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HappyFeet_1402

81 Shards
Just your average bloke, completed addicted gamer & former streamer #CraftFightSurvive, if a game ticks one of those boxes, it's probably good for me!
  1. Developer: Vercidium Genre: FPS, PvP Price: Free Sectors Edge looks, and feels, like the lovechild of Minecraft and Fortnite (minus the 100 to 1 Battle Royale formula) and after spending some time playing over the weekend I can honestly say it’s a promising idea! While the game does feature 3 different game modes, I only had the opportunity to test out the Team Deathmatch during my time playing. The Devs have obviously invested a lot of time creating some beautiful voxel based maps in which the matches take place, featuring various different monuments and terrain, and given the other mechanics in the game these maps actually add a real degree of ‘verticality’ to the gameplay itself; whether you’re hunting from the top of a tree canopy or stalking through underground caves unnoticed there is a real sense that enemies can come from any, and all, directions! Given that the Team Deathmatch takes place with a 20 minute timer for point scoring, it also means that the map you start on will not resemble the map at the end of a round, as terrain is fully destructible either through tool usage or general weapon fire, with some of the larger weapons (rocket/plasma launchers) seemingly designed for the task of obliterating a map and any cover the terrain might provide! Though for every single block you can destroy, you can also build your own as the match is playing out; whether you need a quick ladder up to higher ground or an impromptu wall of cover it’s all possible through the hotkeys. Load outs for your character are chosen using a points based system, with a cap of 16 points to spend, allocated between a primary & secondary weapon, along with items (like grenades) and mods to your character (extra jump height for example) which allows for some customisation depending on your play style. You can also pick and tinker with your load out mid game if/when you die, with 16 different weapons and 8 mods available at the moment it really adds to the ability to adapt to the map and play style of your opponents, all of which is really easy to do quickly. There are some gripes at this early stage, building doesn’t feel the easiest thing to control just yet, so don’t expect the reactive ability that something like Fortnite would offer when building defensive structures, and the game could really benefit from some AI enemies to help finish filling a lobby while it builds a player base, but as Sectors Edge is due to enter Early Access in the near future, it’s understandable that there is a journey to go through in development. Overall I had a good laugh playing the game during the scheduled matches (organised by Devs to make sure there are people in the lobbies), and can see there is a lot of promise in the game, so given that it’s a free to play offering I’d recommend picking it up and jumping in for a few matches! I want to thank the Devs for giving me a key to take this for a spin before Early Access kicks in properly! HappyFeet #CraftFightSurvive
  2. Think I’m addicted to earning Shards now 👀

    1. Show previous comments  3 more
    2. HappyFeet_1402

      HappyFeet_1402

      @IndieImprintfor now they are, for now... 👀 

    3. IndieImprint

      IndieImprint

      That'd be a bummer if they go away, it's always nice to have a quick positive ack other than "me too"

    4. WolvesEthereal

      WolvesEthereal

      Shards are a currency that you can spend in your avatar editor (not yet developed) and we will be exploring developing an SDK for partner indie studios to allow shards to be spent in their games, if they so wish!

  3. Developer: Owlcat Games Genre: RPG, City Management Price: £34.99 Humble (regularly on sale up to 50% off) Jimmy knelt as the arrow sped mere inches above his head trailing faint blue light in its wake, his back was tucked against the rough rock outcropping that obstructed the middle of this tunnel, there wasn’t long left before their foe descended upon them and he would need all of his focus lest he pay dearly for what was to be attempted. Harrim stood to his left, stout and well armored, Warhammer poised to strike in one hand, shield presented in the other and though he barely stood 5ft tall the Dwarf was as immovable as he was stubborn. Valerie flanked Jimmy on the right side, she was an imposing figure that towered over Harrim, eyes piercing the darkness ahead as they searched for movement to accompany the faint scuttling ahead. Another arrow flew through the air, the trail of blue light stronger this time, beginning to illuminate the passage ahead. Octavia stood proud, almost regal in the way that she carried herself, and though she would never be intimidating physically there was an aura about her, unseen but most definitely there, and that was a dangerous thing indeed. The scuttling had grown louder, closer, and although he was now focusing on Octavia, the unseen aura drawing his attention, he could tell it was almost time and began to unsheathe his twin Rapiers. Holding them loosely, tips to the floor, Jimmy gently began to loosen his limbs to avoid his body failing him when he needed it most. A faint hum began to build up in the darkness, it’s melody almost familiar yet not quite feeling right, as Linzi stepped up from behind Octavia to play her part in all of this. Bright eyed and bushy tailed, Linzi was by far the shortest and smallest of their group, even Harrim would look down upon her when stood in conversation together, yet Linzi brought more to the table than martial prowess or sheer raw strength, and as she continued to hum her tune, the sound grew in power until every note washed over the group, a sense of clarity and confidence steadying the nerves. The scuttling had grown into a deafening crescendo, as their foe burst from the darkness of the passage, giant bulbous bodies carried forward, eyes glistening, fangs bared, the cluster of giant arachnids closing in. Harrim & Valerie braced themselves, the rock between acting to help funnel their foe, Octavia was quite literally glowing by this point, and as the first Arachnid began to lunge darts of pure electrical energy arced from her hands to strike home. This was the moment, battle was joined and now was Jimmy’s time, one weapon in hand, the other held in his teeth, Jimmy stood turned and vaulted over the rock in one swift motion, flanking the first of the Arachnids to fall upon his companions. His rapiers flickered out, striking weak spots with a deathly precision before coming back up in a guarded stance as the next foe came at him, Harrim & Valerie both charged from their positions shield first and the bloody work began. Pathfinder Kingmaker is an ambitious adaptation of the Pathfinder RPG that many people around the world will know and love, though if you haven’t heard of either then just imagine Dungeons & Dragons, as the rule set was based on a revised (older) edition of that legendary game. Looking at the PC game itself, you can see that it really aims to capture a true reflection of the table top game, and the actual campaign setting it gains its name from, while drawing a lot of inspiration in style from the like of Baldur’s Gate, and as such offers a huge variety in play style and replayability, even if that does create a huge learning curve for anyone who hasn’t dabbled in the RPG previously. The core of the game revolves around exploration, dungeoneering and no small amount of deadly combat, during which you take your bright eyed and bushy tailed character on a perilous journey through the Stolen Lands, and the wider River Kingdoms south of Brevoy. True to any RPG you level up along the way, picking up new abilities and specializations, tailoring your character to the play style you enjoy, though leveling up in Pathfinder isn’t a quick thing, and by the time you reach the first major boss (The Stag Lord) your party will only sit at level 3 or 4. The devs have very kindly put together some archetype characters, and the ability to have them progress along pre-defined paths, if you don’t want to invest too much time into figuring out how different choices truly affect the play style of your characters, and when you can have 6 characters in your party, as well as numerous others sitting on the sideline, this might be an option you want to take on the first play through if you aren’t coming from a Pathfinder/D&D playing background. Pathfinder doesn’t solely rely on combat and exploration to take up your time though, as the game includes a lot of “story” based encounters, where the choices you make, push the story further towards an outcome. These are full of flavour and provide an interesting narrative way of playing out an encounter, and I still remember clearly the first one that I got ‘wrong’, hacking down an ancient tree and bestowing a curse upon my party! Having played through the opening portion of the game a few times, trying different things along the way, there are real choices to make in these interactions, with end results differing depending on how you play things out! Somewhat unexpectedly to a Pathfinder virgin, the game also develops over time to include a City/State management system, which is a real plus in my eyes, as you take hold of the Stolen Lands and given the ability to grow and rule it as you see fit. This is only the beginning of the game, everything that came before is nothing but a prelude, and introduction, and you are suddenly faced with keeping a population happy, managing the external diplomacy, and reacting to all of the problems and opportunities that your Barony will experience. In my eyes though, dungeons are where things really stand out; multiple levels, NPC’s to interact with, puzzles to solve and a multitude of differing enemies to test your party of adventurers with. This is the meat on the bone, the cherry on top of the cake. There is a real need to prepare your party carefully for these, bring enough rations, potions, scrolls and begin a journey into hostile territory, my only real advice here would be to save (F5 by default) and save often as having your party wiped will send you hurtling back and seeing progress wiped out. The game does have some pitfalls, the tutorials are helpful for explaining game mechanics, but if you aren’t a tabletop player, the game will likely overwhelm you to begin with, as there are so many stats, skills and abilities that trying to figure out how things affect each other is a trial and error game, so I would strongly suggest having Google to hand! There are also several encounters within the game that just feel impossible if you encounter them too early, at which point you’re again left with loading up from your last save. Overall though, Pathfinder is an extremely deep and entertaining game if you can stick with it long enough to understand what’s going on, because once you’ve got that knowledge the whole scope and replayability of the game truly becomes apparent to you. There are 15 distinct classes to create your characters from, each of which contain sub-classes that work slightly differently, and as you level up you can dabble in more than one class at a time (imagine sneaky Rogues with some Wizarding powers) and that gives you so many possibilities to test! I'm currently addicted to Pathfinder, so if you’ve given the game a whirl, let me know what classes have you tried! HappyFeet #CraftFightSurvive
  4. Developer: Boomzap Genre: Turn Based Strategy Price: £15.49 Steam Release Date: 09 Sept 19 Fog rolled across the marsh, reducing the surroundings of the water to nothing more than half seen shadows and faint traces of movement, the rippling waves breaking the invasive silence that usually inhabited this place. Thorn crouched low behind the stump of a tree, picking at the feathers that fletched her arrow, they needed no real adjustment as Thorn had crafted these with her own hands and they would fly truer than most, but the movement proved a useful distraction as she watched her prey. A subtle change in the waves alerted Thorn to the fact she was no longer alone, as the thick fog betrayed the outline of the disturber. Thick muscled shoulders framed a gnarled gruesome face, sneering, it’s curved tusks menacing as they dripped with swamp water. The Bog Troll continued to emerge from the water, finally towering over Thorn despite being haunched over, though it made no move to threaten Thorn, it simply settled beside her. Thorn stopped playing with her arrow and glanced beyond the Troll, eyes straining to pierce the fog, before settling on new shadows further along the tree line. She did not need clear sight to know what was there, for it was time, and her instructions had been clear. Slowly she rose from behind the stump, bow in hand arrow already notched instinctively, as the fog almost seemed to dissipate immediately in front of her. Unheard whispers crept from her mouth, lips barely moving, as the arrow head began to smoke, faintly yet thickening into a purple haze within seconds. Her eyes narrowed, breath stopped, and as the Bog Troll and Orcs erupted from the trees the arrow flew. Her prey had no idea, no chance, they would panic and be slaughtered within minutes, and Captain Holly Thorn would cement her control of this land. Last Regiment is a very interesting mix of Turn Based Strategy and deck building card game, allowing for visual maneuvering, town building and chess like strategy but with the flavour (and sometimes bad luck) of waiting for the right card to appear. The game sticks to very common themes from both genres of game, but the end result is an enjoyable experience whether you’re playing against the AI or other players. The strategy game play basics are very quickly picked up as they will feel very similar to any turn based gamer, where you look to gain control over areas of the map, then building and upgrading control points to provide benefits and more options to the player, whether that’s increased gold or mana production, higher unit caps, provide extra line of sight or even raw victory points that are used to judge the winner once the games then limit has been reached. There’s no surprise that the more gold you produce, the quicker you can buy units and upgrades, and the sooner you can increase your unit cap the quicker you can start getting more units onto the field of play. This is where things get interesting though, as the units you spawn aren’t produced from set buildings but rather they come from the cards drawn out of the deck you’re using, alongside a range of permanent and temporary buffs that can be applied to your units. Your deck is made up of 9-12 different cards, so you can add some theming to the deck you play with, and during the game you draw cards each turn into your hand, holding up to a maximum of six cards at a time. These cards are where you spend your gold & mana to summon new units, upgrade those already on the map or provide healing & buffs to further bolster their prowess. Last Regiment offers a campaign story mode alongside the skirmish & multiplayer features, and while I only played through a few of the starting scenarios it does a good job of holding your hand through the learning curve, introducing more freedom and choices at a reasonable pace so that you can get up to speed on the mechanics in good time. Though for me personally I enjoyed the freedom of deck building and taking on rivals in the skirmish modes a lot more, and with the game conditions (turn limit etc) being within your control as well, you can easily set up a game to suit smaller time frames if your simply looking to unwind for a short while after a long day. I was lucky enough to get the chance to speak to the Creative Director about the game and what’s planned through the Early Access phase, and there’s an awful lot going on behind the scenes to really add a great deal of depth to the game. “I can tell you that the future plans for the game are to keep releasing more and more content: more maps, more troops, more powers, more heroes, more campaigns and missions. Additionally, we're working on the tools we need to get the editor ready for release, so we can have players building, uploading, and sharing their own maps.” Boomzap really are focused on ensuring that all changes and additions contribute to a fun experience for players, and are aiming to double (as a low end target) the amount of heroes and units within the game, however, the last part around player created maps is truly great news, as once a dedicated community has the ability to get involved and share creations there will always be something fresh to try out! I want to thank the developers over at Boomzap for letting me get hold of Last Regiment during it’s closed beta period, and want to point out that the game has only just released into Early Access, so there is plenty of scope for new units, buffs, champions and maps to be added into the game, however, as it stands now I could easily recommend this game to anyone looking for an intriguing turn based strategy game to play. HappyFeet #CraftFightSurvive
  5. Developer: Moi Rai Games Release Date: 28th August Genre: Metroidvania RPG, Turn Based Combat Price: £13.99 Early Access from Humble Tomas stirred from his thoughts, the long descent through the cave system had taken much out of him and once he’d reached the wide open cavern it was the easiest decision to stop and rest for a while. His eyes scanned slowly in all directions, searching for the source of the noise that had stolen him from his reverie, though the faint light from above combined with his torch was nowhere near powerful enough to pierce the thick blackness that owned the edges of this space. Again, the faint scurrying seemed almost deafening amongst the silence that had existed only moments before. Tomas was not alone, though he hadn’t been alone in the first place, as Amra raised her head, ears pricked, now also searching for the watcher in the dark. Tomas calmed himself, fear was anathema to his kind, and accompanied by a Spectral Lion as fierce as Amra there really was no rational reason to be afraid of much in this world. Suddenly a trio of creatures burst from the dark, seemingly born of the shadows that only moments before had harboured nothing but the promise of exploration. Amra rose, slowly, deliberately, haunched over and coiled like a tight spring, she did not move but stared intently on the intruders, teeth bared in challenge. Tomas rose, the monsters charging across the cavern floor, closing the space between them in quick fashion. One short breath, Tomas smiled, glanced down at Amra and clicked his finger. Flame burst across her back, illuminating the cavern and overpowering the darkness that had held dominion, and as she leapt towards her foe the sound of a deep guttural roar shook the walls themselves. Monster Sanctuary is the Early Access release that has us all reminiscing about Pokemon & Terraria, and make no mistake, it is a monster battling, training, spelunking bundle of gaming goodness! Though while it may take some inspiration from such games, you’d be gravely mistaken if you assumed it didn’t bring anything fresh to the table, and even with my relatively limited time in the game I’m already watching development of the game with an excited anticipation. While the battles themselves will have a familiar feel for any gamer, all the way down to the strong/weak elemental system, you can see the depth that lies underneath the basic battle sequences of picking abilities and targeting your enemy monsters. Battles take place between two sides of up to three monsters; and this is where the fun begins, the buffs, debuffs, passive abilities and offensive attacks available even in the early stages allow for some creative sequences of moves as well as a variety of ways to tackle the foes before you. These choices become more important when you begin to take advantage of the ‘combo’ system, as your team uses its abilities they stack up to provide a team buff for the rest of the turn. Choosing the right order for your monsters to make their move builds this combo bonus up, so that you can hit far harder with the right ability to finish your turn, sometimes to devastating effect! Outside of battle you can see the beginnings of a true RPG style progression and customisation system, as your monsters begin to level up you are introduced to the unique skill trees they have access to. Not simply limited to new offensive abilities, you can choose to level up specific stats as well as interesting passive passive abilities to begin creating a well balanced team of monsters fully designed to compliment each other and tackle whatever foe’s may come your way. These skill tree choices can be further enhanced through the equipment and foods you choose to give to your monsters, yes that’s right, they have equipment slots to help boost certain stats, and can be fed meals to give them an extra boost! The game already holds some real challenge in the “champion” monsters that inhabit the world, rarer than normal encounters these bosses take more of a beating, hit harder, and can use more than one ability in a turn. They prove a real challenge if you are unprepared for the fight, and rightly act as a measure of progression within the game. The game does currently have some design choices which can be jarring, as there is no functionality for mouse usage which continually proved a frustration, coupled with D-Pad movement as a default keybinding rather than a standard WASD format it leads to instinctive keystrokes causing all manner of menus and actions to occur when you simply want to make a basic move, not game breaking by any stretch it does make you sigh as you have to correct yourself. Overall, Monster Sanctuary may initially look and feel like the lovechild of other very well known, if not legendary, games but it already feels like it has something new and refreshing to bring to the table, and is definitely a game to watch very closely as it continues its journey through the Early Access development phase! Let me know below if you've taken the game for a spin, and how you're feeling about it! HappyFeet #CraftFightSurvive
  6. Ronfort struggled through the pouring rain, lightning arching overhead, planting each foot carefully as he hauled his deadly cargo into position. Groups of Tribal raiders had flooded over the horizon,innumerable, unannounced, catching a group of passing traders unawares and descending upon them from among the trees. The other raiders sped towards Mountains Hope, as panicked colonists rushed to connect the auto-turrets power systems to the main generators, this was a race against time. Ronfort began to lower his cargo into the newly forged mortar as another flash of lightning streaked past, striking mere feet outside the walls of the colony. The passing traders had all fallen by now, the raiders attention fully turned to Mountains Hope, it’s colonists arrayed behind sandbags braced to fight if needed. Ronfort steeled himself, adjusting his aim, steadying his hands. Suddenly the staccato boom of the auto turrets erupted, giving Ronfort the confirmation he needed to find his range, without hesitation the mortar fired, straight & true. As sunlight began to break through storm clouds, the devastating effectiveness of the colonies defenses was clear; a huge gouge in the earth, littered with corpses torn asunder from explosion and turret rounds, marked the survival of another day on this Rimworld. Rimworld, now fully released as a complete game, is a sci-fi colony management sim, whose real strength lies with the three AI story tellers that dictate the trials your colony will endure. While it is completely achievable to ‘win’ by creating a stable colony and advancing through Rimworld’s technology tree to finally create a spaceship and escape the savage lands on which you first crash upon, the beauty of the game is that the journey along the way is as, if not more, rewarding to experience. These storytellers (Phoebe Chillax, Cassandra Classic & Randy Random) are responsible for both the pacing and severity of any beneficial or threatening events; ranging from raids to traders or tornadoes to beautiful auroras. Alongside the story creating AI lies a very deep, and realistic, modelling system for a whole range of factors which contribute to the success (or failure) of a colony. Social relationships within your colony can result in rivals, social fights, marriages, affairs and everything else in between. The health,and usefulness, of your colonists is just as important, with Malaria, heart attacks, food poisoning,carcinomas or hypothermia just a small selection of threats waiting in the wings if you fail to prepare your people properly. Thankfully, for every disaster lurking in the shadows is a counter measure at your disposal; fine marble artwork, bionics or even hard drugs if you dare roll that dice. Replayability of the base game is a real selling feature, as even if you choose the exact same colonists to start in the same map area no two games will ever play out in the same way. I personally haven’t delved too deeply into the modding community of the game, but once you delve into that rabbit hole you’ll inevitably find ever increasing ways to keep your interest; whether that be Alien vs Predator, Warhammer 40k, Lord of the Rings or any number of other varied packs to spice up your game. The main potential drawback for Rimworld is that it is a game with an unforgiving learning curve, which has no qualms about devastating your colony, and even your enthusiasm sometimes, but remember this is the beauty of the game, it’s created to tell a story, even if that is one of hilarious self destruction or valiant defeat, and also the reason why it is worth a few hours (or over 350 in my case) of anyone’s time. You can grab Rimworld from Humble right here. Tynan, the game's developer, can be found here on Twitter. If there are any other games you'd like to see me review, let me know in the comments below! HappyFeet #CraftFightSurvive
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