Title: Worlds of Chaos: Invasion
Genre: Action, Indie, RPG, Strategy, Early Access
Developer:
Tactichaos
Publisher:
Tactichaos
Release Date: 10 Feb, 2016
English
worlds of chaos invasion
I bought this game because it looks really fun. I like the idea of the open world fighting, But the combat system is a little to slow even in the fast game mode. It seams like they dont attack when you click on them takes anywhere from 10 seconds to 15 after you chose witch guy to go fight what monster. Other than that its been pretty fun. Not worth the price they ask should be a $5-$10 game MAX. Good luck on develment ill be checking it out again soon. This is an early access review written on 02\/16\/2016.
This is a fun, but currently short, combat-heavy RPG. There are no dialogs, quest givers or even much of a story at this point (something about destroying some corruption.)
Your job is to explore with your party of five and kill camps full of evildoers. Along the way you'll find caves and buildings that when entered, will give you a quest that you complete within it.
Character building and combat is defintely the focus. The leveling system has a ton of options, skills and spells. There are no set classes; any character can have any skill and wear any armor, but there are penalties such as heavier armor makes energy regen slower.
The comabt is real-time with no ability to pause. There is a "tactical" mode that is too slow for my tastes, and an arcade mode that is faster. I played in arcade mode with the combat speed set to 140%.
The loot at this point is limited to weapons and suits of armor, along with hp\/energy potions and a resurrection item.
I completed the game in about 7 hours. Again, this is the initial early access release in February, 2016. It will certainly get more content, but I felt it was worth the $10 price already if you like to explore and kill stuff. If you are looking for an engaging story and colorful character dialogs, this may not be for you (right now.)
. A fine little game with an active developer. He listens and works to incorporate ideas from his consumers. The combat system is unique and believe me you will need to learn how spells and skills work. Might be a niche game but I like it.
5\/30\/19 Developer continues to update the game. He now made the tutorial optional and since I already know how to play I don't have to redo this every time I start a new game. the polish and refinements have shown through time and the game just keeps getting better. I really love it.. This is a neat little game.
Gameplay Notes:
- Plays more like Baldur's Gate, not Diablo. Hit spacebar to pause and issue orders. You can issue individual orders or control the whole party at once.
- All melee, creatures and players alike, will automatically backstab if behind the enemy. Even knights with maces. So melee tactics involve getting behind enemies while not letting them get behind you. In a perfect scenario, the creature is facing and attacking one melee while all other melees are standing behind it and backstabbing like crazy.
- Big-damage hits will add an "injury" to the victim which lowers all stats. Injuries and corresponding stat lowerings can stack multiple times. So it's often beneficial to attack multiple enemies at once, rendering them all very weak, as opposed to focus-firing and taking them down one-by-one.
- The game is not impossible, but it's not easy either. I put it on the easiest setting and still suffered a few deaths (but no TPWs!). A typical example: Travelling along, you encounter a large group of enemies. Run away to clear aggro & regroup, then creep up slowly with one character to "pull" a few at a time back to the group.
Pros:
- Good depth in character stats & development.
- Nice world & environment.
- Excellent sounds & combat music. Birds chirping and the occasional woodpecker are very immersive.
Cons\/Suggestions:
- I'd like to see health bars over the characters in the game world. The party window is fine, but I have to look away from the action to monitor health.
- I'd like some indication that a character is actively attacking or doing something, and preferably which enemy is the target. In-between melee attacks or before spells go off it can look like they're just standing there without a job to do.
- I'd like to be able to set custom party formations and right-click + drag to specify their arrival orientation (ala Baldur's Gate).
- The main map doesn't have any labels or tooltips on the travel portals. I'd like to know ahead of time where the portal is taking me, especially since it costs a travel orb.
- Some guy wants me to liberate his farm from goblins. I think he mentioned where to go when I first took the quest, but now I can't remember and the quest window doesn't say. I think quest dialogs should show all the previous conversations.. It's all right.. This is an early access review written on 02\/16\/2016.
This is a fun, but currently short, combat-heavy RPG. There are no dialogs, quest givers or even much of a story at this point (something about destroying some corruption.)
Your job is to explore with your party of five and kill camps full of evildoers. Along the way you'll find caves and buildings that when entered, will give you a quest that you complete within it.
Character building and combat is defintely the focus. The leveling system has a ton of options, skills and spells. There are no set classes; any character can have any skill and wear any armor, but there are penalties such as heavier armor makes energy regen slower.
The comabt is real-time with no ability to pause. There is a "tactical" mode that is too slow for my tastes, and an arcade mode that is faster. I played in arcade mode with the combat speed set to 140%.
The loot at this point is limited to weapons and suits of armor, along with hp\/energy potions and a resurrection item.
I completed the game in about 7 hours. Again, this is the initial early access release in February, 2016. It will certainly get more content, but I felt it was worth the $10 price already if you like to explore and kill stuff. If you are looking for an engaging story and colorful character dialogs, this may not be for you (right now.)
. This is a neat little game.
Gameplay Notes:
- Plays more like Baldur's Gate, not Diablo. Hit spacebar to pause and issue orders. You can issue individual orders or control the whole party at once.
- All melee, creatures and players alike, will automatically backstab if behind the enemy. Even knights with maces. So melee tactics involve getting behind enemies while not letting them get behind you. In a perfect scenario, the creature is facing and attacking one melee while all other melees are standing behind it and backstabbing like crazy.
- Big-damage hits will add an "injury" to the victim which lowers all stats. Injuries and corresponding stat lowerings can stack multiple times. So it's often beneficial to attack multiple enemies at once, rendering them all very weak, as opposed to focus-firing and taking them down one-by-one.
- The game is not impossible, but it's not easy either. I put it on the easiest setting and still suffered a few deaths (but no TPWs!). A typical example: Travelling along, you encounter a large group of enemies. Run away to clear aggro & regroup, then creep up slowly with one character to "pull" a few at a time back to the group.
Pros:
- Good depth in character stats & development.
- Nice world & environment.
- Excellent sounds & combat music. Birds chirping and the occasional woodpecker are very immersive.
Cons\/Suggestions:
- I'd like to see health bars over the characters in the game world. The party window is fine, but I have to look away from the action to monitor health.
- I'd like some indication that a character is actively attacking or doing something, and preferably which enemy is the target. In-between melee attacks or before spells go off it can look like they're just standing there without a job to do.
- I'd like to be able to set custom party formations and right-click + drag to specify their arrival orientation (ala Baldur's Gate).
- The main map doesn't have any labels or tooltips on the travel portals. I'd like to know ahead of time where the portal is taking me, especially since it costs a travel orb.
- Some guy wants me to liberate his farm from goblins. I think he mentioned where to go when I first took the quest, but now I can't remember and the quest window doesn't say. I think quest dialogs should show all the previous conversations.. A fine little game with an active developer. He listens and works to incorporate ideas from his consumers. The combat system is unique and believe me you will need to learn how spells and skills work. Might be a niche game but I like it.
5\/30\/19 Developer continues to update the game. He now made the tutorial optional and since I already know how to play I don't have to redo this every time I start a new game. the polish and refinements have shown through time and the game just keeps getting better. I really love it.
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