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Guild Commander Ativador Download [Password]

Guild Commander Ativador Download [Password]


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About This Game

Manage your guild to victory and save your world from the Necro Lord!

  • As of version 1.4 you don't have to wait around for the end game. Bring it on whenever you're ready.
  • Guild Commander is a resource management game.
  • No dark depressing story here.
  • Three difficulty settings.
  • Short and sweet. You'll finish the game in a few hours.
  • Nerdy GTGD humour.
  • Video tutorial to help you understand how to play.
  • Ten Steam achievements.
  • Standard stuff like saving & loading, changing key bindings, UI auto scaling, etc. are all implemented.
  • Polished and bug tested.

Gameplay

This is a small simple game. You build rooms, charge up your guild members and then deploy them to the provinces in an effort to improve security and lift calamities. Establish trade guilds to earn gold, make equipment to strengthen your guild members, and ultimately you have to be ready for the onslaught of the Necro Lord.

About

This is a game I’ve wanted to play, but since no one else made it, I had to. I’m the dev, GTGD, and I’m better known for my tutorial series GTGD S1 and GTGD S2, which are here on Steam. I take great care in my work and I’ve made sure that Guild Commander is a decent game.

Thank you for taking the time to look at Guild Commander

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Title: Guild Commander
Genre: Indie, Simulation, Strategy
Developer:
GTGD
Publisher:
GTGD
Release Date: 23 Jan, 2015


Minimum:

  • OS: Windows 7 or 8
  • Processor: Intel i5 Dual Core
  • Memory: 2 GB RAM
  • Graphics: A graphics card that can cope with games from a few years ago.
  • DirectX: Version 9.0
  • Storage: 1400 MB available space
  • Additional Notes: UI doesn't display properly if a resolution height beyond 1080 is selected.

English



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Game is shallow. Spend 30 minutes to learn mechanics then just repeat the same sequence of actions: hire all available heroes keep sending them to provinces. After getting >25 of heroes you don`t even need to care about their stats - just press button when those bars get green.. www.youtube.com\/watch?v=OseGxN_NspQ\" target=\"_blank\" rel=\"noreferrer\" id=\"dynamiclink_1\">https:\/\/www.youtube.com\/watch?v=OseGxN_NspQ<\/a>

\tGuild Commander is a Sim game of controlling a guild and sending out heroes
that feels more like a time management game, a happy dream of an accountant.
The game provides a large variety of tutorials that can help you as you go through
the game.
\tThe game has a time system, and you earn income by sending your heroes
out on quests. Gold is spent rapidly on rooms you can add to your guild, and
your gold is depleted daily in order to maintain those rooms you have added.
The longer the heroes are gone stay in the guild, the less gold is earned daily, and the longer they are in the guild, the more money and resources they drain from you. The game
fails in its base management, and can get boring as you watch your heroes come
and go, but have no control over the individual money spent. It becomes more
about getting your heroes out of the guild hall ASAP, so they don't bankrupt
you.
\tThere is no management over what actions your heroes take; there is no
way to cancel their quest and call them back, and despite putting them in
precarious positions, I have yet to experience a hero dying. There is no
personalization of the characters, which takes away from immersion into the
game. You don't feel like your character is growing and improving; they
become more of an impersonal number.

\tThe continual repetition of tasks makes this game boring. It is more
of a money management game than anything else. It feels like it doesn't have
any depth; more like how to manage money dumps. There is no challenge; except
to stay awake while you play it.

This is a summary of my review video, which I encourage you to watch
if you are looking for a more in-depth review.

Thanks for your viewership and support; for more videos click here:
www.youtube.com\/user\/SocioPyscho\" target=\"_blank\" rel=\"noreferrer\" >http:\/\/www.youtube.com\/user\/SocioPyscho<\/a>. I love this game. It's a very unique management game that makes me recall the recent 'RPG Manager' except that this one is far more polished. The graphics are exceedingly pleasant to the eye, especially that of the 'Kitchen' and 'Mess Hall' which look outstanding when positioned next to each other. You manage the heroes and send them out to different provinces to adventure and bring back the loot which you use to pay wages and expenses. There is a small amount of micromanagement in terms of economics and producing items etc and the rooms you can build vary between about 8 or so different types so I assure you there is allot of replayability but the icing on the cake has to be the games sountrack which comprises of some well crafted middle ages folk music which I will have to aquire as background music for later DnD sessions with my mates. In all I would recommend for the sound price of \u00a34 of less that it is currently marketed at.

www.youtube.com\/watch?v=4B1xJWrxQHo\" target=\"_blank\" rel=\"noreferrer\" id=\"dynamiclink_0\">https:\/\/www.youtube.com\/watch?v=4B1xJWrxQHo<\/a>. This is the sort of game you love to hate. It's gorgeous to look at, it's simple enough not to become a drudgery, yet it becomes really repetitive and boring in the mid-to-late game. It's not difficult by any means once you get the hang of it, and even though the in-game tutorial is miserable, there are already guides on Steam Community which are great at explaining "do"s and "don't"s.

Now, taking into consideration its price tag I can't really see the "lack of content" other people are complaining about. It's advertised as "short and sweet" and with "no dark depressing story", and frankly, it delivers that 100%. Is it repetitive? Hell, yes! But at least it's not trying to fool you with a load of bull like "intricate story" or "deep character progression".

Yes, you'll mostly play this for 3-4 hours max at the beginning then shelf it and go back to it for a couple of hours every month. But then again, it's exactly what a game that costs less than breakfast at Starbucks is supposed to do.. I knew this game was gonna be garbage, but I bought it anyway to support GTGD. Try checking out his tutorials, if you have any interest in learning C# in Unity3d. You would have to be looking at this game from a coder's point of view, to appreciate whats really going on.. I 'beat' the game, but after getting over the hurdle of your first trade guild it's just going through the motions.

A good basis for a game, and it's not buggy or poorly designed, I just feel like it wasn't taken far enough to be compelling.

More hero customization and more variety in obstacles would have gone a long way, and the guild hall customization was completely moot after the first trade guild (you just build everything and set the upkeep to max then forget it for the rest of the game.)

Worth a couple of bucks, but don't stress yourself sticking through to the 'end', when you start to feel bored that really is all there is to it.. Guild Commander is a game with an interesting concept, that sadly falls flat in the execution. While I will insist that the concept is pretty good and can work to become a very good game, full of interesting interactions, intrigue, and many enjoyable hours, this is not the game that will do justice to the concept of managing an adventurer's guild.

While the graphics are pretty good looking, and I am a sucker for isometric stuff that also manages to look pretty decent, there are a few too many problems with this game to make it worth spending time, money, and effort on. To continue on with graphics, your entire gameplay area is your guild hall. No, you can not build the building itself, you only have the rooms there which you can fill up in different, but still pre-determined ways. Characters do not move around in your guild either, they merely teleport to their destination. You can not zoom out to see your entire guild hall at once, and to find anyone in it is a pain due to how close the camera is. This is less about being a guild commander, and more about being the guy who rents a pre-made guild house and then just waits for something to happen.

In short, there is no interaction.
You can send out your adventurers to other regions, but at no point are you shown any of this. You do not even have a map of the place, and the explanation on how to do things has basically shown you the entire game. There is only so long that you can look at a building in which nothing changes before you become bored, and while the vaguely humourous adventurer names and tooltips help you dull the monotony of not doing anything, they do not solve the problem.
I was reminded of Progressquest, the game about waiting. Except in this game your adventurers do not even level up. Aside from their equipment, nothing about them changes.

The list of things that could have gone so much better just goes on and on. Equipment is useless, especially if you consider making some yourself. You have no control over your adventurers aside from sending them out once or twice a month, and even that takes 3 or more clicks if you want to send them to some place that can actually use them. Adventurer's stats recover both too fast and too slow, depending on the situation, and it overall just lacks gameplay.
This is more of a waiting game, or perhaps an interactive screensaver, which requires that you keep clicking it or it will give you a gameover.

Interesting concept, but sadly it is all just squandered potential. Guild Commander is not something I would recommend to anyone. Not to people who are fans of strategy, nor to simulation fans, and most certainly not to anyone who wants to build or be creative. This game does not offer that - though I am still not sure what it *does* offer.. Interesting, but a bit unbalanced and boring after you found out what to do.

At first I lost two games in a row without a chance or an idea how to suceed. Then, I stopped thinking about any RPG-Stuff and just focused on not loosing to much money. Also I sent my members to one province at a time until the enemies were defeated.

After rescuing 2-3 provinces you should be out of trouble and might establish your first trade guild. Then it's just "repeat, repeat, repeat" and you will win the game.

Sadly you don't get enough explanation: how does equipment, armor, etc. "really" affect ... what exactly. Does it give you an extra on strength or health (you can't see a change in the bars of your characters). Does it help refreshing the skills? I don't know. Also: how do equipment, status of the province etc. effect the gold your members are making ... and so on. You have several ideas what might have an effect on something, but you don't know noting John Snow.

Concering the gameplay experience: At first it's just stress and you are just clicking as fast as you can to send your members to the next province without any thinking (which is boring...). Then, after getting the heroic status and defeating enemies as soon as they appear, you are just waiting for something to happen and it is boring again. Now, I am waiting for the Necro Lord to attack, but I am under the impression that my stabilisation of the provinces was too good, as there is a 0.0% probability of a calamity and nothing happened for ~20-30 minutes. I reasearched everything, I recruited everybody, every province has maximum status and there is nothing much to do, except for sending 1 or 2 guys to every province every 2-4 minutes.

I bought the game because I was somewhat curious. I expected nothing more than I finally got. The game isn't expensive and does not promise more than it will keep. If you don't mind to pay 5\u20ac you might buy it and have a look at it, but if you have to really think about which game you might afford and which not... just don't buy it.. Game is shallow. Spend 30 minutes to learn mechanics then just repeat the same sequence of actions: hire all available heroes keep sending them to provinces. After getting >25 of heroes you don`t even need to care about their stats - just press button when those bars get green.



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