
The title granted to those who choose to bravely fight against the corroded ones were known as the scripters. As a scripter solve and use the power of words to control your monsters and defeat your enemy.
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Languages: English*, French*, Portuguese - Brazil*, Russian*, Spanish - Latin America*, Turkish*, Italian*, Dutch*, Portuguese - Portugal**languages with full audio support
Reviews
A fun little casual word puzzler thats fun to play in short bursts. The UI needs some work and some animations dont trigger but all in all its pretty enjoyable. That negative review by Mimikat leads me to believe they either saw the game's admittedly mobile-looking menu and quit or just did not understand the game at all. You don't "need swords to attack", instead, said swords function as single use solutions if you are stuck on a puzzle. They are not bought with real money but can be earned in every stage and also bought with ingame currency. Again, yes it all looks very mobile-y but there is not a single thing i saw that requires additional spending, everything is unlocked with ingame money or gameplay.
Mobile crap...I tested for you :) You need "swords" to attack pets...problem,you only get 3 then you need to buy them with money in game and...as It's the Steam version you cannot buy "swords" with real money so you are forced to wait 24 hours until the "swords" replenish. You can also resolve stupid word puzzle like...Lob,Low,Owl,Bowl,Blow...It's boring and uninspired. Where is the "fun" here? If you want a game to play 5 minutes a day until the next,It's for you xD At least Pets are nice...and It's only 1,55€... You can play the "free" version here : https://play.google.com/store/apps/details?id=com.haptic9.scriptedsouls.rpg.game&hl=fr&gl=US
A great casual game to play on the side. I usually have it running on the side while doing something else. If your a fan of old-school word games with a monster capturing element then this game is right your alley. And i mean for $2 you are getting quite a bit of content and stuff to do. Hoping to see more elements maybe a stat based system or something? But still a fun indie side-game
Great concept, long ways to go. The word game itself has lots of problems. You might recognize this core mechanic from Wordscapes, which I've played a bunch. Compared to Wordscapes, there are some problems. I find it unexpected to include proper nouns like "Ben", or obscure words like "et". I am pretty sure that Wordscapes excludes all two-letter words, which is wise because they get tedious very quickly (I see a lots of "et's" in my future should I continue playing). Wordscapes also has a two-tiered dictionary where obscure words are just a bonus rather than required. I recommend adopting all of these changes. The biggest difference, though, is that every time you get a word, it plays a long, bright, flashy attack animation, which covers the full screen and prevents you from doing anything else. This slows the pace of the game a lot, and I find it grating on the eyes due to the spinning motion. This is probably the main factor in why I haven't played more, because the early stages are very easy but still take a fair bit of time. The UI is troubled, at least on desktop, where lots of stuff overlaps and can't be clearly seen, especially the blanks that tell you the expected words and their lengths, but also it's unclear what just about every button does, and menus are easy to get lost in. The sound design has a long ways to go; I ended up playing with sound off. I really don't understand the capture mechanic at all. It just tells you the sequence to input? But then it just fails sometimes anyways? I also kept forgetting to capture at the end of the stage for a while. So far as I've noticed, you don't have to engage with the RPG mechanics at all if you're good enough at the word game, which seems odd to me. I was excited for what I hoped would be "Puzzle Quest-like" progression and mixing and matching of tools, but I haven't had any reason to engage with it. There also doesn't seem to be a way to view what the creatures or ability buttons do, and collecting them doesn't appear to "add up" to anything like a zoo or diorama, or even unlocks that I can tell. Overall there's also significantly less RPG presence than I expected, which I suppose makes sense since each combat is simply one word puzzle, and completing it is the only win condition that makes sense. I don't expect everyone to want the same things as me, but I would probably make some major mechanical change such as increasing the letter count per puzzle, but not require full completion to win (using stats instead, perhaps), or even changing the letters up regularly so you have to keep adapting to new situations. I was even expecting a timer mechanic where the enemy would take a turn every so many seconds and attack you (since Wordscapes rewards you a lot for playing fast), but enemy actions only seem to happen when you make a bad input, and don't seem to cause any puzzle interference, just life damage. Going into the game, I was really hoping for "Wordscapes + Puzzle Quest" and I didn't end up enjoying either aspect particularly well. At least there are no ads. I hope its continued development in Early Access can improve on the things that turned me away.
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