
Ghostlords is a strategic turn-based RPG that tells the story of a post-apocalyptic haunted Great Britain. Experience the new world, capture wild spirits, and put together a team of ghosts to help you battle the forces of evil.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English**languages with full audio support
Engagement
Hours played at review time, across 47 reviews with recorded playtime.
Reviews
Themes across 47 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
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Reviews
[H1]The only thing Ghostlords shares with Pokemon is the turn-based battles and monster collection. Otherwise, the more mature themes and story scenarios, roguelike elements, and procedurally generated encounters sets it apart from other games that draw inspiration from the popular series.[/h1] It's been 20 years since the Rending, a cataclysmic event that left most of the world's population dead, their souls lingering behind as ghosts. You are a Ghostlord, an individual capable of harnessing the power of those wayward spirits. https://youtu.be/OIwZZkLChJk If you looked at the Store Page for Ghostlords and were immediately caught by the urge to catch’ em all, you won't be disappointed: there are dozens of different types of ghosts to collect along your journey. As an added bonus, you have a choice of journeys; rather than being a kid on a quest to be the very best, you are a Ghostlord--one capable of summoning ghosts to fight for you--by chance and that title is secondary to the life you already live. Ghostlords offers five unique campaigns, each of which has an achievement for playing a certain way; i.e. not healing for a period of time, battling x amount of times in one playthrough, etc . The campaigns are as follows: [list][*]The Scientist and the Tower—Rescue Elsie's husband from the Metforce. [*]Desperate Times—Help Amelia escape from her captors. [*]Mage Hunt—You are detective Victor, hot on the trail of a murderer. Can you catch him? [*]The Prisoner—Ghosts from the Hauntlands are pursuing Robyn. Find out why… and how. [*]The Gauntlet—Play as Collin and try to get the highest possible score in an endless combat challenge.[/list] *Every campaign has its own saved file, so you can move freely between them if you get trapped between a rock and a hard place. I've played through each at least once (Mage Hunt three times, but I got my ass handed to me that first time) in the hour or so I spent in game. They're short, playable in one sitting, but the procedurally generated areas keep things fresh. When you start your scenario, you're able to choose your starting ghost. Each ghost has its own element and they fit into the RPG archetypes of tank, attacker, mage, and support. Your first ghost is your most important one because it's the one you'll rely on until you recruit more, so choose wisely! Each scenario requires you to go from a start point to an end point, but the journey there is different every time. While the names of the towns/cities are the same, the nodes found within them are scrambled every time you play. This means that you could find a bunch of ghosts to recruit one play and a series of tough fights another. Such is the nature of the RNG. There are a few types of zones to choose from: Enemies, Merchants, and Wild Ghosts. There's a concentration of the nodes that the zone is named after. Ghostlords also has some roguelike elements. If one of your ghosts die, that's it--it's gone for good. You'll have to recruit another to replace it. If your team is wiped out, you can choose to start from the beginning of the zone. The game is difficult for sure, but it has never felt unnecessarily so. There is a hardcore mode for those seeking a greater challenge. It makes it so that you can't start from checkpoints so make your one chance count. Your human Ghostlord can't fight for his or herself, so if all of your ghosts are defeated, it's game over. Your ghosts HP can be regenerated at healer nodes, which costs you an amount that increases every time you make use of one. There are also merchant nodes where you can buy trinkets, which offer passive buffs to your team, and upgrades and skills for your ghosts. You can only have five trinkets equipped at a time. Wild Ghost nodes allow you to recruit a new ghost to your team. The final node type, Unknown, are random event that result in battles against other Ghostlords, quests, and hostile situations that, if resolved peacefully, can result in cash or a new ally. Quests require you to go to a specific node, denoted by an exclamation point. To recruit ghosts, you simply have to defeat them in combat. You can have a maximum of three ghosts with you at a time and recruiting a new one will prompt you to replace one or to abandon the new one. Combat is turned base and the combatant with the most speed attacks first. You have four skills available to you and each requires energy to use, with the exception of some basic skills that are free of charge. The elemental advantages are obvious (water is string against fire, rock against electric, justice against dark, etc) and you'll need to match up types in order to be victorious. Because you can only heal sparingly, it's imperative that you take as little damage as possible. Your ghosts gain experience after battle and when they level up, you can choose one of three stats (offered at random) OR to learn a new skill. I liked this mechanic because it forced me to balance the pros and cons of making my ghost stronger versus diversifying its elemental portfolio. Recruiting ghosts allows you to choose them as your starting ghost. Each ghost has its own tasks--simple things like doing x amount of damage in one fight or getting to a certain level--and these are tied to the game's achievements. The list is pretty substantial, which will add to your game time. The game is presented in a chunky sort of pixel art style. I don't mind it, but it's not exactly gorgeous by modern-day standards. Still, it's charming, and the futuristic dystopian world is properly gloomy. The majority of animations are strikes like punches and slashes with some bigger, flashy animations for higher level spells. You can hear the music for the game in the trailer. It's on a loop and it's never too in your face that you start to hate it. .Pros. [List][*] Gotta catch ‘em all! [*] Roguelike elements that are challenging, but not punishing. [*] A couple hundred achievements that encourage you to try new ghost combinations. [*] Five diverse campaigns, which are all interesting enough to play through a few times to see the end. [*] Fast paced gameplay. You can start a campaign and finish it in one sitting. [/list] .Cons. [List][*]More ghosts would be nice since they don't evolve. [*] There are no permanent upgrades (unless you count unlocking new ghosts) that carry over between campaigns. [*] Most of the random events are battles. This was a missed opportunity to add in a mini game or a twist in the plot--just something to switch up battling and selecting nodes. [/list] .Bottom line. Ghostlords will scratch that monster collecting itch and also challenge you. Fans of the roguelike genre will have a blast--doubly so if you're a completionist--but more casual battlers may find this to be too difficult. There's a lot to do here, even with only three campaigns, and the procedurally generated areas keeps things fresh even when the core story remains the same. Recommended for Pokè-fans, turn-based strategy fans, and those seeking a challenge. [code]If you found this review helpful, please give it a thumbs-up. For more reviews like this one follow the [url=http://steamcommunity.com/groups/gamingwithNtK/curation]NeedtoKnow Gaming Curator[/url] page <3[/code]
This game came out of nowhere, I never heard of a single thing about it nor anything else and last night I saw under new releases, ghostlords. It looked up my alley, I love it already. I beat one campaign, I won't spoil who or what you had to do. But I imagine it was the easiest of them all, because it offered the most healing stations along the way a majority of which being free. In GhostLords you play as one of several Ghost Lords of your own choice, the world basically got raptured as in everybody died but their spirits didn't go anywhere, if anything it just made them evolve in terms of spiritual stuff. There is only about a chunk of the population left, and the story/stories take place a good while after things have calmed down. Basically ghosts roam the lands, but ghost lords have a talent that most don't. You can link your soul to not only one, but three ghosts. Of varying elements and strengths, that can know up to only four moves when they learn a new one one move has to be replaced, and they can have their stats improved via leveling up by your choice of what they get. Before ya go saying it's like pokemon, it kind of is but I've been in entire runs (that I did lose.) Where I had to fight straight up the same element with the same element, and I would come out on top because I trained properly and had gotten good relics. Basically exploiting enemy weaknesses is nice, and helps. But it's doable without it. To put it bluntly, it is like pokemon, but with actual battle animations instead of still sprites. Speaking of relics those things are life savers, you can buy them or some ghosts outright offer them to you (or offer to sell them to you for cheap) in the playthroughs. They all are useful, I found myself stalling for quite some time wonderin which relic to replace with another. The game has plenty of places to explore during each campaign, you get a nice description of each location and get a good feel for how bad of a position it was left in after the rending. They do make things easy for you to travel, with flags describing what is going to be there when you go there. Red = Unknown, Green = Heal, Magenta = wild ghost, Orange = merchant, Yellow = Quest. I apologize for rambling on, this game is a lot of fun, for the price its perfect. There is a lot of humor to be had in it, as well. I found myself laughing far too hard at some things, like the pugs. Or some of the dialogue exchanges that went down, that always got me off guard. One last thing before I go, you can pick what ghost you start with each new campaign. And when you tame new ones you unlock them for the same purpose (I believe? It's confusing.) Who's my favorite ghost you may ask? Inky the AquaGeist. I recommend the game FULLY. Support this developer, these types of devs deserve support. Not the ones that make purposely bad simulators, which frankly has gotten ridiculous in the last few years.
После множества однообразных игр, эта вернула веру в жанр. Великолепно. 10/10
A scenario-based variant of the usual monster-catching RPG formula. There's a pretty nice variety of creatures, each with their own personality. Balance-wise some of these creatures are clearly stronger (or weaker) than others but it never gets out of hand as every creature has a type (or two), which comes with its own set of strength and weaknesses. I really like how they gave each creature a set of 3 achievements; it adds a lot of replayability to the game and encourage you to try out different teams. There's plenty of random events to keep you on your toes and I found most of the game's dialogue to be enjoyable. It scratched my monster-catching itch and it made me fall into that "Just one more game" loop. It also has a hardcode-mode. :L...
(Куплено в рамках распродажи за ~ 10 гривен \ 30 рублей, дешевле, чем стакан кофе в автомате.) Сеттинг Ghostlords - постапокалипсис. Двадцать лет назад в мире произошло некое событие, получившее название Rending; подробностей нам не раскрывают, но суть в том, что 90% населения Земли резко и сразу перестало существовать. Души людей, столь внезапно отделенные от тел, впрочем, не были готовы так резко отправиться в посмертие. Многие из них продолжили бродить по свету, но уже в виде разношерстных призраков. Поэтому мы имеем: оставшихся людей, которые лихорадочно пытаются восстановить цивилизацию; бандитов, секретные организации и прочие радости, соответствующие окружению; проснувшуюся от эктоплазменной энергии магию; толпы полуразумных привидений, какие-то из них - дружелюбные, какие-то совсем нет. И собственно Ghostlords вдобавок. Ghostlords - это люди, в которых проснулся талант управления призраками. Покемон Мастеры, короче. А действие происходит в мрачной полуразрушенной Британии. Красота! Имеется пять кампаний за пятерых героев, у каждого героя своя маленькая история с сюжетом. Детектив идет по следам маньяка-убийцы, жена ищет мужа, которого похитили из-за его редких разработок, и так далее. Мне очень понравился момент, где мы в роли девушки-не-желающей-быть-жертвой-экспериментов сбегаем из исследовательской лаборатории с помощью оравы призраков, такой-то матери и портала в иное измерение. Призраки разделены по стихиям как стандартно, Fire-Thunder-Water, так и более оригинально - Robot-Organic, Evil-Justice. У каждого по четыре атаки, с собой можно таскать троих привидений. Есть элементы roguelike. Например, привидения хилятся только у лекарей, больше никак: ни зельями (логично - они же нематериальные), ни при левел-апе (а вот это непривычно). Если злобный враг упинал твоего любимого зеленого бродячего трупа до полного небродячего трупа, то ой, он умер насовсем, ищи теперь другого. Зато, когда ловишь покемона - он анлокается в коллекции, и его можно выбрать в следующем, не таком неудачном прохождении, в качестве стартового. Сейвов нет, можно при YOU DIE рестартнуть либо бой, либо всю локацию (что иногда не спасает, если пришел в нее слишком непрокачанным или с неудачным набором зверушек). Для игры, сделанной одним человеком, Ghostlords не на шутку впечатляет. Игра отполирована до блеска (не столкнулась ни с одним серьезным багом). Неплохой набор бойцовых душ, сбалансированная боевка. При этом хороший (хардкорный, как я люблю) уровень покемон-сражений, не решающийся методом "жми атаку, побеждай по умолчанию" и "качай стартового нубозверя до максимума": нужно применять бафы и дебафы, тасовать партию и даже вовремя драпать от врагов. И, конечно, интересный сеттинг. Призраков в постапокалипсисе мы еще, кажется, не приручали, особенно с британским акцентом.
So this is a pared down trail-blazing pokemonlike roguelike set in England following a ghost apocalypse. It's got some downsides, though. The graphics feel retro in a garish, MS DOS, unpleasant sort of way. The central story feels profoundly unfinished, with five semi-interlocking 1-hour "campaigns", all of which introduce aspects of the broader metaplot and then completely abandon them at the end. One is just a straight up survival mode with a thin veneer of plot over it, and the other four range in quality, depth, and tone from wacky and brisk to relatively serious and immersive. The pokemonlike elements feel a bit incomplete, too, and they can clash pretty heavily with the roguelike elements. Example: your ghosts level up as they fight, and every two levels they get to pick a stat boost. AFAIK, they have no stat growths on their own, they just grow as you boost them. You can buy boosts from stores as well, and you need to, because wild ghosts and ghost trainers all scale with your (level + how many stat boosts the game expects you've bought by now). Money is a limited currency, harvested from fallen trainers and wild ghosts, and healing is expensive and scales with your level, so if your run starts off well, you end up literally unstoppable, and if your run starts off poorly, all you can do is constantly swap out your wounded ghosts for wild ghosts until eventually you knuckle under. Furthermore, combat isn't *too* much more complicated than "hit enemy with correct element". There are dual-type ghosts, and you can teach any ghost any type of move, and there may even be STAB bonuses (they're not mentioned in any tool-tips, and I wasn't able to satisfactorily test for this, but I'm willing to believe), but all attacks pull from a single energy pool that refreshes slowly to a very low ceiling, and this means combat usually flows like this --> weak move, weak move, CLOBBER THEM, weak move, weak move, etc. There are some status effects, mainly increases to attack or defense or buffing your own energy pool, and there is a burning effect that is a massively underpowered temporary poison, but strategy is pretty limited. Either one of your three total ghosts has type advantage on the enemy and you have enough speed to go first/enough attack stat to mow through their obnoxious tank-levels of defensive stats, or the battle is a grindy long-animation-time slugfest. Now, it may seem like I've just been relentlessly ripping on this game for these past few paragraphs, and I have, but look at that first sentence in the review. Do you see how tasty it is? I want this game to be the best that it can be, because that concept is absolutely amazing. At ten dollars, even with its flaws, I think Ghostlords is a reasonable buy. On 50% sale, it's definitely worth snapping up. But don't go in expecting it to be perfect. It's a diamond in the rough. One that I sincerely hope its creator will follow with a more carefully excavated sequel.
The simplest way to put it, if you like or love playing Pokémon you need to play this game. Its downside is that just like Pokémon, Ghostlords may get repetitive after a few replay and once you completed everything in the game there really nothing much to do anymore but the different campaigns, type of ghosts and typing for the ghosts just like Pokemon…keep the game fun and enjoyable to play and I would definitely recommend this game to any turn-based RPG fans especially Pokémon fans.
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感觉还行!
mira te la hago corta si sos argentino y lo agarras en descuento compralo porque te da 4 cromos y le sacas un buen profit
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