
Conquer 17 challenging levels in this 2D platformer adventure game, using a combination of spells, your sword, and other skills and abilities. Explore the overworld between levels, defeat demons, find secrets, and gain experience to make yourself stronger for the challenges ahead.
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Languages: English, French, German, Spanish - Spain, Russian, Slovak, Portuguese - Brazil
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Heritage - A Dragon's Tale is a surprisingly delightful little game. It wears its inspirations on its sleeve, that of Zelda 2: Adventure of Link and more than a few nods to Shovel Knight. Now, that's not a mark against the game, but rather just the best way to describe it. Flame, the player character, possesses extremely on-point controls - this might be the first game that I've encountered where giving you a double jump out of the gate is not a curse, but rather a blessing. Flame's attacks have a nice quick snap to them, pushing you back from your target in lieu of giving you a longer windup; while your ground speed and jump speed feel basically perfect. Not once in the time that I played did I feel like the game ate any of my inputs or did I experience a death that I didn't feel was completely fair. The music surprised me, quite honestly. Within about a day or two I was scrounging around trying to see if anyone had scraped the music files from the game, but the composer (Eliteferrex) has the entire soundtrack up on their Youtube channel. Definitely a high point of the game. The game doesn't overstay its welcome and manages to mix things up a bit even as you get later into the game. Very often you'll realize that some of the 'throwaway' techniques such as the slide are actually quite useful if you pay attention during combat. I don't like diving into plot analysis or descriptions, so I'll best summarize it as "pleasant." That's really the core takeaway of the game for me - if you want a game that just "feels" nice to play, has a story that is satisfying, with characters that are likeable, Heritage has that in spades. Sometimes, you just want to play a game that doesn't dwell on drama, or tragic histories, or moping about the ill state of the world. Sometimes, you just want to play as the little dragon that could, and earn yourself a happy ending.
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Hours played at review time, across 31 reviews with recorded playtime.
[h1][b]Gods, Dragons, & Sidescrolling Action[/b][/h1] Heritage: A Dragon's Tale is a retro style side scrolling action game that combines RPG elements, light platforming, exploration, and action in one solid game. It shares a bit of DNA with Zelda 2 which I liked but does feel like a game that comes into its own. While not perfect the game is enjoyable to see through to the end I feel. There is a difficulty spike around the mid game but once over that hurdle the game becomes a lot more enjoyable. [h3][b]Pros[/b][/h3] [list] [*]Overall solid controls. Flame feels good to control and move through levels and most abilities are satisfying to use. [*]A wide variety of abilities and items to use. While some do feel more useful than others there is a lot to experiment with. All of your attacks are upgradeable in one way or another which helps to keep them feeling a bit more fresh. [*]The world is large and has a good amount to explore. Along the way you'll find optional upgrades and sidequests that will reward you with more things. [*]Some late game music tracks are real bangers. [*]The story has a lot of thought put into it even if some aspects are cliche [/list] [h3][b]Cons[/b][/h3] [list] [*]Some stages feel like they overstay their welcome. Not overly so but there were times I was felt like a stage should be over only for it to go on for another checkpoint or two. [*]The midgame difficulty spike once enemies with guns are introduced is a bit brutal. Finding good ways of dealing with them at that point is tricky and since some of them back away and follow you it can be annoying. [*]Poison clouds and stun effects last way too long. They aren't extremely common but very annoying. Being stunned by an enemy guarantees you take damage. [*]Things in the story just kind of happen sometimes. While a lot of thought was put into it there are times the games just info dumps on you and a couple of times where your character just gains the ability to do things just because. It feels a bit both underdeveloped and overdeveloped at the same time as well overall. [*]The UI is a bit messy. The weapon wheel (or weapon X) in this case felt clunky to use to I ended up going into the main menu to swap abilities. The level up menu also felt a bit too tucked away. [/list] In conclusion, Heritage is a pretty decent game if you like retro style action games. The solid controls, variety of abilities, and bit of exploration it offers makes it enjoyable to give it a full playthrough.
This game does absolutely nothing new, which is fine, because the ground it retreads it does well, and the effort put into it shines through... well, most of it, at least. If you enjoyed Zelda 2: Link's Adventure and Shovel Knight then there's absolutely no reason not to grab this. A couple of the puzzles are somewhat obtuse, unfortunately, and the pacing of certain aspects of the game is a bit odd, and some of the encounter designs can be frustrating, but none of the flaws are bad enough to ruin the experience, which is worth the full price of admission and then some.
The game is a little rough around the edges, but it has a lot of attention to detail. It's not a very long game compared to a lot of similar RPG's, but it does offer plenty of content for the price. I didn't 100% it, but I finished a standard run in about 13 hours.
This game is huge with plenty to do. A large array of bosses and enemies to combat. The icy levels were a pain to play but overall I enjoyed my time with the game.
este juego es fantástico y tiene un muy buen precio de paso tradiciones a muchos idiomas . intentare darle mas vistas ya que es uno de estos juegos ocultos que terminan como joyas ocultas ya que suelen perderse entre otros títulos
This might be one of my Top 5 games of this year. If your a fan of Zelda 2 you'll absolutely love this one with a soundtrack that slaps and a tons of secrets to look out for on the overworld
When I played the demo for this during Steam Next Fest, I could tell that it was gonna be great, and the full game definitely delivered on the promise the demo showed. You can tell a lot of passion and creativity went into this game, and there's a surprising amount to do and see throughout. [b]TL;DR:[/b] Strong recommend if you enjoy action platformers, especially Shovel Knight. Gameplay is excellent and varied, but difficulty is a little peaky. Visuals are decent. Music is excellent. Story is enjoyable, if a bit exposition-heavy. [h2]Gameplay[/h2] Platforming is really tight and responsive, and combat is satisfying right off the bat. These aspects only gets better as you accumulate spells and items, opening up all sorts of new options to play around with. Upgrades also help in this regard, making some items useful farther into the game, or changing their behavior entirely. Pro-tip: bomb upgrades really come in handy. There's no lives, so dying instead loses you a portion of your money and EXP. I think this is an okay system for the most part, rewarding skilled play, but losing money can feel pretty harsh at times (see the Bosses section). Speaking of EXP, the level up system is surprisingly decent for how simple it is. If nothing else, it provides a steady, guaranteed power increase to go along with your growing arsenal of gear and spells. The enemy variety is pretty impressive, with some staple enemies showing up throughout, but each "region" having its own share of unique enemies. I can't say that every enemy is fun to fight; some are real bastards you're better off just running past (*cough* zombies *cough*) but the majority are good and offer up their own unique challenges. Enemies also have their owns sets of weaknesses and vulnerabilities that help make combat feel a little bit more dynamic, encouraging you to switch your weapons around mid-combat. Unfortunately, I found the X-shaped quick-select thing a little awkward to use, at least on a d-pad, meaning I sometimes fumbled with it even relatively late into the game. [h2]Levels[/h2] Solid core gameplay and enemy design wouldn't be much without some great level design to back it up, and I feel the game shines here as well. (Perhaps the dev's experience as a Mario fan game creator/aficionado helped here?) Each level is fairly lengthy, which I personally enjoyed. To compensate for the levels' length, checkpoints can be found in each level. For the most part, checkpoints are spaced out enough so that dying still feels punishing without ever getting too frustrating. The game does a good job at introducing new hazards as it progresses. However, I feel like platforming difficulty as a whole kinda plateaus early into the second act, possibly due to its non-linear structure. Honestly, I would've accepted a more linear second act if it meant a more difficult ramp up to the finale. Heck, maybe throw in a secret level like the White Palace from Hollow Knight. My only other gripe about the level design is the dev's fondness for putting those annoying little fireball-throwing imps and bat-like enemies in almost every platforming-heavy segment to try to knock you down bottomless pits. It got on my nerves after a while, not gonna lie lol. [h2]General Difficulty[/h2] I played the game at launch, so some of my complains may have been addressed in subsequent patches, but I'll speak on my experience anyway in case some bits are still relevant. Up until you get the electric seal, the game isn't too difficult if you're experienced with platforming games of a similar style. The only thing that might throw some people off is learning the attack patterns and weaknesses of some of the tougher enemies. However, after the seal of electricity, there's a noticeable difficulty spike with the introduction of the solider enemies. If you don't manage to figure out the flame shrine secret, your ranged options are very limited, meaning every encounter with these guys is an uphill battle. Don't make the same mistake as I did, solve the damn flame shrine ASAP lol. After this initial spike however, things get a little easier as you're granted more abilities and your existing ones get powered up. Act 2 by comparison is still plenty challenging, but starts to skirt the line of becoming a power fantasy come the finale. I don't consider this a bad thing though. [h2]Bosses[/h2] Bosses are quite enjoyable, but in my view, suffer from the same difficulty disparity between acts. I found act 1's bosses (aside from the first one) really damn hard, especially the final one. However, they all operate off of a fixed pattern of attacks (save a few), so after learning each boss's pattern all you need to do is not screw up (easier said than done). Act 2's bosses are fun, but if you're diligent about doing side activities and upgrading your stuff, they're a total breeze compared to act 1. Going back to the death mechanic, a common problem I had in act 1 was having a lot of money from going through a level, only to die repeatedly to the boss at the end to the point where I had barely any money left by the end to upgrade my stuff or buy items. I know, skill issue, but I doubt I was the only person at release with this problem. Perhaps the latest patches have alleviated this somewhat? [h2]Visuals[/h2] The game looks nice, if a little amateurish in some places. I think the vibrant color palette was a nice choice and really helps set the mood of each unique area you visit. From what I understand, many of the game's sprites were sourced from elsewhere, then edited to fit the game. On its face that sounds like it'd end in a disjointed mess, but the dev managed to make it work. I didn't notice anything that looked out of place. The sprites that weren't outsourced, mostly characters and monsters, do look a bit amateurish by comparison, but I found them charming all the same. They have a cartoony style to them, and are very expressive, especially in cutscenes. Aside from the sprites themselves, the effects used for cutscenes or other animated scenery looked pretty great. Stuff like weather, explosions, parallax scrolling, heat waves, etc. There were a couple times during some indoor levels where the foreground and background blended together a little, resulting in me shooting into crates I thought were in the background, or trying to jump onto a ledge-shaped thing in the background. Thankfully this was rare, but I figured I'd point it out. [h2]Sound/Music[/h2] Sound effects are good across the board. Good 'ol crunchy, punchy 8-bit goodness. The music, however, is a real treat. EliteFerrex did a fantastic job on this game's soundtrack, which really reflects the action-packed gameplay and adventurous tone of the game. It's really cool that a soundtrack this professional and comprehensive exists for a small indie effort like this. [h2]Story[/h2] Without spoiling anything, I can say that even though it's a little heavy on the exposition, it does a good job of establishing its world, fleshing out its characters, and executing on its twists. I personally found the characters endearing, and by the end I had a big smile on my face. That's gotta count for something, right? [h2]Conclusion[/h2] I can easily recommend this game to anyone who's a fan of action platformers like Shovel Knight. For a largely one-man effort, It's very impressive, doubly so since it's the developer's first indie game. To me, the most outstanding part of this game was how consistently good it was. It all just flowed so well that I found myself playing for hours at a time. I really hope that this game finds its audience and that the dev goes on to make more games, because he's clearly got the talent. Likewise, I hope EliteFerrex goes on to compose for more video games, because his work on this game was sublime.
Um jogo bem agradável, com uma pixel art competente e musicas muito boas. Construção de mundo e desenvolvimento da história bem trabalhada. Os chefes apresentam um bom desafio. Gostei dos quebra-cabeças, são bem elaborados. Um jogo no estilo velha guarda que eu recomendo!
Was great until I hit this: ___________________________________________ ############################################################################################ ERROR in action number 1 of Step Event0 for object obj_gamestart_language_selection: Variable <unknown_object>.move_delay(106999, -2147483648) not set before reading it. at gml_Object_obj_gamestart_language_selection_Step_0 ############################################################################################ gml_Object_obj_gamestart_language_selection_Step_0 (line -1)
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