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Underhero Download] [serial Number]


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About This Game

DESCRIPTION:


Underhero is a 2D side-scroller RPG adventure game with timing-based combat. It tells an intriguing and mysterious story, full of silly characters brimming with personality, quirky dialogue, and lots of weird humor.

STORY:


Inspired by Paper Mario games and RPGs in general, it tells the story of a world where the chosen hero has failed and an underling of the main villain takes his place as the new “hero”.
Join Elizabeth IV and a little Masked kid in a journey across the Chestnut Kingdom to once again, defeat the evil Mr. Stitches! Meet friends, foes and other weird characters in the mysterious world of Underhero.

...Wait, once again!?

FEATURES:


  • A sidescrolling RPG adventure full of beautiful pixel art and cartoony aesthetics.
  • Turn-based combat with a twist: there are no turns! Use your reflexes to evade, and your timing to attack or parry! We call it timing-based combat.
  • Level ups let you choose between three options! HP, attack and stamina! Choose wisely...
  • Enemies consider you their ally, so talk to them in-battles!
  • Critical hits occur when you hit an enemy with the beat of the music, not randomly! Groovy~
  • You want to escape a tough battle? Bribe your enemies!
  • A wonderful original soundtrack composed by Stijn van Wakeren.
  • Explorable worlds sprinkled with many hidden secrets.
  • Mini games!
  • Puzzle elements.
  • Some good old platforming.
  • Fun and intense boss battles!
  • A satire of RPG tropes.
  • A story shrouded in mystery, with many twists and turns…

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Title: Underhero
Genre: Adventure, Indie, RPG
Developer:
Paper Castle Games
Publisher:
Paper Castle Games
Release Date: 19 Sep, 2018



English




To be honest, it took a long while for this game to click with me. I went through the opening acts unfamiliar with the battle system and skeptical about the way the story was being told, and it was actually hard to tell if I was enjoying the game or not. But the further I played, the more I grew invested in the story and characters. And after reaching the finale, I can confidently say just how genius Underhero is.

Gameplay-wise, Underhero is solid. The platforming is honestly pretty mundane, but it fills time much better than the plain old walking you'd be doing between battles in most RPGs. The rhythm-and-not-quite-turn-based battle system absolutely takes some getting used to, but it's fun and satisfying once you've learned it. The boss fights were especially fun, with the setup you had to do before attacking your opponent. Overall, it's definitely a fun game to play.

But the real fun comes from the game's personality. The graphics are delightful, and the characters are some of the most entertaining I've ever seen. Elizabeth in particular was a huge pleasant surprise for me. I was expecting her to be disastrously similar to Kersti from Paper Mario Sticker Star, given her status as a royal companion to the hero. Yes, she gets naggy sometimes, but she's far more complex than that. Travelling with her was a pleasure and never felt like a chore, and she always felt like a true companion. And the game is full of other characters just as enjoyable as her.

Underhero's story, though, totally steals the show. This game has, without a doubt, one of the most ingenious stories I've ever experienced. On the surface, it seems like a typical satire, full of tired metafictional elements and jokes, but by the endgame some of the things that happen caught me completely off-guard, and used the genre in ways I've genuinely never seen before. Stitches' relationship with his followers and Puzzle Man's complete out of nowhere reveal were some of the many things that truly cemented my love for this game.<\/span><\/span>

The game's music is also incredible, using a really neat combination of orchestra, synth, and whatnot that reminds me of the early Paper Mario games. Combined with the colorful graphics and quirky character designs, it gives the game a bright and fun presentation that hides the dark undertones the story holds.<\/span><\/span>

I will say that the game definitely feels rough around the edges. The physics can be a bit wonky sometimes, making navigation of more complicated areas more of a chore. I also found a few grammatical errors here and there. And while we're talking about negatives, I did find some parts of the game tedious, particularly the jungle and parts of the mansion that required running around looking for stuff for a long while. Also, I'd say my biggest complaint is that battles are often far too slow. Enemies have tons of health, and waiting for them to reveal their weakpoints can be agonizing sometimes.

But none of that should scare you away. Underhero is a charming and colorful game with one of the most brilliant stories I've ever seen, and once you get used to the gameplay it's an absolute joy of an experience. It's sad that this is another fantastic indie game that currently really isn't getting the attention that it deserves. Hopefully more people will find out about this wonderful game in the near future, and I'm very excited to see what the folks at Paper Castle have in store for us next.. This game is simply super good!
The best way to describe it is as a spiritual successor to the paper mario games...the old ones, when the serie was good. Even thought there is rpg trappings, it mostly play like an action platformer games, with lots of fun stuff happening all the time to avoid the game from becoming stale. I wish the game were longer, but it's already of a good length and there is no downtime. It's also lovingly sprited and animated.
I highly recommend that you give it a chance, you'll be nicely surprised. I sure was! ^^. Underhero<\/i> is a hidden gem with some rough edges. At its heart, it is an adventure platformer that also uses an active "turn"-based combat system inspired by the Paper Mario<\/i> series.

The game sets up the trope of rescuing a princess but completely subverts it as you end up playing as an underling that works for the villain. You are tasked with the typical RPG quest of finding the bosses of specific areas before returning to your own boss and continuing the next step of your quest.

Each world involves platforming and some switch-based puzzles to explore as you navigate your way through mostly maze-like areas of halls or pathways. I would say that the weakest aspect of the game is its organization\/layout for the worlds, as it can get quite confusing just for the sake of being confusing. Regardless, I still managed to navigate most areas without looking up extra info, but I had to keep track a lot. Just remember to check every direction you can go, and if you are going to leave or quit the game during the middle of a section, try to write down where you've been. It's best to finish all of a particular section before moving onto another one.

Whenever you encounter an enemy in the game, you trigger a battle. The combat system is both active and turn-based (sort of). Essentially, you have a stamina bar that is used whenever you perform actions. You can perform actions whenever you want without waiting, but if the stamina is gone, you have to wait for it to refill. Using up too much stamina staggers you and leaves you open to attacks. On the other hand, the enemies tend to follow a pattern of attacking you once every few seconds, so you can usually get a couple of attacks in.

Your actions involve the following: sword (normal) attacks, slingshot (ranged) attacks, hammer (strong) attacks, as well as using your shield, jumping or crouching, and also bribing enemies (when possible). If you bribe enemies with enough money, you immediately finish without having to fight them, but you also gain less XP than if you defeated them.

Using your shield allows you to either block or parry. Blocking is just holding up the shield to wait for an attack; you don't take damage, but the shield loses from its own "health" bar which has to be repaired eventually. But parrying is to bring the shield up the moment an attack will land on you; that will stun the enemy and the shield isn't hurt at all. Plus, if you parry projectiles, you reflect them back. Parrying is actually essential to defeating a few enemy types, particularly spiders, because they stay away from you and shoot projectiles repeatedly.

Besides the above, you also have the ability to use Potions for healing in battle. And for something different, you can actually talk to enemies so long as you haven't hit them yet. Sometimes it's useless, and sometimes they will give you a hint.

Leveling up lets you choose to increase your HP, your attack power, or your stamina. The biggest issue I had with the combat is that it can be slow because the stamina bar doesn't refill that fast. Because of that, I ended up increasing my stamina for the first few levels, then focused on attack power. Generally speaking, I didn't think leveling up HP was as important, at least not via the XP way. There's no defense stat, so enemies will always hit you the same, and I found it more important to buy Potion and HP upgrades from a shop in the castle. It's simply better to learn enemy patterns and block\/parry, because regardless of how much HP you have, it can actually be pretty easy to die late in the game without a lot of Potions.

The story gets a bit interesting towards the end and throws a curveball twist at you, but it's mainly just there for the sake of being a twist. Yet it was still interesting and added extra dimension to the game.

One other part that I think was weak was that the game got a bit repetitive in the last act. After you finished the last "world", the game has you return to the first 2 worlds and talk to the bosses again, which mostly just wasted time. And afterwards, it has you go through the final section of the game which is split up into parts that just mimic the area design from the worlds you already finished, filling it up with non-mandatory battles. I feel like this part could've simply been cut and it would've made more sense to immediately have the last "world" lead into the endgame.

With that said, I hope these developers are doing alright because they definitely have some strengths shown by the game. It was a fun experience overall and I'd say it's worth a try from most people.. This game is simply super good!
The best way to describe it is as a spiritual successor to the paper mario games...the old ones, when the serie was good. Even thought there is rpg trappings, it mostly play like an action platformer games, with lots of fun stuff happening all the time to avoid the game from becoming stale. I wish the game were longer, but it's already of a good length and there is no downtime. It's also lovingly sprited and animated.
I highly recommend that you give it a chance, you'll be nicely surprised. I sure was! ^^. Overall it is a bit rough around the edges, but the makings of a good game are there. The writing is fun, the combat is a good base, and the ideas are there. It is just held back by how tedious some of the level design and enemy design is. A lot of the level design later into the game is heavily reliant on mazes, back tracking fetch quests, and back tracking fetch quests in said mazes, and you will find yourself thinking "oh good, now that I finished this chapter I can stop dealing with these enemies that keep spewing stun balls out at me" only to realize they are in every chapter later except a different color and with a different status effect they inflict along with their stun attack that you have to mash out of, and they also brought there cousins that spew stun balls out at you before they use their powerful charge attack that you can't dodge or parry until you mash out of the stun. Hell, the only reason I tolerated using the slingshot is because of an upgrade that I went out of my way to get that actually makes it somewhat wieldy rather than the blind shots you have to do on fast flying enemies by default. I honestly got to the last chapter that had a water temple-like rising and lowering puzzle maze and I just gave up.

If you really really REALLY are starved of a Mario & Luigi\/Paper Mario like game and can overlook the flaws I'd suggest waiting on sale. The potential is here, it just needs to be refined.



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