![]() ![]() ![]() The game also benefits from the variety of creatures, complete with attacks and abilities, and the way they interact with enemies, traps, and artifacts. ![]() These are just some of the core decisions that players have to engage with. Should I try morale damage or should I destroy their bodies? Should I use traps that deliver full damage or those that introduce effects? Should my creatures be the focus of development or is my master the buy that should get all possible upgrades? Legend of Keepers runs on decisions and synergies. I think the Archaeologist text event encapsulates the tone of the game beautifully, allowing gamers to focus on the joys of hero slaying. There are some funny bits of writing when it comes to events but there’s no character development and that’s perfectly fine. The dungeon exists to take down meddling human heroes, the monsters and traps exist to help the player reach that aim. The story does not aim for complexity for either characters or setting. There’s plenty of variety to keep everyone engaged until another group of adventurers sets forth. The player can choose to raid hamlets, get a therapy session, train their minions, engage with merchants, and more. Random events pop up, offering new options, some interesting choices, and, sometimes, negative consequences. Players have to manage the morale of monsters and keep traps in top shape. When adventurers are not incoming Legend of Keepers turns to the management elements. Actions can target health and morale and bringing any of them down to zero for an entire group leads to a win and associated rewards (the core resources are blood, mana, and gold). Player monsters and traps have their own sets and much of the game plays out in their interactions. If monsters and traps are not enough the master awaits at the end of the dungeon, a powerful figure that can deal with enemies but is not invulnerable in the long run.Įach enemy party contains three characters, with various abilities and vulnerabilities. Groups of adventurers are coming and the player needs to put together the best combination of all the above to stop them. The core mechanics are built around rooms, monsters, and traps. The game mixes concepts from the rogue-lite genre and dungeon management. The title is created by Goblinz Studio and published by the same company on the PC via both download distribution services and the PC. Thankfully I have invested some resources into the boss I control and he has the morale damaging attack that manages to take down the group, even if he has less than 300 health when he does so. The three adventurers blast through to groups of monsters, which I expected. My minions are weak to their powers and I have failed to develop my traps because I thought monsters are the best way to deal with threats. This is not the start of a long-winded joke but a threatening situation in Legend of Keepers. Especially if those hoops are not working.A scholar, an exile, and a sorceress walk into a dungeon. I don't appreciate you locking the games content behind additional hoops to jump through. Lets hope i get the code for that monster as well now.Ī Newsletter just came in my actual spam folder. "Thank you for subscribing! You have subscribed successfully." So it was in my spam, but not the spam which i get.Ĭlicking the link to confirm my email is timing out tough:Īfter many failed tries i requested a new confirmation mail. I just dug deeper into this issue and apparently yahoo mail sorted your email out before it even sent it to me. No confirmation email, no code for the monster email, no newsletter email. I signed up since the announcement you made several times (even with different browsers), but did not get any response email.
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