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!b4d347fde0
English
wayward souls android. wayward souls apk mod. wayward souls apk. wayward souls review. wayward souls apk download. wayward souls apkpure. wayward souls android apk. wayward souls apk 1.32.5. wayward souls guide. wayward souls. wayward souls apk revdl. wayward souls adventurer. wayward souls ios. wayward souls mod apk. wayward souls switch. wayward souls band. wayward souls 1.32 5. wayward souls paladin. wayward souls 4pda. wayward souls wiki 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.. Seems to be a really good 16 bit zelda style game. It is a little less rpg-ish than zelda and more action based. It also has a darker theme and atmosphere than 16 bit snes zelda. The characters have fun aoe attacks/abilities. The game runs well on my windows 10 cheap tablet from walmart. Keybinds are customizable. Its a lot like a 16 bit diablo where you move with WASD instead of click to move.. Utterly fantastic. Visual style, enemy variety, combat, and story mode all excel with flying colors. Been following this game since it was just getting started back on mobile, and it has come so far. So glad it's on PC now so that more people can experience this amazing game. One of the best I've ever played. If you enjoy RPGs, roguelikes, or just a cool fantasy story, get this game and you won't be disappointed.. so...i was gonna go on a rant about how the camera work hurts my eye,and the action is bland and boring,the rooms are un exciting,there are no real challenge,and the game is pretty unplayable and bland....but then this new update came along,and....problem solved! the physics feels a lot more smoother,the camera work is improved a LOT,no more eye pain!the action is a hell of a lot more fast paced and you can easily get overwhelmed by enemies if you're not careful,like,they pose a REAL challenge now!there's even fun little bosses to fight,puzzles,interesting rooms....and all that crap. while it still feels kind of unfinished,it is a LOT more playable now,just add some special attacks,weapons and stuff like that,you'll have a totally serviceable game!...but considering some of the other games these people made in the past,i guess just serviceable isn't exactly what they're gunning for(i hope) so i'm actually really interested about what else can happen in future updates,either way,i'm sure it'll get a lot more play time outta me,(and probably more money too). The best mobile game of 2014 (and arguably one of the best games of 2014) finally comes to PC, better than ever. BUY IT NOW. 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. It's significantly easier than the mobile version, likely because pc controls are easier to use than mobile ones. It's also easier than roguelikes in general, but that's not necessarily a bad thing. Not all of them need to be eye-gougingly difficult, it's nice to challenged but not thoroughly frustrated. It's early access, but I haven't noticed any bugs, except some minor issues with full screen mode. It's certainly worth it in its current state. My only worry is that the devs have been teasing Paladin for about two years now, I hope we won't have to wait much longer.. I have played in phone version , It still good but nothing change from that version except one new class.. I played this game a few years ago on IOS, and it was by far my most played game on my IPad. I just realized it came out on PC, and with a brand new update a few days ago and I haven't been able to stop playing since! It's still the best rogue-like dungeon game I've ever played. The gameplay is challenging and rewards you figuring out how to best fight an enemy rather than grinding up to have better gear. The skill-cap on this game goes on and on, there's always a more efficient way to clear a room. The lore is also fantastic, and gradually builds up multiple pieces of information for you to cobble together into the true story of what happened at Amaranth Keep. I love this game, and I always will. I definitely reccomend it (it's only 12 bucks!) as it's more than worth the price. Good luck fellow adventurers! : ). Utterly fantastic. Visual style, enemy variety, combat, and story mode all excel with flying colors. Been following this game since it was just getting started back on mobile, and it has come so far. So glad it's on PC now so that more people can experience this amazing game. One of the best I've ever played. If you enjoy RPGs, roguelikes, or just a cool fantasy story, get this game and you won't be disappointed.
4/26 Update - Catacombs Training Room and More:
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. 12/13 Update - Arena Mode and Sound Optimization:
This update introduces a new game mode, and also reduces the total filesize and memory usage of the game by compressing the sounds. Arena Mode unlocks after Gauntlet, and is intended to be a greater challenge. Let us know what you think!
List of Changes. 3/23 Update - Arena Adjustments:
Getting back to uploading builds. We had a big delay with fixing the iOS version (same team for both, and it kept lingering on). Now we'll be finishing the PC version with the remaining changes and features we want to add, and launching 1.0
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. 5/21 Update - Fixes and Indicators:
Quick new build to fix some issues, including the Arena final boss not showing up.
List of Changes. 4/9 Update - Tooltips:
We're going to shoot for Early Access 1.0 launch late this month, or early next month. At that time, the price will increase. We're next heading more into the bug list and also looking at player feedback.
List of Changes
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