
Blacksmith Legends: Prologue is a first chapter of the upcoming game. Your job is to craft/modify your recipes, manage your workshop/employees and protect your craftsmanship against various dangers that can happen in the Kingdom!
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Languages: English, French, Italian, German, Spanish - Spain, Polish, Simplified Chinese, Russian
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Themes across 49 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
Well, i expected completly different game and haven't thoroughly checked videos, my bad. For some reasons It is called "Blacksmith Legends", a player would normally assume that it's about blacksmitting where you start as small smith and grow into huge hero. Smithing itself SHOULD involve choises: picking proper metal, different handle, different shape and form of final item, bashing it with hammer manually, using heat properly to not burn nor break the blade or whatever you make, inserting little parts one by one... Well apparently Blacksmith Legends has nothing of it, at all. So what is this game? Let's figure out. [h1]Comparison[/h1] Alright, the first smith game that comes to my mind is browser-based free to play "JackSmith". The process of making item i desribed above is actually taken from it. You literally create blade from nothing by getting involved in every aspect of making it, hardening and shaping. The other project is "Holy Potatoes" series, where you don't make items manually, but instead take care of crafting system, managing smiths, doing quests. And then i can also name several games like "Weapon Shop Fantasy" and "Dragon Cliff", but in those battles become main aspect. Also there is "Sandship" on Android where you manage factory by using belts and delivery system. Blacksmith Legends has nothing to do with those games. [h1]Real genre of Blacksmith Legends[/h1] So what this project is trying to copy is "Shop Heroes" or "Shop Titans", in other words, a mobiles donator 'free to play' style. And the genre is "IDLE". You don't actually 'play', but instead, you simply wait for item to be finished, then order another item, but this time wait even longer, repeat. Core loop has simply no real gameplay. In "My Time at Portia" i can understand low fps, since you start making item, it takes 10+ minutes, so you leave smith and go for farming, battling, adventuring, fishing etc, a real game you know. In "BL" you lag like hell and there is one single 3d-ish top-down screen where everything happens. Hero can't leave it, he is anchored. [h1]Verdict[/h1] I don't really know why such bad genre choise, domesticating donator games makes no sence to me. This isn't proper farming game with lot's of mechanics like "Stardew Valley", this isn't proper Inn game like "Graveyard Keeper" and, more importantly, this isn't game about smithing. Undeserved lags, lack of varietty from what i have seen, slow pace. Looking at stream right now and ores system is just like in any idler, "Clicker Heroes" for example - just buttons and sliders to push and slide. And this will be non-free early access idler? Pff, what a joke.
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Hours played at review time, across 49 reviews with recorded playtime.
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Feels kinda like a Facebook game. Even as one though, the progression feels kind of overly aggressive, the means of player expression are limited, and the presence of a failure state kind of takes away from the turn-your-brain-off appeal of Facebook games. What's left is a game with nothing to offer.
Ожидал Shoppe Keep в мире средневековья. А получил idle-кликер с плашками "в разработке"
Too many problems on the feedback and function side. Pressing ESC opens a second menu instead of closing a previous one, no tooltips over buttons and more. Annoying tutorial that you can't turn off. Audio turned up to 100%, thanks I'm deaf now. Devs, if you're seeing this, have you played the game yourself from a beginner's perspective and not as one who already knows it?
Played the demo and prologue, got bugs here and there but overall a good game. Can't wait to see the finish product!
Shows promise, but serious problems. Very buggy. emphasis on point and click on graphics rather than automation (Why am I clicking multiple times to get an extra 4 wood every 10 minutes?). Recommendations for the devs: 1. Fun shouldn't be a chore. improve automation options (crafting, selling, even the weekly in game bonuses) and allow people to focus more on gameplay style. unless you intend to make this some sort of FTP, ad-bloated mobile game (which I assume you aren't, based on the game size and graphics), you need to vastly improve player experience. for starters, a production queue of 4 is WAY too small. 2. provide a variety of gameplay style (e.g., artisan vs mass production, magic bonuses, etc.). Crafting games do not and should not be repetitive. 3. remember that for games like this, graphics come second to GUI. I care less about whether things look nice and more about whether things function nice. don't make me click all over the place to perform simple repetitive tasks. 4. your combat system stinks. either give me control or automate it fully; don't make me sit there and watch for symbols to appear on the screen that I should click on.
Pretty fun demo, would love to see how this game takes shape in the future. Some bugs, but that's normal.
Pretty good game, a little glitchy in certain areas. Got stuck without being able to build a smelter so had to load an old file and keep saving. Maybe an autosave would help?
Mein Fazit zu dem Game: Joa mehr erwartet als geliefert. Im bisherigen Zustand definitiv nicht zu empfehlen. Quests buggy, Kampfverhalten des Helden massiv für'n Arsch (der "Top" Held hat kein Ahnung was focus fire bedeutet und stirbt an drei Banditen die zusammen nicht so stark sind wie er). Und sollte der Held mal sterben dann hängt sich das Game auf bzw der Bildschirm bleibt schwarz und es lässt sich nicht mehr weiterspielen. Finger weg.
Momentum
Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
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