
Ravenweald is a tactical turn-based RPG with roguelike elements. Battle through a forest filled with deadly monsters while unlocking and upgrading powerful abilities to help you survive. The deeper you go, the greater the challenge — and the more you learn the land’s secrets...
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Languages: English
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Гра абсолютно генерична, але безкоштовна й щось ліниво тицяти підійде, якщо вам подобається жанр. Але попереджаю, що в ній трапляються баги: підвантаження мапи, збереження, вороги, що з'являються нізвідки, отакі речі, не дуже багато, але саме через них мені швидко набридло в неї тицяти.
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[h1] <-- Review written for [url=https://store.steampowered.com/curator/35180752/] 3 Point Play [/url] --> [/h1] Ravenweald is a pretty "unique" game I guess? If I were to choose a single word to describe it, I guess that would be the word I'd like to use. It feels pretty much like a mixture of different things: A boardgame, a mobile game, a rogue-lite, a dungeon-crawler, etc. You know, back when I was a kid, I had this one friend that believed that if he could mix all of the clay colours he had (we used to play with clay back in kindergarten) then he would get some sort of magical rainbow-colored ball of clay. He always ended up with a brown piece of clay, though. Brown is not a bad colour by any means, but it isn't a rainbow either. It just happens to be a little bit bland. In a sort of way, I think Ravenweald is like that brown piece of clay. It has a bit of everything, of course: You get some light turn-based gameplay with some depth (but not much either), a bit of roguelike progression (not much either) and some lore (that doesn't really feel like it is reflected upon gameplay), you also have some interesting synergy mechanics when it comes to your spells (but then again, not much, as once you pull one reliable combo, you'll probably stick to that). Truth be told, it's an early access title, so of course, there are many things to that will be polished later on. At the time being, however, you can pretty much unlock all of the lore entries in an hour or so, and you can reach a pretty high powerlevel in the same time, as long as you're not too dumb. But the game somehow doesn't really offer something in exchange for playing: What does make rogue-like games appealing? No one likes dying, and pretty much everyone hates getting stressed, yet, if it is for a nice reward, some kind of payoff, most of those people that would be against those two concepts, would now be interested in getting through the experience. Darkest Dungeon, as an example, offers a really interesting story, but in order to discover what's all the fuss about, you'll die, again and again, and you'll lose your characters, again and again, but you will keep coming back because you're immersed in the story, and thus, you have a motive to keep moving forward. Here, in Ravenweald, however, you can unlock all lore entries and nothing seems to change in the overall gameplay: You'll keep going, and going, fighting these bird-like monsters across variations of a map, the same tileset, except it changes some squares, and some enemy placements. Not much of a substantial reward other than the opportunity of making your character a bit stronger in a pretty artificial way... So I guess that's something that must be built upon; perhaps some cutscenes when you go into a different chapter? Or maybe some dialogue, some thoughts of our character that appear as you're battling across the level? I recommend, for the moment, to either buy if you're interested in playing for a bit as a sort of casual gameplay thing, or to wait for a further stage on development.
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This is a fun and challenging game that gets pretty addictive! You hop around the board to kill enemies using different abilities, while trying not to die. As you advance, you can upgrade your abilities and unlock upgrades for your health, mana, etc. I found the gameplay to be novel and interesting, easy to learn, but challenging to master.
Very nice turn based combat game. https://www.youtube.com/watch?v=qDhJlvW8Jfw
Пошаговый рогалик, в котором бой основан на грамотном распределении использования спеллов, в свою очередь разделенных по стихиям. Наша задача-выжить и узнать историю местных пустошей. Перемещаемся по небольшим картам, уничтожаем всех врагов, которые тут довольно интересны и визуально, и по тактике своего поведения. Получаем за это или новые спеллы, или усиливаем имеющиеся. Есть небольшая ветка прокачки самого персонажа. И конечно боссы, куда без них. Очень симпатичная небольшая игра, доступная как по цене, так и для неспешного прохождения. Еще больше любопытных инди-проектов https://store.steampowered.com/curator/37645702-Unknown-indie/
Quit the game for a short break, returned to see all my spell progress lost. However, I remain on the same chapter. Also no-hit up to chapter six until that point, so it's quite easy.
"RavenWeald" is an interesting idea for a game but wow, the visuals got phoned in. There's not much in the way of animation as you "hop" between procedurally placed squares in what works out to be a really lightweight ripoff of Hack/Rogue, but the game is ultimately even shallower than that. There is a nice upgrade system which is the only aspect of this game that makes it mildly interesting to play... the monster designs, I don't know... giant baby chickens? It's not hard to see why this didn't appeal to gamers that much. This has some really mediocre looking graphics that will understandably be a turn off for a lot of gamers, and it's a big contributor to the failure of the game to attract gamers despite having no up-front cost. Gaming is a primarily visual medium, and if developers want to succeed, they must understand that it's not an area for compromise. You deserve better than compromises. You're forced to sign a highly questionable yet legally unenforceable End User License Agreement... for such a relatively low effort, low quality product, this comes across more as a delusion of grandeur than anything else. This agreement includes questionable requirements that may attempt to revoke consumer law protections that gamers expect to have, which is also highly problematic. Developers must learn they are here to serve gamers, not control them. I had my cat walk over the keyboard while the EULA was displaying, which fixed that problem for me. The developer chose not to do the job of a real game developer and create meaningful bespoke levels, narrative based gameplay progression and so on. Instead, they decided that "Procgen IS content!" and lazily tried to use procgen algorithms to create infinite, samey, repetitive, soulless levels, because that's a lot less work. As a result of this poor decision, the game gets tired and repetitive almost immediately. Developers must learn that procgen is a terrible substitute for creating real content. It should not be used as "ez-mode" for content creation, as the developer tried to do here. It's free... now, but it wasn't before. The developer was really, really optimistically charging $5 USD for this. Price barriers, especially on low quality products, can be a direct cause of failure. It's a nice gesture for the game to be given away for free, but it also tells us that the game wasn't good enough to succeed as a paid product. Even though this is "free", it failed to appeal to the 120 million+ gamers on Steam. SteamDB showed the game peaked at only 5 concurrent players... this is a dismal public reception. This was so bad they couldn't even give it away. Bearing in mind that free games don't add +1 to your game collector count, should you bother adding this to your library and downloading it? Not this time. This isn't worth downloading. While this won't cost you any money, you get what you pay for, and sometimes, even when the game is free, it's still not enough.
Ravenweald, roguelike unsurlara sahip, taktiksel, sıra tabanlı bir RPG'dir. Hayatta kalmanıza yardımcı olacak güçlü yeteneklerin kilidini açarken ve yükseltirken ölümcül canavarlarla dolu bir ormanda savaşın. Ne kadar derine inerseniz, zorluk o kadar büyük olur ve bu toprakların sırlarını o kadar çok öğrenirsiniz...
Cute roguelite game with turn-based dungeon strategy. Unlike other games where the enemies act immediately after you move each time, I enjoyed how this game gives you multiple actions per turn, allowing you to set up combos with your abilities. A tiny bit tricky at first, but once I figured out how everything worked, I managed to beat the rest of the story mode without dying. I'll give gauntlet mode a go probably just enough to try out all the other abilities before letting this one go back on the shelf.
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