
A Story-Rich RPG/Action-Adventure Game, made by one person over the course of three years. Step into the shoes of the young Elf Rynna, and explore the Sacred Lands. Venture into dangerous dungeons, explore caves and solve puzzles and become the champion of the Goddess Illeria.
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All-time low is the lowest price we've recorded for this game since we started tracking it.
Languages: English
Engagement
Hours played at review time, across 44 reviews with recorded playtime.
Reviews
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Reviews
The only reason I'm writing a review, and a negative one at least, is because the dev cares about this game a lot, so getting this opinion voiced might actually change something. As of right now, I cannot recommend this game wholeheartedly, and that's in spite of playing both normal and 'heroic' mode all the way up to the 'completionist' reward. It took me 16 hours to accomplish this feat, but honestly it shouldn't have taken more than 8 (5 for the initial playthrough and 3 for the replay in heroic mode). The gametime is inflated due to a SERIOUS issue with inventory and money management. It's perfectly natural in this sort of game to have your progress correlated with unlocks and upgrades to the amount of gold and stuff you can carry around with you, but in this case it's completely off balance. Instead of linear progression throughout the game, you spend the sheer majority of it hustling through with barely any upgrades, only 2 potions you can carry, and in heroic mode everything kills you in 2 hits (utterly terrible when going through a spike riddled maze without checkpoints). All of that is because you need 250+ coins for each upgrade or purchase (and there are A LOT), but enemies drop only one coin (if at all) and you don't get enough from barrels/plants either, even if you go in and out of rooms just to repeatedly smash the same chunk of barrels (you usually get between 10-20 coins for such an action). When you get to the final area of the map, right before the penultimate dungeon, if you've explored enough, you're very likely to unlock a (spoiler alert, I guess?) fishing mini-game that solves this problem by making it easy to get money from it. There's no 'selling' mechanism, so you literally just fish and get money from it, so problem solved, right? wrong! Now you want to upgrade everything to compensate for what you've been missing all along, but sadly you can only carry around 1000 coins (if you've upgraded your wallet, which you probably have by this point), and 10 of each crafting components required for the 30-something upgrades that you've been vying for all this time. Said components are ONLY dropped from barrels, plants and enemies, but not nearly as frequent as it should be (in heroic mode it's even worse). So you walk in and out of rooms to shoot barrels until you get enough for the next upgrade, then go to the fishing spot to get some cash for it, rinse and repeat. When you've done with this ordeal it's a cakewalk to finish the 2 dungeons you've got left, you can walk on spikes without any care in the world and heal the hp you've lost through killing enemies. The bosses die within moments from the start of the battle, without any strategy or planning required. I think it's even supposed to be this way, since you get the item you need to proceed before you fight the boss, so there's no need to fight them unprepared and underpowered. If you've made it this far, just know that you might disregard all I've just said, play the game 'the normal way', die a lot of frustrating deaths, acquire 5 or so upgrades, finish normal mode and go home. Still, there's a lot of potential within this game, and there's a lot of things it does absolutely right, but it's a few tweeks away from being there. It's a nice zelda clone overall, and I believe the dev really cares about it, so this review will probably change to a thumbs up in due time.
[h1]TL;DR[/h1] [i] Zelda-like: A Linkle to the (not) past[/i] For PC. [b]Yey[/b] [h1]Shalnor Legends: Review Lands[/h1] [b]Genre[/b]: [i]Zelda-like[/i] You playing as an Elf which has ventured into the Sacred Lands to undergo the Sacred Trial- nothing with "Rescure character XY" or "Save the world" which is a fresh idea. The world features puzzles , accompanied with traps and monters and a [i]unique[/i] element: You can switch between day and night (from save-point(s)) to turn ON some capabilities- nothing with waiting. [i]Not to forget[/i]: Items collecting and crafting [b]Good[/b] design [i]pixel art[/i] graphics and pretty soundtrack. Full [i]XBOX360-Controller support [/i] (each button have a function) [i]Shalnor Legends: Sacred Lands[/i] is a worth attention game made in Sweden.
[b]Short version:[/b] Even if dashing around is fun, the majority of the playtime is spent grinding money and passing the same obstacles over and over again. [b]Long version:[/b] Shalnor Legends is a 2D top-down action adventure game with a style of pixel graphics reminiscent of the home consoles of the mid 1990's. You play as Rynna Silwerwind, a young elven girl who has entered a pocket dimension to undergo a trial to become the champion of the goddess. You start out in the center of the map, with other areas of other terrain in each cardinal direction. It appears you can go exploring anywhere, but you are ill equipped - in fact entirely unequipped - and roadblocks halt your progress in all directions except the intended one. You receive a sword, and with it the ability to dash for the cost of some of your stamina, which slowly replenishes automatically. Then, after going through the first mini-dungeon, you gain the bow which lets you shoot silver arrows for an amount of mana, which also is replenished over time. Up until this point, everything in the game is adequate, even satisfactory. The graphics are colorful yet muted. The music mostly consists of low notes in midi instruments played slowly and sparsely, with a lot of echoing. With the darker graphics, the lack of other people, and the presence of ghosts, it appropriately sets a somber mood. The controls are simple, elegant, and responsive. There's an abundance of resolution options, and you have control over the volume for individual categories of sounds in addition to Master; Music, Effects, Ambient, and Footsteps. (I turned footsteps down to 70.) But then, the game quickly becomes repetitive. The first mini-dungeon introduces a number of traps. First there are fireballs being shot out of walls, from the top of the screen and towards the bottom, all on a global timer so all flames are shot at the same time every time. Second, there are whirling blades that spin in one direction until they hit a wall, then they go the other direction. Third, there are spikes popping out of the floor and then being retracted. They're also on a global timer. Fourth and final, there are some color-coded blocks you have to push into the appropriate hole. (They could have different shapes in addition to the color to make this more accessible to colorblind people, but I digress.) These trap mechanics are reused in the four major dungeons of the game, in the caves on the overworld leading to the dungeons, and even in the dungeon of the final boss. There is no escalation to these traps. Even in the final dungeon there are color-coded blocks that must be pushed into their respective holes, without the presence of enemies, a time limit, or any other trap. There are rare instances where mechanics are combine; For instance, one cave in (I believe it was) the Dreadmarsh has you pushing a block towards a hole, all the while the wall is lined with holes that shoot fire, so you have to duck behind the block for cover every so often. There are also two other challenges that weren't presented in the introductory dungeon. One of them is simply defeating all monsters in the room to open up a door or gain access to a chest. The other is a puzzle where you step on floor tiles, thereby turning on the light on that tile and switching on/off the adjacent tiles, with the objective of switching them all on. The tile puzzles can be quite challenging depending on their layout, but you have all the time in the world to figure them out and you're otherwise not in any danger while solving them - with the notable exception of another rare instance of combining mechanics, where the final dungeon has you solving two rows of tiles while fireballs are being shot at you. Ultimately, the puzzles and obstacles lack variety and don't feel meaningful or rewarding. Yet combat is even more disappointing. Your sword is a short sword (technical term) and it shows. The range on your swing makes it seem unsafe, enemies don't get knocked back, nor do they get stunned. Your bow grants you the range, but it costs mana so you may have to take a potion or just wait until you can reload. You also can't move while charging your arrow, much to the delight of the enemies that shoot projectiles. I also found it hard to shoot enemies on the horizontal plane as opposed to vertical, and I'm not sure why. But the shallowness of the combat isn't what makes it disappointing. It's the fact that fighting enemies, aside from when it will open a path in a dungeon, is entirely pointless. All enemies on each map respawn as soon as you re-enter. So when you're entering a new hub area of the overworld and you're going in and out of the caves in order to make your way to the dungeon proper, fighting the same enemies out in the open just puts you in danger. Slain enemies will not drop anything to replenish you health, mana, or stamina, nothing to mitigate the danger they put you in. They may drop a gold coin, or one of the 15 types of crafting materials. But it's not worth fighting enemies for them when you can just go into caves with a bunch of barrels, break them open in a single dash or fire arrow, collect the loot, re-enter and repeat. Which brings me to the next point. Progress is gated behind upgrades you have to pay dearly for. At the start of the game, you can carry at most 250 gold, 10 of each crafting item, and 2 potions. The crafting item limit can't be increased, but you can buy bigger wallets and a bigger potion case. The wallet upgrades are essential to being able to afford the other things for sale, which include upgrades for your armor, your sword, your archery, your health, your mana, and also recipes for other potions, as well as other collectibles. I decided to grind money for upgrades when I got stuck on the third boss. The previous dungeon bosses had felt like slogs, but were managable when I got the pattern down, so I felt like I was overdue. As previously stated, the ideal way to grind money is to repeatedly reload caves with lots of barrels in them. All crafting materials can be found in them, just as in overworld bushes, as well as the gold. But even with the upgrade shops and my grind spot in the Haunted Cragg being close to warp points on the maps, this is no easy affair. There are 12 upgrades each for your sword, your armor, and your bracers (which pertain to archery). At least the last one of each costs a thousand gold, and there are multiple upgrades for each type that cost 500. But even with a full wallet you might not get two upgrades at 500g from one shop in one trip, because upgrades also require crafting items and you can only carry ten of each. When the upgrades require more than 5 of a kind, all you can do is suck it up and get back to the grind. By the end of the game, the player stats that I unlocked from a very finnicky archery game tell me that I've gathered (read: spent) 20,000 gold. I'm still short two sword upgrades and some potion recipes. I can safely say that more than half of my playtime was spent grinding money. The really sad part is a lot of these upgrades are not or don't feel meaningful. There are sword upgrades for regaining health or mana when you kill a foe with a sword, but fighting generally is to be avoided if possible, and the 2 HP you'd get is not worth the risk involved in close-range combat. Also, there's a lot of enemies that attack you by means of self-destructing, so that upgrade is wasted on them. There is a total of 6 sword upgrades that increase the damage of your swing by +10%. What it amounts to is that the first enemy in the game, a green slime, goes down in two swings rather than three when you had no upgrades. And at one point, a ghost shows up and informs you that traps do double damage now. While that may be intended to increase the value of armor upgrades, to me it felt like I lost the purchases I'd already made. (Continued in comments below.)
Fun little rpg. The dev is great and cares about the game. I had an issue and they worked with me to get it fixed. A lot of devs will not do that.
Just finished this game on stream and I have to say that I really enjoyed it! The game plays (and looks) like classic Zelda. Top down 2d gameplay with a map system and combat system just like 2d Zelda games. The map is not horribly huge but there are plenty of caves you can go into that expand the scenery. Speaking of scenery, the pixel graphics are great! Everytime I first got into a new area, I took a second to really take the art in (I love the trees in the starting area so much). Everything is grounded and nothing feels out of place in the world, including animations. Load times are nonexistent. Combat is smooth and not at all difficult to grasp. I played with keyboard and a xbox 360 controller and both felt perfect. I never really felt cheated by getting hit by an enemy or hitting an enemy. You get several different arrow types that are quite interesting and different types will do more damage to some enemies then others. There is a good difficulty spike on the ghost boss and spinner "puzzles" in one section. There wasn't a whole lot of story but there's just enough to make the game interesting. Now onto my gripes about the game. The gold. THE GOLD. You need so much of it (if you want to upgrade gear) and you get it so slowly... I ended up farming it by entering a room, shooting a large quantity of barrels with a fire arrow, then leaving the room, and repeating. It was driving me crazy through my whole playthrough. When you hit endgame though the upgrades don't really matter as the final dungeon and boss are pretty easy compared to the ghost area earlier in the game. The difficulty spike that hit me during the ghost section didn't seem to hold up as I continued on. The forest boss and final boss were easy. I was also sad to see that the final boss wasn't really different from any of the other bosses. They tend to all follow the same pattern. The "puzzles" also seem to follow a similar pattern as there aren't many different options and get repetitive. HOWEVER! I really did enjoy this game and if you enjoy 2d Zelda, you might want to check this game out on a sale. Just don't expect it to be perfectly Zelda.
Shalnor Legends is an approachable game with good controls (at least with the gamepad) and lots of exploration rewards. You can get more health & mana pickups, quest items & coins if you check the game's areas both during the day and night. There are also quite a few characters that you'll want to save (and the only way to do that is finish the Sacred Trial and the game). You'll find a mix of challenges which include puzzles, enemies and mazes, the latter being more dangerous. It's a balanced game that can be tackled by both casual players and experienced gamers.
『GOKEN』ってゲーム買おうと思ってたのね・・・ 『鉄拳7』のシーズンパス買うついでに、他に一本買おうと思ったわけですよ。で、『GOKEN』のレビューを見たら、「女主人公じゃなかった!」って書いてある。俺もね、凜々しい顔つきの白髪ロングポニーな姉ちゃんが「やぁっ!」とか「はぁっ!」とか「きゃっ!」とか「いやあああ!」とか叫んでくれるゲームだって勝手に思ってて(以下略 で、「女主人公+アクションアールピージー」で検索したわけ。いちおう、新しい順にしてみた。それで出てきたのがこの『Shalnor Legends』ですよ。 きゃっほー、英語のゲームだぜ(笑) テキストは、わかりやすく書いてくれているのか、英語が母国語じゃない人なのか・・・わからん単語はあるが、読める。というか、英語わからなくて詰むという要素は無い。というよりも・・・いや、この話はやめよう。 最初のマップが、雨降ってたり、どこかで見たような木が生えてたりと、「あぁ神々のトライフォースね」という感じなのだが、じゃあ「謎解きゲー」かというと、ぜんぜんそんなことない。 床から針が出たり、なぜか回転しながら移動しているノコギリなど、そのようなものを避けながら進むゲーム。 雑魚が弾をピュンピュン撃ってくるのだが、そういう雑魚が3体くらいいると、気分はもう縦シュー( たまに倉庫番のようなことをやらされるのだが、倉庫番なのにパズル要素は一切無い。なに言ってんだかわからねぇーとは思うが(以下略 パネルが縦横に並んでいて、踏むと周囲の4マスがひっくり返る、っていう、懐かしいあのパズルもある。なんかもう、このパズルって昭和じゃないですかね・・・この平成の世にやらされるとは。しかも、けっこう何度もやるハメに。画面に向かって「おい、そういえば平成もう終わるよ!?」などと話しかけてみても、誰も返事してくれない・・・そんな平成最後の年。 いちおう主人公は若いエルフらしい。冒頭で「オマエのような美しい娘が周囲と同じような人生を送れると思ってるのか? 地獄へ送り込んでやるぜ!」などと言われたかは定かでないが、美しいエルフらしい。殴られると「あぁっ・・・!」とか鳴いてくれまちゅ。でも一枚絵とかは無ぇ。最後までやれば、多少はセクシーな気分に浸れまちゅ。 なんでクリアするまでやったのぼく?? それはね、なんか癒やされたからだよ。というか、スチームの「独立系なんとか」ってタグがついてるゲームは、やればそこそこ楽しいのだが、なんかこう・・・いっぱいいっぱいな感じがですね・・・頑張ってれば頑張ってるほど、制作者の生活の心配をしてしまうというか・・・ その点、このゲームは、なんか頑張ってなくて安心感がある(おい ていうか、かわいーかわいー「[b][u]おとうと[/u][/b]」が一生懸命作った初めてのゲームを「兄ちゃん、あのゲームやってくれた?」とか言われて「あー、ラスボス倒したよ。釣り竿はまだとってないけど、面白かったよ。また何か作ったら、やらせてくれな(にこ」とか答えてるような、そんな気分にさせられてしまったんですねー。 この3連休で、6時間半プレイしました。ゴホッゴホッ・・・まぁアレだよ、クリアできねーボリュームのゲームやるより良かったかも。・・・なにぃ? 1000円だとォ・・・!?
[b]Shalnor Legens[/b] ist ein "Zelda Like" Action Adventure [h1]Gameplay[/h1] [b]Dungeons und Rätsel wie in Zelda?[/b] Die Dungeons in Shalnor Legends sind recht simpel. Man hat einen zentralen Raum mit einer Tür, die mehrere Schlüssel benötigt. Diese sind in den umliegenden Räumen verstreut, die durch die mehr oder minder abwechslungsreichen Rätsel und Geschicklichkeitseinlagen gesichert sind. Hat man die Tür dann aufgestoßen, erwartet einen kurze Zeit später der Wächter des Dungeons respektive der [b]Bossgegner[/b]. Diese sind leider meist nicht sonderlich fordernd gestaltet, da sie sich in einem recht simplen Muster durch den Raum bewegen und hin und wieder mal auf den Spieler schießen. Fast jeder Boss kann durchgehend verwundet werden. Empfohlen wird hier der Bogen. [b][u]Collectibles, Power-Ups und Crafting[/u][/b] Im Spiel gibt es eine recht ansehnliche Menge an sammelbaren Objekten, die entweder bei NPCs gegen Power-Ups getauscht werden können oder selbst Power-Ups darstellen. Darunter etwa Steine, die die maximalen Lebens und Manapunkte erhöhen. Manche Power-Ups lassen sich bei NPCs erwerben, die etwa die Waffen oder Rüstung des Spielers aufbessern und mit Perks wie Lebensraub versehen. Das ist allerdings eher kostspielig und das Farmen von Geld im Spiel dauert etwas. Es sei denn man schafft es, im letzten Bereich des Spiels das Angelminispiel freizuschalten. [h1]Grafik/Soundtrack[/h1] Die Grafik ist in ziemlich ordentlicher Pixeloptik gehalten. Der Soundtrack sticht nicht sonderlich hervor, ist aber nie störend. [h1]Zusammenfassung[/h1] [b]Pro:[/b] [list] [*] recht viele Collectibles zum sammeln [*] Power-Ups kein Muss [*] interessante Power Ups [/list] [b]Kontra:[/b] [list] [*] Geld farmen dauert außer am Ende recht lange [*] Dungeons bieten kaum Abwechslung [*] Bosse wirken uninspiriert [/list] [b]Fazit:[/b] Shalnor Legens ist kein schlechtes Spiel und gäbe es eine "Neutrale" Bewertungsmethode hätte ich diese Gewählt. Allerdings gibt es von meiner Seite keinen sonderlichen Grund, das Spiel zu empfehlen. [b]------------------------------------------------------------------------ [i]Wenn ihr weitere ansprechende Reviews lesen wollt, dann folgt doch der [url= https://store.steampowered.com/curator/32139821/}]GermanReviewGroup[/url].[/i] ------------------------------------------------------------------------[/b]
[b]I enjoyed this game, despite its roughness around the edges.[/b] It had enough of that Link to the Past-esque feel to be fun all the way through. Even mowing the lawn is fun, just like in ALttP! I beat the game in about 7 hours. I completed every main quest but not all the side quests or grinding. This game was good, but it had the potential to be GREAT. A few design flaws prevented that. Here are my suggestions to you, Johnny, so you can learn from this experience and create a totally awesome next game. [list] [*]Increase the difficulty, or allow the player to choose a harder mode from the start. I would have enjoyed playing Heroic Mode from the get-go. Shalnor Legends' difficulty is very low. This makes it great for someone's first Zeldalike, but limits the appeal to experienced players. [*]Increasing the difficulty in a more interesting way would be more fun, e.g. more enemies and slightly faster traps instead of simply taking more damage. [*]Money is broken. I can get 500 gold in 3 minutes by walking back and forth in a room with lots of barrels and shooting them with a fire arrow. This means I end up running past most enemies instead of fighting them, because what do I get as a reward for fighting them? 1 gold. This disincentivizes the player from fighting enemies, especially hard ones. [*]Too grindy. Even with barrel grinding, I still didn't want to bother buying many upgrades, because the difficulty was already too easy for me and the upgrade wasn't worth 3 minutes of effort. [*]Traps are too repetitive. If you're going to have that many traps in your dungeons, it would be more fun if you added more variety in some way. [*]Bosses can end up on a trajectory of a compass point, in which case they just bounce back and forth instead of going diagonally. I presume this didn't come up during playtesting because there's only a 4 out of 360 chance of it happening, but it makes for an uninterestingly easy boss fight (: [/list] All that said, none of these flaws stopped me from playing, finishing, or enjoying the game. Thanks for making it and I'm looking forward to seeing what you do next!
A modern representation of a Zelda-clone, and actually a good one. As expected the game is Action/Puzzle/Exploration in 2D with descent graphics/audio and very fluid gameplay. Game builds its mechanics through discovering secrets, and player evolves in a rewarding pace. Its areas are open to be explored as the player wants, and most upgrades require heavy grinding which can become repetitive. Other than that, the game offers a well presented world offering many good puzzles and bosses to treat the player. As it stands I recommend it for a full play-through as it connects with good memories and offers a solid RPG experience.
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