
ARPG like RTS. No double-clicking, no right-clicking, no wheel, just one click. Other games from this developer : cats diner
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About
Please refrain from purchasing as I am currently working on a major update.
In the medieval magic fantasy world, the protagonist is a man who captures deserters from the kingdom and sells them back to the kingdom after punishing them behind closed doors.
One day, he hears the story of a deserter he is about to execute and begins to have doubts, and eventually stops selling.
- Move your hero with a point click.
- Equip or collect items picked up from the floor.
- Capture enemy heroes to execute or join them.
- Build buildings in your town to discover or upgrade abilities.
- Explore the map's terrain and invade enemy villages to expand your power.
- Conversely, defeat or recruit enemies who are advancing on you.
- Each hero has a level, special skills, and items with special abilities.
- Items drop when enemies are defeated.
- You can trade items with everyone online, join alliances, and compete between factions.
Genres
Stats
All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English, Korean, Japanese
Reviews
예전부터 이 게임의 제작자인 박병용님의 팬입니다. 몇 년 전 안타까운 일을 당하신 뒤에, 예전처럼 홀로 게임 창작을 다시 하고 계시며, 이제 스팀에서 얼리액세스를 시작하셨다는 사실이 너무나 놀랍습니다. 두 손 두 발 없이도 오직 스타일러스 펜 하나로 코드를 짜고, 그래픽을 만들고, 이야기를 만들어 게임을 출시한다니요. 저로선 도저히 상상도 닿지 않는 차원의, 불굴의 투지입니다. 깊은 존경을 드립니다. 현재 버전은 초반부터 전투 자체의 난도가 높은데다, 아직 게임의 접근성이 높지 않아 플레이 방법을 파악하기 쉽진 않았습니다. 사실 옆 맵으로 이동하는 방법도 몰라서 좀 헤맸습니다. 아직 UX나 게임 시스템에서 불친절한 부분들이 많지만, 이 게임이 얼마나 힘든 상황에서 만들어지고 있을지 감안하면 이해할만 합니다. 여전히 박병용님만의 유니크한 스타일이 물씬 느껴집니다. 완성까지 응원하며 기다리겠습니다. * 플레이 팁: - RTS처럼 유닛을 선택(클릭 또는 땅 드래그)후 지시하는 방식임. 처음엔 기본 캐릭터(드루이드)가 선택돼있는 상태라서 디아블로처럼 조작이 되는데, 클릭연타하다가 유닛 선택이 해제되면 조작이 안 되니 유의. - 옆 맵으로 이동은 맵 가장자리를 클릭해서 이동함 - 인벤에 처음부터 갖고 있던 도끼 중에 하나는 드루이드 A 등급까지 승급한 이후에 사용 가능. - 해골 소환은 적이 죽으면 부활하면서 등장함
Gameplay & thoughts: https://www.youtube.com/watch?v=eFTtUqLFXeg DRUID is a mouse-only RTS where you control the titular DRUID - an executioner seeking a change - as you conquest, recruit (or summon) other allies, level-up, collect loot, and ultimately crush the opposition. At the time of writing, the game's main gameplay loop consists of heavy micro-managing enemy encounters to best keep you and your allies alive as you traverse the heavily fog-of-war dense map seeking more resources. The dev says he's working on adding more areas, more gameplay mechanics (such as greater crafting - right now, I think you can only craft two buildings, and they require gold rather than resources you could find) which I think will greatly improve the experience. I would also like to see a "goal" of sorts to be implemented aside from just defeating bigger and badder foes. Technically, the game is a little peculiar to play. It doesn't feel "tight" at the time of writing - you click and drag to select your party but there's no obvious indicator that you have everyone selected. You then need to click on the enemies, but the path that your characters take to attack can be obtuse and they are often caught in an annoying amount of hit-stun. I would hope for more tight, focused combat ability as the game continues through its early access phase. Right now, it feels like you need to fight the game a little bit to ensure that your characters attack who you want them to. I also thought that the resolution/graphical settings were difficult to navigate and/or unaccommodating for modern screen sizes. I would be remiss without mentioning that this game was created without the use of the developer's hands; he seems to be an industry veteran who ended up tragically losing his hands/arms through illness, but his flame of creativity continues to burn in spite of the disability. I would say that this game is baseline pretty decent as an early access experience, but knowing that this was created under such circumstances is pretty remarkable. As such, the game is designed to be playable by folks in similar circumstances - that's why the only control is clicking. An admirable and impressive goal indeed, contingent upon a level of perseverance I can only hope to reach some day. That being said, the current state of the game alongside more content being planned has me hopeful that DRUID will be even more enjoyable for all players as it continues to get developed. Overall, DRUID is a decent, if at present somewhat repetitive, game created under extraordinary circumstances. If you want a quite classic RTS experience - think Warcraft 2 or 3 - then that's where this lies, just without the base management aspect. I think it's certainly worth the modest price it's at currently and am hopeful that, based on this developer's past praise, former games, and determination/drive already displayed in the pursuit of this project, it will be fleshed out even further into something great prior to its full release.
어떻게 플레이 하는지 알았음 주인공은 드루이드-네크로맨서여서 적을 죽이기 전에 맵에 관을 설치하고 적을 죽이면 적이 스켈레톤 부하로 되살아남 관에 돈을 발라서 스켈레톤을 늘릴 수 있음 맵 탐사로 인간형 아군도 영입 가능 인간형 아군은 죽어도 되살아남 해골은 죽으면 되살아나지 않음. 동키호테 온라인을 만드셨던 호루스님 작품으로 생각됨. 게임의 아이디어가 너무 좋고, 도트 그래픽이 너무 좋음. 응원합니다~~
片手操作難易度:易しい 操作はできますがまだゲームとしてなぜそうなるのかがいまいち不明瞭なのでもう少し開発が進んでからの方が楽しめそうです。 面白くなりそうな気配は感じます・・・
오랜만에 들어왔는데, 개발중이라 뭔가 또 바뀌고 있나보네요. 온전히 플레이어블하던 저번 버전 기준의 내용 입니다. 굉장히 표현이 디테일한 게임입니다. 그래픽 뿐 아니고, 청각적 요소나 미장센 등 여러 부분에서 그렇습니다. 워낙 그 방면에 뛰어나시고 유명하신 분이시기도 하고요. 그래서인지 몰입감이 너무 좋았습니다. 어떤 부분은 약간 역겨웠을 정도로요. 플레이 방식도 신선하고 좋았습니다. 처음에는 조금 어색했지만, 적응하니 심플하게 꼭 필요한 것 만 남긴 중에도 조작감과 박진감을 느낄 수 있어 좋았습니다. 다만 아직 개발중인 게임이라 컨텐츠가 적고 버그가 약간 있었습니다. 완성됐을 때의 모습이 너무 기대가 되는 게임입니다.
호루스캐논때부터 박병용님 팬입니다 계속해서 새로운 게임 만드시는게 대단하신것같아요 게임은 어떠한 설명도 없이 불친절하게 시작합니다 계속해서 죽어가면서 세계를 알아가는게 재미요소기도 하네요 뭣보다 이런 도트감성겜이 세상에 몇 없는데 아주 귀한 게임입니다
게임에 기대를 갖고 구입했는데 버그가 좀 많았어요 튜토리얼이 있음 좋을것 같습니다. 나중에 업데이트 되면 더 해보겠습니다 개발자님 앞으로도 좋은 게임 많이 개발해주세요
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Trends
Modeled estimate over time, reconstructed from Steam's monthly review histogram.
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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