
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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About


Stats
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
Themes across 44 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
positive critical· bar length = how often the theme comes up
Reviews
รีวิว Shalnor Legends: Sacred Lands อีกหนึ่งเกมที่มีระบบการเล่นเหมือนกับเกม The Legend of Zelda เราเป็นเอลฟ์สาวที่หลงเข้าไปในดินแดนต้องสาปแห่งหนึ่ง และจะต้องช่วยเหลือชาวเมืองออกจากที่แห่งนี้ให้ได้ อย่างที่บอกว่ามันเหมือนเซลด้า เราจะต้องตะลุยทั้งนอกดันเจี้ยนและในดันเจี้ยนที่เต็มไปด้วยกับดักและมอนสเตอร์ แก้ปริศนาตามทางเพื่อไปให้ถึงห้องบอส และหลังจากเอาชนะบอสได้ ก็จะได้พลังพิเศษติดตัวธนูของเรา ไม่ว่าจะเป็นธนูไฟ ธนูน้ำแข็ง และอื่นๆอีกมากมาย เพื่อเปิดทางไปต่อ รวมไปถึง อาวูธบางชนิดสามารถโจมตีศัตรูบางตัวแรงเป็นสองเท่า ก็มีเหมือนกัน เกมจะมีระบบกลางวัน-กลางคืน ซึ่งเวลากลางคืน เป็นช่วงที่เหมาะสมมากที่จะออกไปหาเงิน แนะนำให้ไปที่เขตทะเลทราย แมลงจะหลับอยู่ในรังกันหมด ให้เข้าไปในห้องที่มีลังเยอะๆ ใช้ธนูไฟเผาลัง เก็บเหรียญและสมุนไพร เข้า-ออก ทำใหม่ไปเรื่อยๆจนกว่าจะพอใจ มากพอที่จะเอาไปอัปเกรดอาวุธและเครื่องป้องกัน รวมไปถึงซื้อไอเทมจากผี ซึ่งจะเจอได้เฉพาะตอนกลางคืนเท่านั้น หลักๆของขายก็จะมี ลูกแก้วฟ้า-แดง กระเป๋าเก็บไอเทม สูตรทำยา และเหรียญผี ซึ่งถ้าเก็บครบ 10 เหรียญ ก็จะสามารถเอาไปแลกเป็นเป็ดตกปลาได้ ซึ่งการตกครั้งหนึ่ง ถ้าดวงดี ก็จะได้ปลาที่มีมูลค่า 1000 เหรียญได้ในทันที พูดง่ายๆก็คือเงินเต็มพอดี สมุนไพรที่เก็บได้จากพงหญ้าและลังไม้ สามารถเอาไปทำเป็นยาได้ มีเพิ่มเลือด เพิ่มประสิทธิภาพอาวุธชั่วขณะ (มียาที่ทำให้เสียเลือดแค่ครึ่งนึงด้วยนะ) บางพื้นที่จะมีกล่องสมบัติล่องหนซุกซ่อนอยู่ ต้องหาตอนกลางคืนเท่านั้นถึงจะเห็น ซึ่งแต่ละที่ก็จะมี ลูกแก้วฟ้า-แดง ซึ่งถ้าสะสมครบ 3 ลูก HP และ MP ก็จะเพิ่มขึ้นถาวร มีให้เก็บอย่างละ 15 ลูก สำหรับคนที่อยากจะเก็บ Achievements ให้ครบ แนะนำให้เล่นใหม่ในระดับยากสุด Heroic Mode ด้วย (ซึ่งจริงๆก็ไม่ยากเท่าไหร่ แค่โดนโจมตีแล้วเลือดลด 2 เท่า และมอนสเตอร์อึดขึ้น เท่านั้นเอง) เพราะมันบังคับให้ต้องทำ
Overall a nice Zelda-like game, but it got a lot of potential for improvement: -Introduction never tells you 'why' you are actually doing all this. You just hear about some sort of trial that you do and that many died before. Actually the only ingame hint for your motive is the item description of the, that I actually got to read a few minutes before the final boss while searching for something different. -The puzzles itself are nice and good. But it is very often the same puzzle or the same challenge just placed with different walls/traps. Exspecially the last dungeon felt rushed without actually something new to work with. -The final bow upgrade should not be placed inside a dull side-chest along the way. +I like the idea of item upgrades, the drop rates of items and money felt fair, and allowed a visit after finishing a half dungeon, but the number of materials you can stock up should be more than 10. -Though: The sword becomes pretty quick irrelevant because of the bow's strength, which leaves the sword upgrades except the dash cost reduction feel like a waste of money. I'd like to see more in the line of the sword beeing a life stealer and the bow a mana stealer *or* a destructive force with serious downsides. Not a destructive force with life and mana steal, plus range, fancy effects *and* special damage buff when health is low. Just give me a reason to actually use my sword at all. +Having collectibles statuas and artifacts is nice. It would be better though, if you could place them already and see smaller progress. not only when you collected all 3 of a set or all 4 juwels.
Uninspired map/level design, slow character movement speed, boring enemy design as well as poor puzzle design are just a few of the reasons why this game is simply not recommendable.
adbhrujm
I thought I was getting another serviceable Zelda clone, but instead, this whole thing just smells a bit too much of old shareware to me.
Honestly I would only recommend it in a bundle deal on sale. I feel like this game has a lot of love but all puzzle/trap rooms feel the same (due to looks and reused timings even though layout is different), combat isn't exciting (bosses feel same except ghost boss), heroic mode should be available from the start and story isn't well build as a game story. And don't get me started at the grind... Like on paper this game should be good, bosses have different attacks, puzzles and traps have different layout, exploration with a day/night cycle, good story concept etc.
It is a fun simply adventure/zelda style game. If it were not for the constant screen freezing i would say that it has a high replay value. Replay value is one of my main criteria of a good game.
bad zelda clone
I am someone who has played every Shalnor Game. I want to leave this review here because the creator hasn't had a lot of people giving good back on his games and I wanted to contribute something. To start off these games have heart. I am big fan of these style adventure games and love the legend of Zelda and playing these games I can feel the love for them here too. However it isn't very good. A lot is improved on in many ways in later games. Here there is mandatory grinding for required skills to progress, repetitive music and mobs and huge hp bars on boss which create a very mundane experience. For the most part this is removed from the latest game the Silverwing Saga and I can legitimately say every game after this shows improvement however I would like to point out some problems I have as a player and potential improvements. There are too many large mob encounters. Most fights are about managing a large group and this becomes really repetitive with time. Making interesting enemies that have dynamic solutions would be really beneficial to the experience here. The same goes for bosses having something large health bars make battles ones of attrition rather than skill and again, get boring. focusing on something dynamic that maybe uses a mechanic taught in a dungeon is a fun way to reward the player for paying attention. Even if it's short it can still be fun and challenging if done creatively. Moving away from expensive skill trees was good. Having some upgrades can be fun and change how we interact with a game but requiring that upgrade can cause a unnecessary time sync when it's out of the way or requires a lot of money. It's even fine to have really strong items that require some grinding but it's better when these are rewards that are behind fun challenges that essentially reward the player for doing something harder than what is ahead anyway and they can choose if they want to use it. Which brings me to items in general. They aren't used very much except as battle options. Items don't have to like bombs in old Zelda games where there are random secrets everywhere but they should be there to solve a problem. Creating items and obstacles that are better or solved with those items is satisfying especially when clever solutions are used. The puzzles in these games are mostly just getting past traps and it is extremely repetitive. They are better in later games but having something that requires a thoughtful approach that isn't just about walking past a spike or fire trap is more engaging. Puzzles, riddles, and dynamic room setups are staples of this genre for a good reason. Games like Tunic and Idle Dew 2 do a really good job of distinguishing themselves by introducing either unique solutions to puzzles or just by approaching puzzles in really interesting ways in general. That is everything I currently wanted to say. To the developer if he's reading this, I want to say I appreciate your attempts in making these games and I see your improvement in every one you've released. I hope this review is seen as constructive.
If "The Legend of Zelda" was horribly tedious and boring it would be this game.
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Pace estimated from the game's recent review growth (our daily snapshots) at its own sales-per-review ratio — a momentum signal, not booked sales.
Audience
Estimated from the language of this game's reviews — a proxy for where players are, not official Steam demographics.
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