a certain spot will not yield points when struck.

    The overall meta-game is also somewhat poorly thought out. Weapons you craft early on are almost immediately obsolete as your weapon shop levels up, making the weapon level system completely useless until you are crafting your ultimate weapon. Hard for players to care about transient, throw-away items.

    One thing I found annoying in the game is the constant interruption by customers. I understand the real-time nature of this game, but it's often jarring when I'm studying my inventory when I get kicked out by a customer and then I have to go back to my previous menu only to be kicked out again by yet another customer. An option to select WHEN to greet the customer would have been appreciated.

    Despite my gripes, I still enjoyed Weapon Shop de Omasse. It could have reached the heights of Papers, Please but ends up falling far short due to questionable design choices.
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  2. Feb 22, 2014
    8
    This should not be considered a rhythm game by any means. If you go in thinking that you will come away extremely disappointed!! The rhythmThis should not be considered a rhythm game by any means. If you go in thinking that you will come away extremely disappointed!! The rhythm parts are extremely easy and the tunes they use are generic and you won't be humming any of them.

    Now that that is out of the way this should be considered a narrative style game first and for most. Lots of funny parts and mostly like-able cast. Could do without the audience though. The main problem i've seen so far is even though the grindcast provides most of the enjoyment out of the game , the game doesn't give you a whole lot of time to read it. You can be reading multiple peoples adventures at the same time and you get interrupted quite often while you are doing stuff. If a customer walks in the door while reading, trying to search out a weapon to forge, or looking over requests it will take you out of what your doing to go talk to them. That's my biggest complaint about the game and it's also day based and doesn't tell you when the day is over either. In other-words no game clock.

    The weapon forge although easy can be deep if you so choose. There is a good variety to choose from. The customer/adventurer will place a order. You will see what they like for a weapon style and the enemy/enemies they will encounter. They will also display the weakness of the enemies and it's your job to craft a weapon as powerful as you can to help them defeat the monsters and come back with you weapon and money. They will also find various materials to craft with to add to making the weapons even stronger ie a special attack like thunder will be added.

    There really isn't much more to it then that. The last weapon i crafted was a baseball bat. Wonder where they got the inspiration for that one lol!

    Bottom line is if you're a rpg fan you will like it. If you're not sure it's for you then wait for a sale and minimize the risk. It is repetitive for sure but can be fun if you go in wanting to forge the best weapons to get the adventurers to complete a successful quest.
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  3. May 23, 2014
    5
    Not a bad game, but not great either. It easily could have been better. The "crafting" is enjoyable, but easy and lacking any sort of depth.Not a bad game, but not great either. It easily could have been better. The "crafting" is enjoyable, but easy and lacking any sort of depth. The Grindcast is kinda cool, but the fact that it often has 5 or 6 random people talking on it, including individuals you've never met, makes it hard to follow at times. I can put up with these items though, it's the "audience" sounds and the real time interruptions that just drop the game hard. The audience clapping and laughing ground on my mind every time I heard it and I was really wanting a way to turn it off. Checking menus and looking for things to make was also always a frantic mad search through multiple screens, hoping to find what I needed before the next customer broke in and forced me to interact with them. It turned what should have been the least stressful part of the game into the most stressful part of any game.

    TLDR: Inventive and with so much more potential but some very poor choices were made in the end that just detract from the whole thing.
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