
Eagle Island is a roguelite action-platformer with falconry-inspired combat. Soar into an original story-driven adventure, fighting through procedurally generated levels and challenging boss fights. Includes free TWIST content, with new characters and handcrafted, retro-themed minigames.
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Hours played at review time, across 40 reviews with recorded playtime.
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[code]If you enjoyed this review, please consider following my Curator Page [url=https://store.steampowered.com/curator/33864135/]Nep's Gaming Paradise (Nepiki Gaming)[/url] for more reviews![/code] [h1]Nepiki's Stats[/h1] [table] [tr] [td]Overall length[/td] [td]20 hours for beating, 10 per mode.[/td] [/tr] [tr] [td]Overall difficulty[/td] [td]Normal to High difficulty[/td] [/tr] [tr] [td]Overall score[/td] [td]★★★★☆[/td] [/tr] [/table] [h1]Summary[/h1] [url=https://infinitebacklog.net/users/nepiki/reviews/eagle-island-twist]Click the link for the full detailed review[/url] [table] [tr] [td]--Positives--[/td] [td]--Negatives--[/td] [/tr] [tr] [td][/td] [td][/td] [/tr] [tr] [td]Two big adventures for the price of one.[/td] [td]Encourages slower, strategic play; missed attacks are highly punished.[/td] [/tr] [tr] [td]Four different difficulties to appeal to all players.[/td] [td]Too many situational buffs that didn't help me during a run.[/td] [/tr] [tr] [td]The combat is unique and expanded upon well.[/td] [td]No good explanation on how the S-ranks work, or what you need to do to improve.[/td] [/tr] [/table] [hr] https://store.steampowered.com/app/681110/Eagle_Island_Twist/
Interesting atmosphere, and cool visuals and mechanic ideas, but it couldn't keep me playing near endgame. There are many dungeons that start to feel too repetitive, especially given how easy it is to die on later levels (a lot of which seem like rearrangements of early dungeons). Clearly quite a bit of love put in, but not something I could recommend unfortunately.
Like the pixel art and the gameplay (after getting used to the mechanics). This is one of those game you gonna love or hate depending on how responsive your controller is or depending on how intuitive it becomes for you in m+k. The game is fantastic metroidvania rogue-lite but it takes a long time to get used to mechanics, items and combos. the bossses become easier as you face them multiple times but at the start it will be hard, you definitely feel yourself grow in skill at the game. So far I was able to 100% story mode with all S ranks in 24 hours and completed the rogue mode with S ranks at around 60 hours, hopefully the "twist" part of the game is not as work intensive. Update: 12 additional hours to complete all medals in EA Twist, plus some more for completing all remaining achievements
Почему нельзя сделать нормальный режим графики? А нужно обязательно сделать Нереальную разъедающую глаза пиксельную картинку / нереальное мыло / просто круги обведенные черным под названием "резкая" / и графику с полосами.. для кого это, зачем? Почему нельзя сделать нормальное разрешение? А нужно сделать крайне маленькое и максимально не подходящее от FHD окно. Почему нельзя сделать удобное управление? А нужно выбрать самые худшие кнопки, чтоб игрок занимался дополнительным гемором. - Йоооу чувак у нас типо закос под ретро, а ни в коем случае не быстрое рубилово копейки с издателя на выпуске шлака!!! И я не говорю, что игра плохая, просто из-за всего вышеописанного в это играть просто невозможно, и да геймпад у меня есть, и еще есть глаза, и они мне еще пригодятся.
For some reason it took me a while to get around to this game, but I'm glad I finally did, as it fully qualifies as what I'd consider a 'hidden gem'. It's a trend among noteworthy indie games that sometimes the formula for success is to take the basic gamefeel or gameplay model of a retro game and turn it into an entire experience. The most notable example of this is probably Shovel Knight and Zelda 2/Ducktales, but in Eagle Island Twist the inspiration seems, to me, to be the egg-throwing mechanic from Yoshi's Island on SNES (or Super Mario World 2). That's a fantastic foundation for a gameplay model, IMO, and the game does a lot to realize the possibilities of such a system while never overloading you with requirements. Combat can be as basic as walking up to an enemy and summoning your bird at it, but it can be as complex as multiple enemy chains with elemental reactions, all while hovering in mid-air thanks to your flying buddy's ability to smash into repeated enemies and keep you airborne in the process. There are two main modes on offer, with the classic taking the form of a hub-world metroidvania with randomized dungeons. There's a badge system for said dungeons akin to Paper Mario, and you also gain currency during the dungons you can spend at occasional shops for upgrades. Each dungeon culminates in a boss fight (which so far are decent but not amazing) and an unlock of a new ability. The second mode is a hand-curated/designed set of challenge levels that are sort of like a 'best of' trial. Some levels will have specific debuffs or sets of requirements to complete them, and you can redo levels for better ranks. It's worth noting (IMO) that the 'ability unlock' part of this game seems densely layered. I was convinced after getting the four basic elemental attacks that there wouldn't be much more, but I've since unlocked the ability to swim, which has totally upended the navigation I was using for the five previous dungeons. In addition, from a quick glance at my ability slots in the menu, it seems like there is an upgrade for each elemental feather, and at least four more movement oriented upgrades to come. That is a LOT, almost to an overwhelming degree, though because it's partitioned in bite-sized chunks, it's far more inviting than it is intimidating. The basic stuff on offer here is already great: the art is snappy and nostalgic, the soundtrack fits the mood of each area, the main game modes and gameplay loop are simple but expressive... so it's only more to the game's credit that there's a whole second optional mode, as well as a new way to play the main game once you've completed story mode. It seems like there's a lot more content to enjoy here than I'll get through in a while, and for that reason, I'm extra sorry I waited so long to give this game a proper chance. I'd now happily recommend it to anyone interested in the simple side of action platformers, or metroidvanias, or even just retro games with unique mechanical twists.
JUEGAZO 😎👍💛🌟
Eagle Island : 100%クリア (コインコンプート済) Eagle Island Twist : 100%クリア + 羽根コンプリート どちらも、コアルールでプレイ。 地形と敵を見て、手持ちの能力で、どのように敵を倒していくかを考え、 それを実行していく所が、非常に楽しい。 攻撃やアクションの能力も、 ダンジョンを攻略する事で増えて行く為、ゲームの進めがいがある。 グラフィック面もで、イベントキャラ、ボスや雑魚も含めて、 全体的にキャラの動きが非常によく、こだわりが感じられる。 総じて、かなりの良作。鳥がとても可愛い。 攻撃をミスると突撃してくる敵や、 オートスクロールで敵を倒していかないといけない場面等もあり、 判断力とエイム力が試される為、難易度的には難しめだが、 体力が増えたり回復がしやすくなったりと ある程度、難易度が調整できるようになっている。 ダンジョンの外でも、手に入れた能力を駆使して、 フィールドを探索する事で、隠されたダンジョンを見つけたり、 隠された壁画等を見つける事が出来る為、探索がとても楽しい。 Eagle Island Twist は、 基本的な操作・システムは同じであるものの、 面ごとの仕掛けの要素が強いアクションパズルとなっている為、 Eagle Island と全く別の感覚で楽しめる。 Eagle Island Twistで必要となる基本的な事は、 本編( Eagle Island )で教えてくれるので、 本編のストーリーをクリア後に、 Eagle Island Twist をやった方がすんなりプレイできると思う。 隠されたダンジョンの捜索と突破、隠された能力の解放等、 本編・TWIST と共にやり込み要素は非常に多い。 プレイスタイルにもよるかもしれないが、 上記の通り、攻略方法を考えて進めるアクションの為 がんがん敵を倒して進めていくアクションが好き、 という方には向いていないかもしれない。
Es bastante recomendado para personas que quieran una experiencia variada y retante, pero hay unas cosas que no me gustan del juego: -la curva de dificultad es bastante alta, al comienzo los niveles son divertidos, pero ya en la 3.ª mazmorra la dificultad te hace solo tener que terminar rápido el nivel volviéndolo frustrante y a ratos cansino. -no hay explicación de habilidades más que solo un texto y apáñatelas tú como lo usas y en que ocasiones debes usarlo, momentos en que te atoran en un nivel en el que no sabes qué hacer porque no te explican como eliminar una simple estatua de una forma poco convencional. tenía muchas ganar de jugarlo, pero la experiencia me dejo un gusto muy reacio a continuarlo después de 3 o 4 horas. A lo mejor no es para mí, pero para otros quizás valga la pena. Como hay más cosas negativas que positivas en mi reseña, decidí ponerle un no recomendado, pero las demás reseñas positivas harán que te convenzan de jugarlo, solo espero no tengas la misma experiencia que yo c: 5.7/10
This game is a better and roguelike version of owlboy, no?
This game leaves mostly neutral feelings. In one hand, you have a beautiful platformer with MetroidVania type of world building, with different biomes and creatures. You character can trow a owl like Batman - Bat-a-rang, which also can be filled with different type of energy: lightning, fire, ice. In other hand, you have frustrating platforming sections, where either you have only 1 approach in each situation or you have to clean a room full of enemies to pass forward when is same time you're puss by some external damage, like spikes or lightning bolts. I can recommend this game only to those who have nothing to play and like this genre of game, but even then you might leave this game at some point, when you're just tired of some sections of bad game-design.
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Languages: English, French, German, Spanish - Spain, Russian, Japanese, Traditional Chinese
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