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About This Game



Runers is a top-down rogue-like dungeon shooter where you explore a vast underground labyrinth and face fierce monsters and bosses. As the game advances further into the dungeon, you will gather Runes, which will be used to combine into 285 unique spells. Discovering new spells will unlock their entries in your Runedex; unlock them all! But be careful – if you die, your playthrough is finished.

We wanted to make a game that had a lot of replayability, customization, and discovery. Almost every design choice we made focused on furthering those three goals. We want the player to be able to choose the playing style that suits them: long range sniper, mid range run and gun, or an up close brawler. There are many features to facilitate this level of customization. When you earn enough experience you will level up and be able to choose from 4 random traits to make you even stronger.

Each floor is procedurally generated, so the enemies, rooms, event rooms, and bosses you face are all randomly chosen, making every playthrough different. You will not encounter everything in the game in one playthrough, or even five: there is always something new to encounter.




  • Each floor and room is completely randomized – each run will be a different experience
  • Choose from 20 Races and 20 Classes to customize your runs
  • Runes have unique stats that modify the spells you create with them
  • Choose from 285 different spells to build your own unique spell loadouts
  • Upgrade your spells to make them even stronger
  • 50 different traits to choose from when leveling up
  • 10 procedurally generated floors to explore and fight through
  • 15+ random bosses and 100+ random enemies to fight
  • Numerous Challenges, Event Rooms, and Achievements to complete
  • Defeating enemies unlocks entries in your Beastiary
  • 5 difficulties to increase the challenge
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Title: Runers
Genre: Indie, RPG
Developer:
LGK Games
Publisher:
Mastertronic
Release Date: 2 Sep, 2014



English,German,Russian,Japanese




Runers is an amazing combination of discovery and rogue-like gameplay. You use 1-3 of 10 different types of runes to create hundreds of spells. Of the 285 spells you can only discover a handful per run, and runs can take hours. In other words, this game's element of discovery can last hundreds of hours.

The spells are incredibly unique and versatile. You'll find that they fit into general categories and serve similar purposes, but that no two spells are the same. You can also upgrade the spells you have created by using additional runes on them. This doesn't simply upgrade damage or cooldown time though, but any of a number of aspects of a spell including but not limited to: buff duration, radius, force, speed, knockback, stun duration, and even "leash elastic." Clearly not all spells will have every one of these and more aspects, but how a spell can be upgraded is just as important as how it first appears.

For me the best thing about this game is that it is a rogue-like with meaningful general progression. Usually in rogue-likes, once you die you start over and very little will have changed other than your knowledge of the game. In this game you might discover a very useful spell on one run and feel great about your progress even without winning or performing well.

A really important thing to understand about the mechanics of this game is the meaning of "discovery." Creating a spell for the first time does not simply mean adding a new "recipe" to your runedex that you could have just looked up on a wiki. You need combiners to create spells for the first time, afterwards you can create those spells using only the required runes. Combiners have another possible use though, in that you can break them to gain experience. I can't stress enough how important it is to be aware of this aspect of the gameplay. If you look through the discussions you will find many, many people who didn't become aware of this until they had put many hours into the game.

I definitely plan on completing my runedex so there's no way I couldn't recommend this game.

I should also add that this game has a pretty cool soundtrack.. quite the fun game! still could use some tune ups here and there but for someone looking for a fast paced run and gun-ish experience its solid! the powers combination is what got me hooked (im hoping they make "combiners" a more frequent drop, only because it has felt like i crawl from floor to floor just hoping to find one) as of right now expect a solid gameplay but a barebones experience, this experience will be a nice addition to your rogue style games. Spell combining + twin stick shooter is a REALLY AWESOME formula. Unfortunately it's dragged down by poor balance, non-existent level design, and boring enemy AI. It really needs another round of solid mechanic improvements before I can reccomend it.. Runers is an amazing combination of discovery and rogue-like gameplay. You use 1-3 of 10 different types of runes to create hundreds of spells. Of the 285 spells you can only discover a handful per run, and runs can take hours. In other words, this game's element of discovery can last hundreds of hours.

The spells are incredibly unique and versatile. You'll find that they fit into general categories and serve similar purposes, but that no two spells are the same. You can also upgrade the spells you have created by using additional runes on them. This doesn't simply upgrade damage or cooldown time though, but any of a number of aspects of a spell including but not limited to: buff duration, radius, force, speed, knockback, stun duration, and even "leash elastic." Clearly not all spells will have every one of these and more aspects, but how a spell can be upgraded is just as important as how it first appears.

For me the best thing about this game is that it is a rogue-like with meaningful general progression. Usually in rogue-likes, once you die you start over and very little will have changed other than your knowledge of the game. In this game you might discover a very useful spell on one run and feel great about your progress even without winning or performing well.

A really important thing to understand about the mechanics of this game is the meaning of "discovery." Creating a spell for the first time does not simply mean adding a new "recipe" to your runedex that you could have just looked up on a wiki. You need combiners to create spells for the first time, afterwards you can create those spells using only the required runes. Combiners have another possible use though, in that you can break them to gain experience. I can't stress enough how important it is to be aware of this aspect of the gameplay. If you look through the discussions you will find many, many people who didn't become aware of this until they had put many hours into the game.

I definitely plan on completing my runedex so there's no way I couldn't recommend this game.

I should also add that this game has a pretty cool soundtrack.. I'm a huge fan of top-down roguelikes, and this is one of the best I've seen yet (Although The Binding will always hold a special place in my heart). The customization options are huge (285 unique spells to be discovered? Best get started) with the ability to select not only your race, but your class. All of which are varied and interesting (And so far, fairly balanced which is surprising) That, alongside talents you can pick every time you clear a floor, or level up (with enemys getting random bonuses as well) hell, you even get to pick your own starting spell, which is always nice (So far, much love to shock!)

The difficulty curve is what you can expect from this genre, brutal at the start, but fair. You'll die. A lot. But it's never the game tricking you. Every death is a learning experience.

Back to this specific game, the replayability factor is huge, due to the previously mentioned customization options, as well as the leaderboards. Come on, who doesn't like to see their name up in lights? Ok, so you might not be able to rank it in the global top 10, but there's always personal bests\/friends high scores. The challenge system also adds further layers of depth, which is great.

The soundtrack, I'm a fan of personally, and the graphics, while basic...serve the purpose. Considering the pricetag on this game, I'd strongly suggest picking it up.


All in all, I could sum it up in just a few words; If you even have the slightest interest in this style of game, even if this is your first...try the Demo. Right there, on this page. Up a bit...no, bit more up...to the right...right a bit...there it is!

You'll thank me later.. This game has a lot of potential! It really does. But the many problems make it frustrating to play.

1. The drop rates.
All items seem to drop at unreliable rates. I sometimes got too many health pickups to use, or so little I have no ability to regain health. The combiners are the worst offenders of this. They are required to make new spells, but the drop rate seems so low that getting them is rare, and once you actually get a combiner, you get some useless spell you can't use even if you want to. More on that later.

2. The rooms. Everything about them.
The concept of randomly generated rooms (in this particular game) is really cool and sound like tons of fun. The problem comes from how the generation is designed. In every room there are around 6-8 destructibles. These destructibles drop items on occasion. Seems pretty good right? The problem is that each destrucible takes many hits to destroy, so you just sit there blindly shooting it until it's gone. If I wanted to be bored, I would go outside. The enemies are also a pain in the\u2665\u2665\u2665\u2665\u2665 They're not challenging, they're unfair. What you will find yourself doing most of the time is running around in a circle, while enemies chase you at great speeds. This gets very boring. In some rooms, enemies spawn right next to the door, and you immediately get ganged up on, taking vast amounts of inescapable damage.

3. The spells.
In order to create new spells, you need a combiner. These are hard to get as mentioned above. When you do get a spell, you have no clue what it is. Having some hints could be cool, but you get none. (As a side note, almost every spell using entropy runes is worthless.) Many spells are also not worth getting. Many spells are situational, which is ok, but since you have limited slots for spells, you end up getting the same spells you always get and sticking with those. This destroys the need for spellcrafting. Why create new spells when you already know what spells you are going to get?

This game has enormous potential, but is held back by many design flaws.. This game seems simple but you can put an incredible amount of time and get an incredible amount of fun out of it. The creative method of making spells that this game uses makes it fun to discover new spells every time you play and encourages you to think out what spells you'll use each playthrough. This game I would recommend to anyone.. Great game, and easily recommended. To me, Runers feels somewhat like a mix of the overall gameplay of the original Gauntlet games, running through dungeons attacking swarms of enemies with a top-down view, and a twist of the combining spell system of Magicka, with lots of variable spells created by the unique rune system in this game, blended into one package.

Add to this the customization options when choosing your character, randomized trait features to choose from on leveling up, the capability for spell upgrading with additional runes you find, and the variety of spell types - from ranged projectiles to "melee" style sword spells, to different buffs\/debuffs - and you can have a very different experience with each run of the game, if you choose. These features combined with a decent learning curve and amount of difficulty provide a great amount of replayability, and makes the rogue-like permadeath feature not as frustrating as I thought it would be.

Summary: Runers is a great dungeon crawling, rogue-like shooter with plenty of features to keep you coming back for more. The higher difficulties do seem pretty difficult, but I highly recommend it!. Runers is a roguelike very much reminiscient of The Binding of Isaac. You slowly power up as you venture, through rooms, deeper into the meat of the game.

Runers is challenging. Heck, it is downright brutal. After three hours I finally beat the first boss (and mostly because I fought one of the easier bosses) only to die right away in the next area because it introduced stuff I'd not yet seen. That's what makes these games great, when they can hit you with a curveball just as you begin to think you can hit a homerun.

The rune system of developing spells is pretty intriguing, albeit very tricky just starting out. I am noticing that entire runs can be dedicated to trying different combinations of runes hoping to find that one spell that really accents my playstyle. The rune system is interesting, furthermore, because it challenges you to decide between upgrading your current spell and building a new one altogether which, if you're a newbie, is kind of like playing a slot machine.

There are definitely flaws with the game, however. It doesn't have that level of polish that the Binding of Isaac has, nor does it really feel flushed out and well balanced. The art is consistent and classic-style, which is great, but it gets lost in the level design. The maps are pretty much all the same, on the levels I played. Rooms are slightly different looking but there are only a handful of room types and things that might happen in those rooms. You've got the boss room, normal rooms, and challenge rooms. All of which might spawn as an aura room, but for the most part you're looking at only three room variants. Hopefully in a future patch we'll see this expanded upon, as it is certainly one of the major lowpoints for the game right now.

The music is solid, and the controls feel well thought out. There is currently no controller support which is a bummer, but it plays just fine without. I do have one complaint, however, with the keybinds for hotkey spells. With all the frantic action it is incredibly frustrating to stop what you're doing to hit a hotkey. If you're using your mouse buttons to fire your primary spells then the hotkeys will not (at least not for me) activate properly. You've got to stop moving or stop firing to shoot off the hotkey spells which makes them near-useless.

Great game and I'm sure we'll see my concerns addressed in future patches.



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