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Drifting Lands Download Crack Cocaine


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About This Game

Imagine a Diablo-like game with the mouse clicking part replaced by an horizontal shoot'em'up core gameplay.




That's what is Drifting Lands in essence: first and foremost an action-RPG (Hack'n'Slash or however you may call this). Then and only then a different kind of shoot'em'up, accessible to a wider audience than usual.

Drifting Lands main characteristics are:

  • randomy generated missions for replayability
  • 100 levels of difficulty to climb with your skill or your ability to optimize your gear and powers
  • 70 active and passive powers with various effects: dash, area of effect attacks, time control, etc.
  • a complex item generation system with a lot of stat modifiers to optimize, unique items with "game changer" powers
  • 3 classes of ships for different profiles of players
  • Not your usual bland heroic fantasy universe

Drifting Lands is designed to meet both shmup and hack & slash enthusiasts’ expectations.

With the choice of your class, you’ll have the opportunity to take control of different ships, best suited to your favorite gameplay style.

You’re a super player of bullet hells and don’t mind dying on the first few impacts ?

You’ll find a perfect class for you with high-damages / low-resistances interceptors. You’ll benefit from a smart customization of your gear, but your performances on the field will be mainly based on your skill.

You enjoy the progressive design of a powerfull build through skills and inventory optimization ?

Your class will offer more resistant ships, able to put up with a lot more impacts. But if you want to shine, you’ll have to be smart in the selection of your special powers and how you create synergies with your equipment!

Want to report bugs, ask the team what is planned for this or that, suggest ideas or improvements, know what we're up to for the next update...

come have a chat in the community section! 7aa9394dea



Title: Drifting Lands
Genre: Action, Indie, RPG
Developer:
Alkemi
Publisher:
Alkemi
Release Date: 5 Jun, 2017


Minimum:

  • OS: Windows XP or Better
  • Processor: Anything for gaming bought in the past 2 or 3 years
  • Memory: 2 GB RAM
  • Graphics: Any AMD/ATI or NVidia with more than 512Mo of DEDICATED RAM
  • DirectX: Version 9.0c
  • Storage: 1 GB available space
  • Sound Card: Anything that goes beyond bleep really
  • Additional Notes: Will most probably not work with Intel video cards

English,French




The developers of this game tried to combine the shoot em up genre with the looting system of Diablo. That sounded amaaaaaaaaaaazing to me since I like one genre (shoot em ups) and LOVE the other genre. This is why I really wanted to try it. Now that I've tried it, I wish to GOD that the looting system was done so much better T_T.

First, the positives. The abilities are so much fun. There are a lot of abilities and they completely change how you approach various scenarios. In the beginning, I was having trouble with enemies approaching behind me or the side because you can only shoot in front of you. Then, I got an ability that does AOE damage to everything around you. Once I got that, I start coming close to any enemies I was having trouble hitting and then BAM. Dead :D. What was really awesome was finding the perfect combination of abilities (you can equip 4) to deal with as many situations as possible. It felt like creating "builds" in Diablo type games. Well done.

Another great thing was the music and art. Very well done.

And\u2026\u2026. Yea\u2026\u2026 now the negatives:
\t\u2022 The looting system sucks so much T_T. God dammit that was such a letdown. I understand taking INSPIRATION from games like Diablo, but don't copy them verbatim. There were stats such as "increase attack speed" and "increase critical chance". There's also some core stats that for every point, increase weapon damage by "0.35%" or increase skill damage by "1%"\u2026\u2026\u2026\u2026\u2026\u2026\u2026 Look. I understand that those stats are very important for Diablo and number crunching is very important when creating builds. Seriously, I get it. I played Path of Exile a lot and got to end game. But this is a SHOOT EM UP. There was NOTHING to just increase the number of bullets you fire. NOTHING. Come on. I remember playing a shoot em up back in the day which let you buy upgrades and I was so excited to buy an upgrade that let me shoot missiles in addition to my normal bullets from the front. I didn't give a\u2665\u2665\u2665\u2665\u2665\u2665how much damage the missiles did. I just thought it was cool to shoot bullets AND missiles. When I thought of a looting system in a shoot em up, I was thinking "AWW YEEAAAA. Time to make a ship that shoots bullets, missiles, lasers, cannons, and whatever else I can find :D". Unfortunately, there's only 1 weapon slot\u2026\u2026\u2026 God dammit. Once I settled on a favorite weapon (happened in the first hour of the game), I didn't give a\u2665\u2665\u2665\u2665\u2665\u2665about the loot. Not even the UNIQUE loot was all that interesting. If a loot system doesn't make you excited to get better loot, then it just becomes a chore. It was boring spending a few minutes after every run equipping the higher level stuff and selling off the unneeded stuff. Why couldn't the looting system be more interesting? Why not "for every 20 points in Navigation, you get an additional laser fire. For every 20 points in Structure, you get an additional missile fire. For every 20 points in Power, you get an additional Bullet fire". Just SOMETHING to make the looting system more fun so that I could become more invested in it!!! Bleh.
\t\u2022 Unique loot (the best loot) has a high chance to break on automatic retreat. Basically, if you have automatic retreat, it's non-hardcore mode. If you don't have it, it's hardcore mode\u2026\u2026 WHY DO THIS. I don't WANT to play hardcore mode, but that doesn\u2019t mean I don't want to equip the best loot I find!!!! Hardcore mode is an OPTION in Diablo and Path of Exile just to enjoy the CHALLENGE. There are supposed to be NO LOOT BENEFITS to playing hardcore mode\u2026\u2026 so yea I did not like being encouraged to play hardcore mode.
\t\u2022 At some point, the game becomes a grind. The only loot that really matters is the weapon because that determines your DPS. It's very important to have a high DPS so that enemies don't survive for too long and fill the screen with bullets. This is not too much of a problem for the first half of the game but at around level 28 it most definitely is. I could feel the game becoming difficult simply because I didn't have enough DPS to kill the enemies in a reasonable time, and DPS is solely determined by loot. Annoying.
\t\u2022 The level design is boring as hell. Basically, every level is divided into "stages". The stages are randomly chosen based on a certain pool of enemy scenarios. Guess what\u2026.. There aren't a whole lot of enemy scenarios. In one level, I faced the EXACT SAME enemy scenario twice. Come on man. You couldn't specify in the game design "IF this scenario occurred, take out of pool until level finishes". Even if the developers did that, the game is incredibly repetitive due to unnecessary padding. In order to progress in the story, you need to play the same level 3 times quite often (the missions are LITERALLY called Back to Work (1), Back to Work (2), Back to Work (3)). So yea\u2026.. Very repetitive.

This game has SUCH an interesting concept but is executed so poorly that it actually becomes an impediment to enjoying the game. Yes the abilities were really fun, but once I settled on my 4 abilities, the excitement of finding new ability combinations was gone. Because the looting system wasn't interesting, there really wasn't much fun left to look forward to. Sigh.. Bought this game in Early Access. I just came back to see how it was, and the UI was still very bad, very slow gameplay, poor feel of progression. The experience while in the action parts is so-so and the experience outside the action parts is poor. Then was very surprised to find the game is out of Early Access - and sad to see that updates stopped months ago and so no hope for the game to get to a decent footing.. Looks pretty, and it sounds like a good idea on paper, but the actual execution was lackluster.

It has a stat system, where you can spend credits to increase your primary stats. Problem is, the bonuses from the stats are miniscule, like 0.35% attack damage per point of Navigation, and in the beginning at least, you're seeing maybe 4-6 points of navigation on gear at best, and most gear has either one primary stat or no primary stat modifiers (meaning you might end up with a couple pieces of gear with navigation). It's just not game-impacting.

It has an equipment system. There is one weapon slot, so you can equip only one weapon at a time. Most of the weapons are garbage, and the few types that are good are boring. This is probably my biggest beef with the game. The weapon system is boring. I'm used to interesting weapon systems, like in Raiden or Jets n Guns. There isn't even a secondary weapon system.

Then there's about a dozen other equipment slots. Each slot doesn't do anything particularly special, you really only care about the supplemental stats. Common gear doesn't have supplemental stats at all, so it's basically all vendor trash regardless of level. Blue and above gear has supplemental stats, but the stats are small and don't impact gameplay much.

There is a skill system, where you unlock active skills and variations of them. These run off energy, which regenerates over time. This is fairly unique for SHMUPS. I found that the skills ended up doing more work than the main weapon system. The offensive ones have short cooldowns (few seconds), so it definitely encourages you to use them. I found that I really didn't need the main weapon most of the time. Problem is, they do so much damage that supplemental stats are irrelevant. It doesn't matter how much your weapon damage is, because you one-shot most things with the offensive skills, which are all AOE to some degree.

There's a focus system. Each of the three ship types gains focus in a different way. But what does focus actually do? I have no idea. I didn't notice anything during gameplay, like an increase in damage or loot. Maybe it was explained in one of the many boring cutscenes (text bubbles over still frames), but there should have been something in-game indicating its effects.

Is there a story? Maybe? There's still frames with text bubbles, but it never felt engaging.

Gameplay is slow and the levels got samey real quick. There's no terrain like you might see in other side-scrolles (EX: R-Type, Gradius, Jets n Guns... really what other side-scroller doesn't have this?), just enemies, and there's only so many enemy patterns. It never felt frantic. There was never a rush to kill anything. You don't actually have to kill anything to win. There's no score system. You don't get anything for doing well. It feels like effort isn't rewarded.

Overall, it's just meh. The SHMUP part isn't bad, but it's not good either. The looting part is boring. The RPG part is boring.. The game is exactly what is promises to be - a mix between a Shoot 'Em Up and an Action RPG.

This game is for you if you like SHMUPs and Diablo-like loot systems.
This game probably isn't for you if you dislike grinding and\/or fighting a lot of the same enemy types.

The soundtrack is top notch, the art style is appealing.
The movement might take a little time getting used to - some might say it's a bit sluggish or slow. I think it works fine - it's a matter of taste really. Your weapons lack a little punch (visually), but that doesn't change my recommendation.

Play the demo if you're unsure. I personally like it a lot - 15-20\u20ac is totally worth it.. This game is okayish, but overall not good enough to buy or worth the time playing it. It is a side-scrolling shooter where you can upgrade many aspects of your ship with the cash you get between levels. Theoretically. In reality, progression is -far- too slow and the game becomes a huge grind... which is exactly the opposite of what a side-scrolling shooter should be, right? There isn't enough newness to keep the game fresh for very long at all.. I've tried several times to get into this game because I enjoy the shoot'em'up genre and it seemed like a good contender. It is not. Your weapons and abilities lack power, it just feels like your poking things once you get past the first few missions. The most disapointing part is that the objective of 95% of the rounds is to simply survive, you don't have to kill anything (not that your weapons are powerful enough to take them down anyway) even "mini-bosses" after a certain period just fly away and the mission just ends anticlimactically.

As far as RPG goes, I wouldn't say it is one, the story line is boring and linear.. Having played as far and as much as I have, I've quietly become more and more dissatisfied with the weapon selection of this game.

I find the weapons in this game to be underwhelming in one aspect or another. They are either boring in execution or painfully lacking in effectiveness. I've played a great variety of shmups of different sorts and I really expect the weapons to be more impressive in general. For the weapons in this game to do the job I need them to do requires excessive grinding which I don't appreciate in a single player game.

Without weapons being retuned I can't see myself playing anymore, let alone completing the game.

Edit: Just a quick note for anyone wondering. My personal preference for a really good shmup would be something like R-Type Final if you've had the chance to play it. Really good replayability, and plenty of options for unique ship choices. That's the yardstick by which I measure my side scrollin' shooters.. It's not a bad game, but... it's just not very good.

The combat (at least in the first few levels) is very slow. More importantly, the weapons and skills just don't have any oomph. This game needs some juice in its combat. Even with skills that cause explosions and instantly vaporize the smaller enemies, it just felt... blah.

The UI is serviceable but obnoxious. In particular, the game says it plays best with a controller, but then forces you to use a cursor even with the controller. It also doesn't give you much feedback on how weapons behave. For example, I couldn't find any way to tell the fire rate of a weapon besides equipping it and going on a mission. This was a nasty surprise when the first thing I equipped turned out to be a powerful, but very slow, cannon.

This has potential to be a good game. It's not a fundamentally bad idea. Most of its problems are fairly superficial and it just needs to spend a bit more time baking.



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