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About This Game

Hardcore and bloody shooter where you will have to repel the attacks of the living dead using the destroying traps, defensive barricades and also weapon of close and long-range combat.

Destroy zombies, get the cash and prepare yourself for the next wave. During the break you can buy necessary weapon, place the traps and defensive barricades, repair the traps survived in the previous wave. And of course, don't forget to check the stock of bullets and restore your health.

ZOMBIE

Much attention was paid to the effects of blood and dismemberment of enemies. Thanks to that we have reached the effect of deep submersion into the atmosphere of the bloody action. Different types of zombie possess the distinctive features. There are enemies with long-distance attack as well as cleverer zombies avoiding certain traps.

SKILLS AND UPGRADE

Wide system of character skills and system of upgrade provide the opportunities to improve weapon and character's characteristics. There are traps resistant to the attacks of certain types of zombie.

TACTICS AND ECONOMY

Choose the optimal survival strategy. For the most successful game you will need to control expenditure of the earned resources. The time of your survival depends on it.

SCORE OF THE SURVIVAL

During the game you will earn the survival scores which form your personal Survival index. This is a complex index reflecting not only the duration of your survival and number of conquered enemies but also the quality of your game. Your skills as well as the range of used functional of the game also play role here. Thus, the top positions of leaderboards will be occupied by the true survival kings! 7aa9394dea



Title: Blood Waves
Genre: Action, Indie, Strategy
Developer:
Light Road Games
Publisher:
Light Road Games
Release Date: 11 May, 2018


Minimum:

  • OS: Windows 7 SP1, Windows 8.1, Windows 10
  • Processor: Intel Core i5-2400 or AMD FX-6350
  • Memory: 4 GB RAM
  • Graphics: NVIDIA GeForce 650 or higher
  • DirectX: Version 11
  • Network: Broadband Internet connection
  • Storage: 4 GB available space

English,Russian



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The biggest problem I have with Blood Waves is the bizarre decision to use awkward survival horror shooting mechanics. This kind of third person, aim down sights combat, helped create tension and panic in old horror games, but in a fast paced arena\/horde game like this it\u2019s horrible. You want run and gun third person shooting here (check out the combat in my first impressions video).
https:\/\/youtu.be\/D7PgiHYMYQI<\/a>
I also have a problem with the rogue-like nature of death being the end of your run. This game doesn\u2019t have a save state either so you can\u2019t quit out and continue that run at a later date. This would be bearable if the game was designed as a rogue like, with great variety in each run, but it isn\u2019t.

I\u2019m not really sure those two things can be altered in early access as they\u2019d warrant changing the essential game mechanics, but the promised new maps will help a little with the later. I\u2019ve included more suggestions in my video but key rebinding is a must and a more animated main character would be nice.

If you could fix all my main issues there might be something interesting and fun here, but as of now there is no reason to play this over something like Orcs Must Die or any number of Zombie games.. unreal game for just $9.95 10\/10
stuff needed.........
more content
more maps
more options...player.....easy-hard-medium
more hot chicks :). This game is amazing. It's better than I expected it to be. You play as a girl locked in a creepy arena and you have to fight off wave of monsters. inbetween each round you can go to an area that opens up to buy new weapons, buy ammo, and upgrade player, trap, and weapon stats.

The graphics and effects are really good, every bullet and slash shows up on the monsters when you hit them, the blood looks great. im getting 60fps on ultra with a 750ti.

I'm really getting a Resident Evil 4 vibe from playing this, its great! I can't wait to see what the developer add during early access.. The biggest problem I have with Blood Waves is the bizarre decision to use awkward survival horror shooting mechanics. This kind of third person, aim down sights combat, helped create tension and panic in old horror games, but in a fast paced arena\/horde game like this it\u2019s horrible. You want run and gun third person shooting here (check out the combat in my first impressions video).
https:\/\/youtu.be\/D7PgiHYMYQI<\/a>
I also have a problem with the rogue-like nature of death being the end of your run. This game doesn\u2019t have a save state either so you can\u2019t quit out and continue that run at a later date. This would be bearable if the game was designed as a rogue like, with great variety in each run, but it isn\u2019t.

I\u2019m not really sure those two things can be altered in early access as they\u2019d warrant changing the essential game mechanics, but the promised new maps will help a little with the later. I\u2019ve included more suggestions in my video but key rebinding is a must and a more animated main character would be nice.

If you could fix all my main issues there might be something intere...
www.metacritic.com\/game\/pc\/blood-waves)\" target=\"_blank\" rel=\"noopener\" >(http:\/\/www.metacritic.com\/game\/pc\/blood-waves)<\/a> it shows the PC version was released on 27\/11\/2017. A mismatch of information. As of this writing, there are no feedback on Metacritic for BW.

I am writing this as of update 0.410 with just 2.6 hours into the game and have not completed\/experience what the product has to offer, substantially this is definately too early to write BUT<\/b> because the developer is still updating the product at this stage, I intend to push this writing out ASAP for the devs to consider some idea(s) to work on.

What is it about?
Blood Waves (BW in short) is a small sandbox, 3D, zombie-survival mix with tower defense concept: Think of it as a combination of Tomb Raider & Dungeon Defenders. You play as a female character who has to survive endless waves of zombies in a small confined area. To aid you in your survivalbility, there are various weapons and traps (tower defense) which is available.

Visuals, Audio & Controls
Controls are your standard keyboard and mouse. It supports controller however I have yet to try it. On the keyboard and mouse, I wished there would be <key(s)> which I could assign to wield each weapon instead of using the mouse scroller to pick my weapons.

Melee does feel wonky@clumsy and so does the aiming. user's will need some time to be accustomed to the aiming\/head shot process.

Visually, it is actually pretty good. A lot has been done nicely. Great details has been applied on the environment\/the arena\/statue.

The zombies are okay. Not hideous or gory so it's friendly for younger audience. Non-special zombies have some variations; thin zombies, fat? zombie, hunky zombies, large@tall zombies and some of them can weild weapons. Special zombies includes poison, electricity, bomber zombies - each distinctly unique and attacks differently.

Traps\/Barricades are also done nicely. Each function differently and my favourite would be the chain saw tower. Anything that comes near it gets sawed to bits and pieces. The disadvantage however is that range zombies can attack it & destroy it.
Weapons looks good and feel distinctly\/function differently as well. Though I have yet to try the 3 heavy weapons. There are blood splats & explosions - all of which has been rendered properly.

The main female character has been designed properly as well. Each strap\/boots, clothing flip\/flaps\/dirt on the top. The character for me, looks "attractive" and this is somewhat a nostalgia feel\/concept of tomb raider when it first introduces Lara Croft. Whether this design choice was Intentionally or unintenationally, the character is not an eye sore. xD

As for audio, I turned off the music at the loading screen. After that, I have no complains! Every zombie growls, weapon sounds good, every trap has feedback sound. It's okay. Though as times, I do wish if the character would speak a little "die! zombie die" "Medic!! i am about to die!" XD it adds a sense of connection with the character.

Game Mechanics
The game has 2 mode: Combat mode and Building mode. During a combat mode, you must survive each wave of zombies, kill them, pick up drops\/money. When in building mode, buy weapons\/traps and upgrade your skills\/weapon\/traps. It's a simple progression mechanic. Just remember not to die because you will have to restart from wave 1 again. *Gasp*

Aside from that, players have the option to upgrade the character's skill and<\/b> players also have the option to upgrade the weapon\/traps for much more damage, durability, magazine size etc.

Building a trap is similar to dungeon defenders User Interface (UI). It is simple and easy to work around. This is very much appreciated. Speaking of UI, the game's UI is minimalistic & clean. +1 Thank you for keeping it that way so that players can focus on the combat.

My personal thoughts\/My Summary:
Before I found out about BW, I was actually playing another 3D, zombie survival, indie product. It was a dissapointing experience at the end..as the product felt incomplete and there was a serious bug hindering players from gameplay\/achivement.

So I came into BW with very little expectation(s). My, my, the product's starting screen was epic. bold. I found it a little amusing looking at an attractice female character holding a zombies head in one hand and a weapon in the other. It gives "character" to the product and it sends a message: b@da$$ survivor game yo.

Not wanting to be fooled by the starting screen, I went into the game and had my bottom whipped for 2 games. I remember trying out BW at about 3am..so there wasn't much time to explore. In those moments, I could see the potential of BW. It already had the foundation to be a great zombie survivor game. It just lacks "flavour@topping". The core ingrediant is already there! With a few more touch up\/polishing up certain aspects of the product, BW certainly has a great potential in it's future (much better than the other indie, zombie game which i tried).

To avoid hitting the word count limit, here are some points to consider:

  • Character - I am happy with the female character presented. So if you want to make BW even better, you've got to give her "character" similar like tomb raider. An identity, a voice, a personality. If you wanna throw in a hunky male version, sure Why not?

    <\/li>
  • Melee Attack - You might want to fine tune\/improve on the melee attack system\/animation. It feels wonky and the way she chops the zombie is so un-natural. I would love to see a kick\/a shove\/grapple moves against the zombie. At higher levels, with the horde, melee seems suicidal to use with the existing mechanic. Unless players can break up the horde, melee\/the machete is a useless\/wasted opputunity (Look at L4D, Dead island, Dead Space melee is essential)

    <\/li>
  • Co-OPeration - It would be an awesome addition if we would be able to play co-op with friends\/internet. Considering there is no RPG\/story involve, having the option to play with someone would be fun!<\/b>. While i understand there are some technicalities involve, please consider for future\/next title release.

    <\/li>
  • Saving Game Option - Actually, I feel this request (from the forum) is not unreasonable. It has it's justification. Progressing from wave 1 to wave 5 takes like an hour or so? Without a saving option, am I suppose to shut down my PC? From another perspective, I guess you can consider this somewhat as a "progression" for your character - all the skill points\/upgrades - so I support the idea of having a save game option. else it's really painful to restart from wave 0 again.

    <\/li>
  • Traps - The zombies come in hordes. They can match the players running speed and at higher levels, some zombies just need to hit you a couple of times and you're dead. The same applies to the traps. I feel as if there is an imbalance to the traps functionality vs the weapons; guns. It serves more like a diversion\/distraction instead of a proper trap. Aside from the chainsaw and the spinning trap, turrets simple do too little damage. Barricades falls quite easily after being swarmed and we cant repair them?

    So it just feels like traps are a waste of resouce - unless they've buff up to assist players in their survivbility. I am not asking for a 1 hit ko turret but at least something which can be useful to help us. I've never seen such weak turret before xD

    <\/li>
  • Expand on the trap\/gears - I believe more traps\/gears@utility can be introduced into the game; better boots. grenades. axe.<\/li><\/ul>
    I've hit the word limit. Dev's if you really want BW to do well, you've got to echance on the gameplay aspects. The future of this product\/sequel will depend heavily on this because there is no story\/multiplayer to engage players. My draft score for BW is an attractive<\/u> looking 6\/10 so far. You're on the right path.. No, just no

    My hype was high, but the game is extremely clunky and attacks are unresponsive.

    You will start the game with only a useless machete and it's extremely frustating considering the slowness and effectiveness (it takes over 5 slashes to kill a zombie).

    I haven't tested firearms simply because you cannot unless you win against the first horde, and i don't want to slash\/walk backward one hundred times honestly.. Didn't go into this one with much to ask , just something to enjoy and play.

    And that's sort of what i got with Blood Waves , it's a straightforward 3rd person survival shooter which feels like playing Resident Evil of sorts.

    You have a skilltree where you get 1point per wave you finish , and money after each wave , to purchase weapons and upgrades.

    Now let me start with saying that the Skilltree is busted , you can stack damage reduction , you get up to 6% of your max hp PER SECOND regenerated and then you have the classics like stamina increase , headshot dmg multiplier you know the good stuff.

    Weapons huh , Pistol , Uzi , Shotgun , Ak , Rocket Launcher(RPG) , Minigun and ... an AWP? Oh yeah there's also the Machete which noone will ever use again now that you start with a Pistol (seriously why tho)

    They all serve their purpose but to switch between any weapon you have to use the Weaponwheel , there are no hotkeys to bind weapons to . yet?

    But what is the game?

    It's essentially a wavebased tower defence where you can purchase and place Turrets \/ Devices to slaughter zombies.

    There is no limit to how far you can go , but your journey might end due to an unexpected bug which is fair enough considering Early Access day1 OR you proceed further than people would've expected and discover that there's absolutely no spawncycle present for wave30+ in addition to that the engine showed symptoms of giving up by the sheer amount of Monsters present on the map.

    Yes Early Access , yes day 1 but some things are just lul.

    The Controls cannot be rebinded .yet? The Graphic settings are very limited , there is no ini access for modification and dual monitor setup is buggy(your cursor is gonna exit the window every time you visit the shop to upgrade.)

    The mouse is completely laggy , it feels as if there's vsync active , floaty , hard to predict and slow. The game is capped at 60fps for whatever reason. The Dodge has i-frames yes but the draveldistance is 404 it looks a lil like me doing a somersault as a kid. The running is toggle only , occasionally messes up when trying to cancel.

    The enemies are basic zombies , heavy zombies , spitter zombies , boomer zombies and and Lightning zambonies , doesn't matter you shoot the head it dies.

    Apart from that you have a game , you can play it , you can enjoy it to a certain extent depending on how much you're into the genre or may or may not enjoy the game.

    For 10 bucks it's whatever honestly and if the team or the person puts some effort into playability , polish,hardware utilisation , spawncycles past wave30 , a different sound for the awp fire , some new weapons , some new zambonies and some minor overhauls of textures and gameFX. Yes the game looks good , but it doesn't need to look good , it needs to run well. Framedrops affect sensitivity , visuals . But none of that matters when ur forced to play with 60fps and ur mouse literally equalling the responsiveness of UT99 controls.

    This game is better than alot of the games on the market , it's nothing out of the ordinary , but it has it's own thing going.
    If this receives some love , some content and polish then this could be fun game with replayability.

    The only thing that i do see happening is the game being made too easy across the board by all the people whining about how hard it is.

    I'm not trying to be an Elitist \u2665\u2665\u2665\u2665\u2665\u2665\u2665\u2665\u2665 i'm just being realistic . I don't feel like i accomplished anything when i got it handed to me on a silver plate.

    Give it a go , it's 10 bucks what the hell.



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