Gods Will Fall
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Über das Spiel
Seit Jahrtausenden herrschen die Götter mit eiserner Hand über die Menschheit. Von Grausamkeit getrieben zwingen sie alle Männer, Frauen und Kinder in ihre Knechtschaft und verlangen nichts weniger als blinde Verehrung. Wer sich dem Willen der Götter nicht beugt, den erwartet ein langsamer und qualvoller Tod.
Hilf acht kriegerischen Abenteurern, brutale Prüfungen zu überwinden und die Menschheit aus dem eisernen Griff der Götter zu befreien. Ob Mann oder Frau – jeder, der ein Schwert besitzt, wird aufgerufen, sich deinem Stamm aus acht keltischen Überlebenden anzuschließen und sich gegen die bestialischen Legionen und Schergen aufzulehnen, die jedes der infernalen Reiche der Götter bewohnen.
Jede Entscheidung, die du triffst, erzählt ein weiteres Stück deiner persönlichen Geschichte. Wenn du siegst, wirst du erleben, wie Legenden entstehen. Wenn du versagst, wirst du Zeuge, wie Leben zu Staub zerfallen.
Vorbestellen und Kopfschmuck des Jägers holen!
Die Jagdlust liegt den Stammesgenossen im Blut und Trophäen werden rituell getragen und zur Schau gestellt. Jeder Krieger kann sich mit den Häuten von fünf exklusiven Bestien – Wolf, Bär, Eber, Fuchs und Dachs – schmücken und so den Göttern zeigen, dass die Jagd eröffnet ist. Der Kopfschmuck des Jägers wird in jedem neuen Spieldurchlauf zufällig zugewiesen.
Systemanforderungen
- CPU: Intel Core i5 or AMD equivalent
- GFX: NVIDIA GTX 460 or AMD equivalent
- RAM: 8 GB RAM
- Software: Windows 10 x64
- HD: 7 GB verfügbarer Speicherplatz
- DX: Version 11
- LANG: Englisch
- CPU: Intel Core i5 or AMD equivalent
- GFX: NVIDIA GTX 660 or AMD Radeon HD 7950
- RAM: 8 GB RAM
- Software: Windows 10 x64
- HD: 7 GB verfügbarer Speicherplatz
- DX: Version 11
- LANG: Englisch
Steam Nutzer-Reviews
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41 Std. insgesamt
Verfasst: 29.01.21 11:11
Wir spielen eine Gruppe aus 8 Leuten die teilweise gleiche oder verschiedene Waffen tragen.
Man läuft von einem Punkt zum Nächsten und muss versuchen den dortigen Dungeon zu lösen.
Auch wenn uns 8 Leute zur Verfügung stehen kann immer nur 1 Person in den Dungeon.
Wenn die Person scheitet wird sie im Dungeon festgehalten und muss von einer andern gerettet werden.
Ich hab mir das Spiel die ersten Minuten angeschaut und hier ein Video hinterlassen.
Wenn du einen kleinen Einblick willst schau mal hier rein...
https://youtu.be/OWXtlBaXI1A
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150 Std. insgesamt
Verfasst: 24.09.21 17:54
Some of the visuals in this game are absolutely gorgeous (others are hilarious), but a few mechanics are quite questionable. Your characters traverse the landscape like a fucking car lmao, seriously. Not even just in the overworld but in the dungeons too. Not only while sprinting but moving AT ALL.
If you're playing on a keyboard straight up forget about enjoying this game, it might make for an entertaining challenge run but the stock control scheme is among the worst I have ever heard of. (The control scheme is static, so you would be forced to use JoyToKey or something if you wanted to alter it.) To play this game proficiently with a keyboard it will take time to adjust, and you will always be at a distinct disadvantage in trying to manage the bumper-car tracks your characters are imprisoned in. Your PCs cannot quickly shift their direction as opposed to every popular isometric game ever made, instead, they would rather you slothfully rotate until you are facing the direction you initially intended.
This is significant, most frustratingly, because in order to parry enemy attacks you must dodge TOWARDS them, you must be almost PERFECTLY parallel to them or you'll either end up behind or to the sides of your opponent which can result in being whiff punished in certain scenarios. Of course, angle is paramount to landing any of your attacks or successfully playing footsies with your opponents – as it should be, but draining all the power-steering fluid out of your vehicle and then telling the formula one racer that they just need to be better at driving is asinine lol. Video game difficulty that is engaging and fun to challenge yourself with as a player is always responsive, and is benefited more by the tools offered to the player and often exacerbated by the tools that they are denied. The latter is a common practice among incredibly passionate fans of a game, in which one may attempt a pacifist run in an ARPG or a SL1 run in dark souls or the like. That's fun because all of the assets the player could need to overcome their hardships in a responsive way are already present, and it encourages you to creatively test the limits of the ones that remain.
In Gods Will Fall a major factor in the challenges the game presents are stacked against you starting with the control scheme, and the mechanical limitations of movement, which obviously influences every aspect of an action game in which spacing and timing are key components to every solution. One might say it's just different and that it takes getting used to, I for one think it's a quite distinctly and severely poor choice. At the end of the day, I could only advise someone buy this if they're prepared to laugh at the quirks, because underneath a couple of fundamental problems there's a really enjoyable experience to be had here once you adjust. It's a rough ride, but a wild one.
P.S.: It's much better with friends to watch and poke fun at it (v:
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117 Std. insgesamt
Verfasst: 16.08.21 12:16
This was beyond horrible:
- Clunky movement, attacks, and overall battle mechanics, pulled out of a bad ps1/ps2 era type of game.
- Huge amount of bugs resulting in untimely deaths due to stuck heroes or animations leading into one-hit kill falls
- Horrible environments and graphics. Art style in trailers is oversold and in reality environments are simply poor and empty
And many more...
I wasted 2 hours playing, so I will not waste 2 more writing a review.
THIS IS FAIR WARNING SO THAT YOU DO NOT WASTE MONEY OR TIME WITH THIS PIECE OF TRASH.
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459 Std. insgesamt
Verfasst: 17.05.21 23:09
The really only negative I have from this game is it's to short. Which makes me rate the game about 9/10.
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604 Std. insgesamt
Verfasst: 03.05.21 21:48
I finished Gods Will Fall last night and was pleasantly surprised at the fun journey I had just had. I bought this game despite the mixed reviews because I saw something in the trailers that just clicked with me and I think a lot of the negative reviews are there because the game isn't what most gamers were expecting.
Yes the game has rogue-like elements and dare I say it, is a little souls like, but over all I think the game sets out to do it's own thing in a way that put some players off because again, they weren't expecting it.
So basically, the game has 10 bosses and you get 8 warriors to take on those bosses. Each boss has it's own dungeon, with minions and a setting to match it lore wise. Your 8 warriors are created randomly each play through, with their own stats and weapons. You decide which hero will take on the dungeons and bosses in any order, but once your hero enters a dungeon, he or she is locked to it until the boss is defeated. If the hero dies in the dungeon, he or she is locked in there until another hero finishes it.
Most reviewers online suggest leaving the dungeon to take on a different one if your hero fails, but I just kept trying the dungeon with different heroes until I finished it. Upon finishing it, you get all your lost heroes back. Then I would move on to another boss.
Where the Souls like comes in is that instead of running to pick up souls, you enter the dungeon with a new hero with everything re-spawned, but you are now armed with the knowledge of enemy placements and difficulty. The difficulty is something most players and reviewers complain about too, because it changes every play through. A dungeon and boss who might have been hard one run, might be a push over in another run. But here's the kicker; as a first time player, I had no reference to what was harder or easier, so every fight was just a fight I had to beat.
At the end of a boss fight, your party gets buffs or even de-buffs. A warrior that beat 3 dungeons in a row for me, became weak stat wise because of fatigue. BUT I had about 3 favorite warriors by then so it wasn't a hassle to switch him out. Aside from stats like Health, Speed and Strength, you get passives. Some warriors fight better the first time they enter a dungeon, so these guys become good scouts for the first journey into a new area. Some might have history with the boss, so they get a buff or a de-buff. Some might get motivated to fight better, raising their stats, because the warrior who just fell, was the warrior who rescued them out of the last dungeon. All these things weave a nice, personal narrative as you play.
Weapons come in different classes and you'll soon find your favorites. I found spears and both 1h and duel welding maces to be OP. At the end of each boss fight/ dungeon you get a set of higher level weapons that you can distribute amongst your Viking warriors, giving you a chance to swap out weapons you don't like. BUT I would suggest trying out each hero when you can. When I was up to my last boss, one of the heroes I had never used had a back story with the boss. so she had elevated stats and I decided to try her. That's when I discovered that heavier/ bigger heroes could actually knock enemies down with their weight through a shoulder slam. So experiment!
Combat actually encourages an aggressive play style I think, through the use of it's Rage mechanic, where the hits you land, fill a rage bar that can be turned into health and damage. Some weapons fill this meter faster than others.
Exploration is a lot of fun in Gods Will Fall. Though the over map is interesting enough as a means to get to one boss after another, the dungeons themselves are beautifully crafted. Often I was in awe of the art design and the scale of the levels. The devs did a great job in working in a lot of verticality into the environments, which gave you a feeling of ascending to a challenge or descending into something place dark and foreboding.
The bosses are interesting and though there were one or too bland designs, a lot of them look great and I'd rather you discover these designs on your own.
The Heroes them selves have a lot of personality to them too. They jump and cheer as a victorious champion emerges from a boss lair, either on his knees, exhausted or raging with joy after the kill. They echo your defeat and despair when you lose a hero to a fight.
Over all, I thought the game had enough tweaks and polishes to many existing formulas, to create a unique and challenging experience that I want more of. I finished my first play through in 6.1 hrs according to steam and I'm eager to set off on another. I'm excited for the DLCs that are coming, because I can't wait to see what new bosses and areas the creative team have in store for us.
This is a great game that deserves a lot of love for the chances it takes. It can be a difficult journey, but if you take your time and get the hang of mechanics, it can be a fun experience.
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31 Std. insgesamt
Verfasst: 09.04.21 02:31
It's upon recognising the overused visual presentation upon start that I knew
it wasn't going to be the game i had hoped for.
Like a really long hot day at Disney World you take a large team around an island looking for
various exhibits to spelunk.
Your team consists of all ages, shape and size and sadly they are as adequate in battle as they would be in real life. So if you take five year old Timmy up against a nine foot tall, 800 pound monster with a club, Timmy's face will be bashed in quickly, viciously and with no apologies.
If you enter a dungeon with an old fat lady she will die an old fat death.
Battle uses a pattern system that fails 70% of the time because a much needed targeting button has been left out of the game. Parry's are often the key to success with trickier enemies but they are performed by lining up your dash and connecting as the enemy is swinging. Nine times out of ten, without a lock-on system, you'll find yourself dashing just an inch to the left or right of an assailant.
My largest gripe, however, is the slow, boring pace the game insists you repeat, over and over and over through it's bland sleepy environments. After wandering half the island I began wondering if the developers might be Valium addicts.
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45 Std. insgesamt
Verfasst: 04.04.21 21:58
Gameplay is a bit hack'n'slash and roguelike, and a whole heap of awful. Movement speed of your characters, even the ones that are quick, is annoyingly slow. Dodge and block are the same button, and it's not going to work too well if you're in the middle of an attack. Combat itself is uninteresting and rarely satisfying. The game will tell you to consider tackling the easier gods prior to the more difficult ones... But I didn't really see anything that signified the difficulty. Maybe I missed it. I was really bored and uninterested the entire time.
Music's alright, and sound is decent enough. I'm not a fan of the voice acting. I'm not sure if it was intentional or not, but it sounds like the narrator is gargling with mouth wash for most of his lines. I didn't suffer with a lot of the bugs other people have, but considering the game failed to capture my interest in the first 45 minutes I figure it's time to move on.
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363 Std. insgesamt
Verfasst: 31.03.21 21:20
Zitat:
Full review (including score): https://youtu.be/1YPZwokdT74
Summarized review below!
Sometimes I play a game and I wonder what exactly said game is trying to do. Is it trying to be this genre? Is it trying to be like this other game? It’s like an identity crisis of sorts, and that’s basically my experience playing through Gods Will Fall.
Note: Trimmed review to fit character limit, check video for full version!
Gameplay:
So Gods Will Fall is part action roguelike, part hack and slash, part platformer, and part adventure game – all bundled up into one little package. Does it do any of these well? Not really. The basic concept is that you’re given this group of warriors and have to go through a series of dungeons to defeat the god residing at the end of each. You select which character to use before entering a dungeon and then are locked in the dungeon with that character until you die or defeat the boss.
Dying kicks you out of the dungeon, but keeps the character locked within, preventing you from getting them back until you clear it with another character. If you run out of characters, it’s a game over and you’ll have to start a new run. The idea is that you’ll have to go through a few runs before you get that perfect one and are able to take down all the bosses without losing your party, with the difficulty ramping up each time. At least, that’s what other players and reviews seem to be saying.
Difficulty:
I say that because I literally beat the game on my first run and it wasn’t difficult in the slightest. Most of the time, I was able to facetank the bosses and just get in a bunch of quick heavy attacks to be done with it – usually in under a minute. It was to the point where I was wondering if my game was somehow bugged or I had missed a difficulty setting somewhere, but no, it’s apparently the result of the game’s randomly generated difficulty.
Lack of Content:
So the roguelike element completely went out the window there and what I was left with was instead just a boring hack and slash game with the bare minimum of content. You get the same handful of enemies scattered about these large and barren maps. And you would think that having such large maps would warrant exploration, but no, there’s very little in the way of that – it’s mostly just large empty rooms and fields with the occasional enemy or two slapped down to give you something to do.
It’s an extremely repetitive experience, and I’m talking as a one-off thing. That’s before you consider the fact that this is supposed to be a roguelike with multiple playthroughs encouraged. I had already suffered enough with my own two-hour playthrough, there’s no way I could have made it through another. I really don’t understand what they were going for here. The lack of variety really kills the roguelike element, but playing it as a one-off experience just leaves it as a forgettable hack and slash game with clunky combat.
Graphics/Music/Performance/Story:
The game does at least look fine and have some decent music – as well as run flawlessly at 1440p 144 fps on my system. It also has a story, but it’s one of those just thrown in there to give the gameplay a basis to exist – there’s hardly any development and it’s honestly not a game that needs it anyways.
Overall:
Gods Will Fall doesn’t seem to know what it wants to be. The gameplay is too repetitive for it to work as a roguelike and the combat is too clunky for it to work as a straight hack and slash game. It’s an extremely shallow experience overall, with little in the way of story, gameplay variety, or depth of any kind. The problems are so deep-rooted that I doubt even patches can salvage it. It took me just two hours to clear and I’ll probably have forgotten about it by this time next week.
Follow my Steam Curator Page for more reviews + videos!
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291 Std. insgesamt
Verfasst: 25.03.21 01:37
One could expect more weapons variety and maybe some reusable skills on your peeps to make combat more interesting, but after all it's acceptable. People say it's hard, but I didn't notice - you can replenish your HP easily during battles and your characters can gain silly bonuses to statistics.
As a fan of souls-like combat I recommend to try it out on sale. There's a chance you'll like it, despite of current ratings.
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16 Std. insgesamt
Verfasst: 21.03.21 21:58
Honestly just market it as a console port so no one will be surprised by the lack of options available.
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1668 Std. insgesamt
Verfasst: 04.03.21 22:26
The basic premise is you have 8 randomly generated warriors and 10 gods to kill, to kill one you must choose one warrior to control and traverse the dungeon of said god and then face him in combat, be warned once inside there are only three endings. Victory, capture or death. The catch however is that on each playthrough the strength of the boss will vary each time, the boss that was super easy in your first playthrough might be the strongest in the next one, worst of all you have no way of knowing until you send someone inside and once inside there is no backing out.
The abilities of the gods will not change, their health and damage will and you will encounter much stronger variants of that gods follower.
However, there is a silver lining. If your warrior dies to a normal attack or a fall he will simply be captured andcan be released by beating that god. So sometimes it is best to abandon that warrior for now and come back when you are stronger.
Each playthrough will most likely not last all that long if you know what you are doing but this is the kind of game you play over and over again.
What makes it worth playing over and over again? The stories that can develop from your warriors.
See each warrior has their own skills, stats and history. Some of that history can be hidden until triggered or might be visible from the start.
For example when you approach the lair of one god one of your warriors might reveal he has a fear of that god (lowering his stats) or he might have a serious grudge against that god (instead getting boosts). Some warriors might reveal to have a debt to one currently trapped and will be eager to attempt a rescue. This game is also big on overcoming the odds, if for example one warrior is afraid of a god sending him in will make the fight tougher due to his debuffs but should he emerge victorious he will get some nice bonuses that can help later on. (Due to him conquering his fear)
So what are the stats of the warriors?
-Vigour: This is your health, the higher it is the more damage you can take. (You will normally startwith max health unless certain events dictate otherwise)
-Strength: Bonus damage added to your attacks. (Gets used up with each dungeon run so use it wisely)
-Skills: The individual skills of each warrior and what they do.
- Weapon and its level: What weapon the warrior wields and what level it is. (1-5)
-Speed: Dictates how fast the warriors moves.
The weapons (the damage per hit doesnt change for weapon type)
-Sword good: all rounder in attack speed and keeping mobile
-Dual weapons: Fastest and most mobile weapons, can interrupt attacks to dodge but has little in the way of knocking enemies down.
-One handed mace/axe: A bit slower than sword but deal more damage when striking downed enemies (can only be hit by jumping heavy attacks)
-Two handed weapons: Slowest weapon in the game, big wide swings excellent when multiple opponents are clumped together. Has the most powerful heavy attack but requires a short charge (dont recommend using)
-Spear: Longest reach in the game, excellent for keeping enemies at a distance before they get close.
The gameplay (Strongly recommend you do the tutorial to get a feel of the game)
You play from a birds eye view centered around your character. You must navigate the dungeon to reach the boss killing enemies as you go (Strongly recommended as the boss health will decrease based on how many servants you killed making it easier, however, 2 bosses break that rule). The larger the bosses health bar is the stronger he and his servants are.
There are some environmental hazards whether they be falls or traps and fire but the biggest threat will be the servants. There are two types the vassals and the creatures, vassals are the human ones that can be grabbed and knocked down, creatures are much stronger and cannot be knocked down and stay stunned for a lot less time but only appear in the stronger gods dungeons. Once you reach the end of the dungeon (which never changes in structure, only enemies and loot spawns) the god will be faced in a boss battle. Fall and you must send another warrior in and go through the dungeon again. If you lose in the dungeon unless killed by a trap or a deadly attack (marked by a red glow before the attack, if they die to that they are dead dead) then your warrior is captured by that god and can be recovered if you defeat that god.
You can bring up to four different items with your warrior (which can be found randomly during the dungeon run so going in pockets full will prevent you from picking up more items), some are a means of offense or a stat booster. Some serve a more special purpose. At the end of the dungeon run all collected items will be added to the inventory to use in another run, aswell as a random assortement of weapons of varying levels. You can give those weapons to your warriors whether it be because its higher level or you do not like the weapon the warrior is using. Some body types cannot use certain weapons, for example the thicc characters cannot use dual weilding and swords but only they can use two handed weapons)
To recover health outside of using items you must deal damage to the enemies health or parry and attack. This will stock up as blood lust in the slots of lost health, the more you have the more you gain on the next strike. However, taking damage will take off part of it and it decays outside of combat. Activate your roar to use up all you stored bloodlust to recover it as health, also if you have stocked up a certain amount of blood lust before using it can confer short bonuses to you. (Meaning you can activate them only when sufficiently wounded)
Some enemy weapons can be picked up and use as normal weapons but will break after several uses or be thrown at an enemy. (Hardest part is aiming diagonally with the keyboard, recommend trying to position yourself perpendicular to your target)
You can also jump and will need to do so in certain areas.
You can also dodge, your character will leap in the direction you choose and have a brief window of invulnerability. Dodge into an enemy right before their attack lands and you will parry, leaving them stunned and generating a good amount of blood lust (Works on bosses staggerig for a brief second, there are no unparryable attacks in this game). You can dodge into a stunned enemy to grab and throw them in the direction you choose (whether it be into a pit for an instant kill or into another enemy) or strike them to deal extra damage with that attack. (Parrying and dodging are key to winning the game and will need time to master)
Holding the dodge key will cause your character to begin sprinting, taking a hit while doing that will knock you down.
Although the strength of the bosses varies with each run their attacks remain the same, so for first time players there are 4 I recommend keeping for last.
-Karnoccus (Very fast and mobile boss that hits hard)
-The one on the very bottom left.
-The one right of Karnoccus. (Shes the only dedicated ranged one and can be difficult if you have gotten a good hand of dodging.)
- Ogmios
In terms of the easiest for the fight itself I would go with Morrigan. She is straight forward. She will stay in a guard position as she approaches you and will break out of that stance to attack in melee or ranged, her feathers will be on the ground either because she threw it or because you hit her in guard stance enough. When she is going to throw an attack either dodge and counter or throw her feather in her face to stun her. She flies briefly too.
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137 Std. insgesamt
Verfasst: 01.03.21 03:40
I did remap the controls to have combat on the sholder buttons of controller rather than the face ones. Would urge developers to rethink the same button dash and parry. I think we would be better with a lock on mechanic and more akin to souls. Perhaps try that and make it an options between control modes?
So far I am enjoying the level design and the combat feels good and bosses have been interesting so far. Each party member feels different and you have to learn the move sets, weapons and character builds alongside understanding the enemy attack patterns. The blood lust health mechanic encourages aggressive play.
The relationships between party members, the dungeon and bosses is a good idea and keen to keep playing to see how this continues to interconnect. Also, it is an interesting game mechanic with how boss and levels are connected - be it environmental interaction or killing mobs that has an impact on the boss's health before you meet it.
Overall not sure on why there is a volume of negative reviews for the game. Does not seem like too many patches since launch, but perhaps it all comes down to expectations. If you want top down, exploration with melee combat in an i retesting world with some rogue lite mechanics: I’d recommend giving it a shot.
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400 Std. insgesamt
Verfasst: 03.02.21 15:43
Edit: I was correct in my assumption that the game would be too short, I very much hope they plan on adding a lot more to the game since I did enjoy it, but for how short It is I think the price is a bit high.
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9 Std. insgesamt
Verfasst: 02.02.21 06:49
I'll give it time.
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678 Std. insgesamt
Verfasst: 30.01.21 09:21
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350 Std. insgesamt
Verfasst: 30.01.21 04:26
That being said...when you configure your Vsync to on within the game, ditch the keyboard for a controller, and forgive the things Gods Will Fall does poorly, there is a surprisingly pleasant experience waiting for you. This rogue-like dungeon crawler challenges you to venture from lair to lair searching for boss battles that do actually feel challenging and rewarding (but sometimes frustrating). Your band of adventures consists of eight randomized adventurers with randomized relationships and back stories, this mechanic sold the game to me but while it presents an interesting storyline dynamic, it rarely feels exciting and doesn't create interesting gameplay variation outside of stat boosts or debuffs.
Behind the rough edges visually and in gameplay design is a charming rogue like with decently tight (controller) combat that feels fair and punishes button-mashing. Gods Will Fall leaves a bit to be desired and doesn't hit hard on the ideas that make it unique. You can't give the player randomized heroes with distinguished looks and unique backstories then expect them not to wish they had the ability to customize details about those heroes while XCOM exists. Combat is limited to a few styles of (melee only) fighting styles and doesn't introduce any meaningful abilities or unique effects to spice up the gameplay. Imagine if you could roll a band of adventurers where one of them has electric elemental abilities which have a chance to paralyze, another gets a specialized groundpound with AOE, and another has a vampiric self-heal that comes from back-stabbing enemies. Then imagine you pull weapons from a starting stash and have to assign weapons, armor, and items to fit the hero it best fits. Those changes alone would assuredly keep me playing for another 20-30 hours. My point is to say is that I've seen games do things similar to what Gods Will Fall is attempting, and do it better. [XCOM, Darkest Dungeon, Massive Chalice]
I wanted to be the contrarian and leave a positive review on this game, but while I'm not done with the game, I personally cannot recommend the experience I've had for $32 (why did I even buy day one DLC?). I might be tempted to say come back to this when it gets better, or when it's on sale, but I have no idea what Deep Silver's commitment is to making this game memorable in a sea of rogue-likes.
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12 Std. insgesamt
Verfasst: 30.01.21 01:24
The controls are super wonky; basically unplayable with a small keyboard. The tutorial is pretty crap and you cant skip it. Honestly, this game would be better if they updated for mouse/keyboard place instead of making it generic as F.
12 minutes in and the game was just unplayable with a TKL keyboard. Especially since it requires not only WASD but JKL to attack - crammed spacing.
For the price IT IS NOT WORTH
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Release:29.01.2021
Genre:
Actionspiel
Entwickler:
Clever Beans
Vertrieb:
Deep Silver
Engine:keine Infos
Kopierschutz:keine Infos
Franchise:keine Infos
Einzelspieler
Mehrspieler
Koop
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