About This GameWayward Souls is a randomly generated action-RPG with a heavy focus on story. Play as seven different heroes, all with their own abilities and playstyles. Fight through steadily greater hordes of enemies, as you learn about each character and find out what happened in the cursed tower you find yourself in.Greatly inspired by 90's era action-RPG's, but with a faster pace and a focus on randomized replay value.
Hero Characters and AbilitiesRenee uses her mobility to dash through enemies. Her Power Attack is a kick that stuns, with effects depending on her boots. She frequently finds items that let her blind, stun, or poison enemies. All of these let her perform very damaging backstabs. Equipment and Upgrade Examples:
Blythe combines durability with a big sword that cleaves a wide area. He has a shield to block enemy attacks, and throwing axes for when he needs a faster or more long ranged option than his sword provides.
Abbie has long ranged magic attacks that do heavy damage. Her Power Attack uses her staff for shots that are longer range and pierce multiple enemies. In a tough situation, she has limited use spells for both offense and defense.
More characters details soon!a09c17d780
English
wayward souls mod apk. wayward souls guide. wayward souls wiki. wayward souls 4pda. wayward souls paladin. wayward souls android apk. wayward souls band. wayward souls ios. wayward souls. wayward souls apk 1.32.5. wayward souls adventurer. wayward souls apkpure. wayward souls apk revdl. wayward souls apk. wayward souls review. wayward souls apk download. wayward souls apk mod. wayward souls switch. wayward souls android. wayward souls 1.32 5 I played this a lot on mobile and I'm very happy with the PC port. It's similar in gameplay to the secret of mana or legend of zelda on snes, but with six character classes to choose from. The gameplay from one class to another is extremely different, but it's all very fun and challenging. There's lots of cool "lore" things lying around and interesting powerups. Follow our curator page: IndieGems if you like and want to see more reviews like this one. Wayward Souls is a hack-n-slash roguelite that features retro-style pixel graphics, multiple character classes to choose from, fast-paced action, and procedurally generated dungeons. The game is currently in Early Access, with more content to come in the upcoming months. The basic gameplay features fast-paced hack-n-slash action with the look and feel of a traditional 16-bit SNES game with some nice animations and repetitive gameplay. Each individual enemy (other than the bosses) is not particularly difficult, but if you are not careful about your movement and have 10-20 enemies rushing you in asynchronous fashion, you are in trouble. The game starts feature three different classes, Warrior, Mage, and Rogue that the player can choose from, each with its own features, strengths and weaknesses. There are 3 more characters to unlock, and another one on the way. Each character features his/her own story, and so the game has a lot of replay value in trying to find out how to achieve character mastery with each and to reveal their background stories. Each story plot line is only displayed once, so it would be nice for the game to offer the option to look back at the story once it has been revealed. (For those like me who gets halfway with one character and decided that perhaps another one would be good to try. Unlocking other characters along the way and not going back to the first for a long time.) I find that the lore is charming but minimal, yet adds enough flavor to each character for you to really want to get better just to see their short stories. This reminds me of Super Mario Bros where you work so hard as a 6 year-old child on continuous rinse and repeat just to bathe in the limelight of a Toad telling you "But our princess is in another castle!" There is only one difficulty, and you have to be prepared to die a lot. In this I agree with the above mentioned automatic story skip beyond the first time seeing it. But there are permanent upgrades available for each character with a cap seen on the character selection screen. As long as you have the gold, you can buy the upgrade and increase your chance of survival a bit more. How do you earn gold? Well, you grind a little for that. Other than finding gold and treasure in chests, you can also hack down every mushroom, rock, wall decoration, lamp, you name it for a certain chance of a shiny golden coin. I don't particularly like this aspect that artificially draws out runs just because you are trying to maximize your gold gained per run so that you can buy more upgrades before the next. This takes away from the flow and rhythm of the actual game, especially since there is no benefit to gaining coins on your current run, maybe except to put a bonus on your gravestone for your friends. The gold you gain is a cumulative purse and just adds up until you have enough. In addition, the gold can be used for any character you can currently play. Speaking of your gravestones, you can choose to write a message every time you die. And if you pay some of your in-game gold, you can put a bonus on there for your friends who see your tombstone when they play. These are timed (1-2 days) and can give your friends some bonus gold, a blessing (temp status boost), etc. Your Steam friends automatically show up in there, but each person has a game ID that you can share with others and you can add a bunch of people with whom you are not friends on Steam. See discussion forums for many such people exchanging IDs. There is progression for each character for each run that is not permanent. You always start with the basic stats (unless you spent coin for permanent upgrades). Each floor has either a shrine or an ember forge. Shrines give you a temporary status effect boost, armor, etc. Whereas the ember forge gives you a boost in your weapon, status, etc for the rest of the run. The ember forge always gives you two options and you pick the one that fits your play style. In addition, you also can take on a single pet at a time during your run. These small creatures you discover in chests/crates and can really help you out during your game. If you find another animal that you think is a better pet, you can just walk up to it and exchange your current pet for the new one. The battle sequences are in locked rooms, like many dungeon crawlers, and you need to clear the room to be able to move onto the next. I am not a big fan of being only able to attack in the four cardinal directions, but enemies can fire physical or magical projectiles at you from all kinds of angles. This is my only complaint at this time regarding the battle system, if anything, at least give me the diagonals! You also find some consumable items that are generated randomly and hidden within chests. You have a limited inventory and you will need to go into your map/menu to access and use your consumables. These are offensive or defensive and can come in really handy in a tight spot or a particularly difficult fight. I had mentioned initially that this game can be considered repetitive. This is because of the grind for coins, the countless enemies, and the many deaths. So perhaps if you are truly skilled, and can vanquish all of your foes without coins or permanent upgrades, and you find the enemy patterns easy to discern and to deal with, then this would hardly be a problem for you. Certainly the coin-purchased permanent upgrades are assist devices that you may not need. There is one more thing that you collect, hats! I have no idea what they are for, but I have gotten a bunch of different hats through my gameplay. I think this is meant to be some kind of achievement, though I am not sure. So this game is clearly not meant for everyone. Not everyone wants to play a game that has the playing character die many times, with rinse and repeat action. But if you are reading this review and you have read to this point, you have a pretty good idea of what you are getting yourself into. I personally think this is an excellent game that could use a little more polish. But it is still in Early Access and I am curious about what additional features will come through in future updates. In its current state, I would give the game a 8/10. It's not perfect, but it certainly has its own charm. I absolutely would recommend it. I received the product for free. I did not receive any compensation to write this review. The opinions represented here are entirely my own and were not influenced in any way.. I usually don't review early access games but this one is an exception since this has been released on android already and was recently just ported on PC with tons of stuff added on to it.. They have changed and added a lot of things compared to the android version: More new enemies, Friend graves and more. AI looks to be changed for the better as well. Bosses pump fakes now, enemies now follow you outside of the room you've found them, assassins now rarely attacks you first, they will wait until you are vulnerable. I got the android version for $1 in a sale and is priced @ 9 cad full price. For it's price in pc, there are a lot of games that offers more, but there is a looooooooot of replayability on this game for you to learn techniques, trying out different characters and enemy mechanics moves to remember. In my opinion, wait for a 33% sale before getting this game. Pricing this the same as the android version would be more of a fair price or even lower since this is an early access when compared to other games in the PC environment. Despite that, after waiting for quite a while for the PC port, I'm still recommending this game.
1/28 Update - Paladin Bosses Part 2:
List of Changes. 5/21 Update - Fixes and Indicators:
Quick new build to fix some issues, including the Arena final boss not showing up.
List of Changes. 3/30 Update - Credits Level and Mouse Keybinds:
New update that adds the credits level! We changed it so that you get it at a different time from the mobile version.
List of Changes. 4/12 Update - Small Fixes:
Smaller update this time, though we're going to do another one mid-week. We're heading towards our 1.0 launch to exit Early Access, at which point the price of the game will increase to $15. I'll keep doing reminders of this leading up the to launch, so everyone knows about the change.
List of Changes. 1/19 News Update:
Sorry for the delay! Holidays jumbled us up like usual, and after that we have been working on the remaining features for Wayward Souls 1.0 release. We should be hitting weekly updates again until we're ready to launch, currently planned for February or March. I just posted a small build that paves the way for an update coming over the weekend, with another update coming out later this week. The next update will have the Pay Shrines. After that, we're posting the changes to the Paladin bosses and finishing up that mode. Pay Shrines are like the blessing shrines, except you pay gold to use them. There is also an additional new buff type you can only get from these shrines. Each time you use another Pay Shrine in the same game run, it costs more. We added these as a way to spend all the gold you pile up after getting all the character upgrades. Pay Shrines are planned to appear at the end of Catacombs, 5 floors in Labyrinth, as a % chance in Endless, and also in Paladin's mode. When the pay shrines update is out, I'll post more details. We're hoping this ends up being a solution for the tons of gold people have, and also serves as a way to help those that get stuck or want to push further in Endless.. 5/2 Update - Arena Redesign: Starting a big redesign of Arena mode, so it's more appropriately the final challenge of the first six characters. The next update will also add more Arena changes including a new final boss. Arena may be a little buggy right now due to all the changes at once, let me know if there's any problems. 1.0 Launch out of Early Access should be some time this month! The price of the game will raise to $15 at that point.
List of Changes. 4/22 Update - Loot on Minimap, Cheevo Fixes:
This update has a couple features we wanted to get in for awhile, including loot showing up on the map, and some fixes and polish. This update should hopefully cover all of the previous achievement issues, let me know if any are still around. Going to try to keep twice a week updates going until the 1.0 launch, which is now looking like early May. For the 1.0 launch out of Early Access, we will be increasing the price to $15. Next up: Character and boss tweaks, some changes to Arena mode, and some additional small features.
List of Changes. 4/17 Update - More tweaks:
Another update, we're mostly hunting bugs and making tweaks before the 1.0 launch to exit Early Access. This should be ready late this month or early the next. When we hit 1.0, the price of the game will increase to $15. I'm checking the discord and comments for feedback. Also doing a lot of playtesting coming up for all characters, and more tweaks to the Paladin bosses. I'm also thinking of an Arena revamp to make the later bosses more interesting. Other than that, it's mostly bugs and feedback for the next updates.
List of Changes. 1/22 Update - Quick Fixes:
Some quick fixes for a map generation bug with the pay shrines, and some Gauntlet/Arena boss tweaks. Another update coming this week!
List of Changes
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