
The Depths of Tolagal is an addictive roguelike dungeon crawler with an emphasis on tactical combat.
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Languages: English**languages with full audio support
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Reviews
I really want to recommend this game, but unfortunately I cannot mainly due to the games lack of depth and very short length. Sure the game is fun enough, and is tough like a roguelike should be, but it is ultimately very unsatisfying when you compare it to the excellent Tales Of Majeyal. Here are the pros and cons... Pros: 1. I enjoyed the games tactical approach to defeating enemies. The game makes you think when you are in tight spots. 2. Overall combat is fun. 3. I thought the music was pretty decent. Cons: 1. No classes. For me this means 0 replayability once the game is completed. 2. You cannot attack enemies diagonally in melee combat. 3. When you level up skills/traits are randomly generated. You could end up having no choice but to chose a skill that is essentially a negative skill. In my opinion this is a cheap way to make the game more difficult. 4. The game is too short. Basically 4 hours to complete the main game. 5. The price. I don't mind spending money on a game at all but at this is more expensive than Tales Of Majeyal and has a fraction of the content. I know that I have mentioned TOME a few times in my review, but I sunk in over 70 hours into that game and have still not completed it yet. The Depth Of Tolagal is a minor distraction for a few hours, but simply does not have that depth that I am looking for. So, if you are looking for a more "simplistic" roguelike that you can play for a few hours of fun then I would recommend it...if you want a rich, deep experience look elsewhere.
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Hours played at review time, across 43 reviews with recorded playtime.
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Unfortunately, [i]Angry Toad Studios[/i] (the developer), no longer exists. So there is that. I put that out there because I would like to know when I'm buying a product that is essentially 'dead' as far as possible future updates or serious support. --- [b]With that being said, [i]The Depths of Tolagal[/i] is a well done logical-puzzle-esque roguelike in the same vein as [i]Space Grunts[/i].[/b] It's all about understanding how enemies move - how they are going to move, and how you are going to get in there and get the kill without being hit. [b]For five bucks, it's a fun little coffee-break roguelike.[/b] It can be played entirely from the keyboard or mouse, which I appreciate. [b]Pros:[/b] +What I am really recommending with this one is the fun mechanic - most everything else is ho-hum +Full keyboard or mouse support +It's cheap +It's a true roguelike [b]Cons:[/b] -Story is forgetable -Weapons are run-of-the-mill standard deals -Not really any design risks; some people [i]love[/i] the leveling up process with 'talents', but it's all been done before [b]Fun distraction in small bursts.[/b]
A round of applause for the developers here! They succeeded in creating a tough as nails rougelike that challenges you measure ever step and I do mean EVERY step but (for the most part) only punished the clumsy or the uninformed. I have died several times by virtue of approaching a hallway and accidentally alerting an extra orc or two and promptly getting my teeth kicked in. I have come to realization that the tactical aspect of the game is actually a good bit deeper than rpg aspect of it. Level progression unlocks triats as opposed to a solid stat boost across the board. Many of the traits simply open up intersting opportunties which require you to adjust your playstyle in order to gain an advantage. So overall I would say this game is TACTICAL rougelike more than a classic rougelike rpg. The game is starting to feel a little bland (obviously graphically its retro over modern) in terms of variety. Given a good deal of this has been the difficulty that keeps sending me back to the starting stages and the same enemies. Additionally some of the traits (at least early on) are clearly superiour to the others. In a very difficult game that does not hold your hand but allows you progress consistently if you think and learn from your mistakes (for the next time) this a minor balancing issues. They were kind of enough to allow you play through without the permadeath if you buy the game and decide you'll never get through it with only one life (I may eventually give up and fall into this category myself). I would recommend this game to just about anyone who likes tactical combat games. Fans of the original X-Com series and Desktop Dungeons (one of my all-time favorites) are going to be disappointed they did not hit add to cart sooner. For anyone else I would say it is worth a go if your intersted in the tactical games. My current feeling (i'm writing this after only about 10 hours to help out people wavering on buying it or not) on this title is that it has definetly been fun but has not quite driven me to the maniac gaming addict level of worship and adolation I usually bestow to games I wind up putting in my top 50. From a value standpoint I would say its definetly worth the money. 7/10
The Depths of Tolagal has a forgettable name and is not the prettiest game on te block, but it is surprisingly engaging and well designed. It's almost more of a turn-based-combat-puzzle generator - like Hoplite with which it was rightly compare in RPS article - than a roguelike. The combat turns are divided in a small number of action points, so it's all about planning and positioning. With fast moving enemies it might mean trying to get as many hits in as possible (and maybe knocking them back or putting a shield up, or hiding behind a door - the options are there, and this is where it differs from Hoplite and puzzle games), while battles with slow enemies are more like a war of attrition... unless you make a mistake and allow yourself to be ambushed by some goblins. Each enemy has a gimmick to keep things fresh: trolls can charge at you if you're in a straight line, cultists are invisible, only leaving a trail of smoke behind them, others have shields that they can raise meaning you have to hack through them. There are hardly any popcorn enemies, and you have to be thinking in almost every battle - except the first couple of levels, which are hard to mess up after you've played through them a couple of times, and can become boring in repeated playthroughs. The only other criticism I can think of at this point (I've played some more in offline mode, but admittedly not enough yet) is the lack of variety. There are no classes, and so far I've come across a grand total of four different weapons, a shield and a ring of regeneration. Still, the game keeps it fresh by offering different attributes for the items that change the way you use them considerably. Also, there are no character stats and each new level comes with a choice of a passive skill that will also influence the whole run considerably - and there are a lot of them, although you're only given two random ones in each levelup to choose one from. The game scratches a similar itch to Hoplite, and it does its thing very well. The combat system is well done, and the permutations of different item/skill combinations keep it from going stale quickly, but still I hope the game grows in variety some more.
Played before, fantastic roguelike even if development is no longer active. Negative reviews clearly written by those unexperienced with roguelikes. Comparing this to ToME is like comparing Elder Scrolls and Final Fantasy. Especially disregard that ♥♥♥♥♥♥♥ idiot who said "this isn't a roguelike", as he is clearly confused: this is a game that plays "like Rogue", which is more than 90% of games on Steam tagged as "roguelike" can say, and it's really that simple.
ストラテジーRPGの要素がかなり強いゲーム。 ローグライク部分はランダムなマップ、レベルアップ時のタレントぐらいです(設定でパーマデスも可能)。 敵がリスポーンしないため、タレントも3~4つ程度しか取れないと思います。しかもタレントがランダムなので最後まで引きが悪いとヒットポイントすら増えません(ランダムで2~3種類表示される中から選択)。そのため難易度がタレントに左右されてしまうのが残念。 序盤で武器や盾、チャーム(指輪)の使い方をしっかり理解していないとあっという間に死んでいくと思います。回復もチャームがメインで回復ポーションなんかはまずドロップしません。 武器はレアリティがあり、レアリティがあがると武器に特性が多数つくようになります。ダメージに変化はないので強くなった気は一切しません。 中盤辺りから厳しくなっていき、終盤は敵が入れ替えの魔法を使ってきて敵も多数いて集団リンチ状態にしょっちゅうなります(笑)。パーマデスにしていなければゾンビアタックしまくれるのですが、全滅させれるかどうかは運要素が強い気もします。 全体的に面白いと思うもののバランスが悪いかな。せめてレベルアップでヒットポイントを3ずつぐらい上昇させてほしいし、タレントも全体の中から選択できるようにして欲しいところ。 一応おススメにはしていますが「どちらでもない」が私の点数です。
Depths of Tolagal might not feature a lot of customization from other roguelikes or a (ironically) deep stat/item system, but it does its gameplay very well. It's satisfying, simple and solid. Some mechanics make it shine (like how shields are handled) and it is very accessible, which might be a pro for some or a con for others. I must also emphasize how well the soundtrack blends in and gives it a nice atmosphere. I'd love if it had some more content, though.
+1 RPG
Quem não ama roguelikes né? E esse é um título bastante insano, realmente gostoso de se jogar, confiram a review completa aqui: http://www.nerdmaldito.com/2015/01/the-depths-of-tolagal-um-sangrento.html
Небольшой рогалик про мясника, который отправился на поиски пропавшего подмастерья, спускаясь всё глубже и глубже в подземелья. Боевка пошаговая с 3 очками действия по умолчанию (2 очка с негативными эффектами типа стояния в воде), начинаем с тесаком для разделки мяса, изо всяких ящиков на уровне выбиваем новое оружие: ближнего боя для основной руки, щиты или луки/арбалеты для второй руки. Некоторое оружие дает бонус к урону, если держать только его в обеих руках. У оружия ближнего боя есть два вида атак: базовая и мощная, если основное оружие у вас меч, выучен навык "рипост" и во второй руке нет щита, то заряженный на мощную атаку меч автоматически блокирует весь урон следующей атаки противника и наносит ответный удар. Щит тоже нужно заряжать, чтобы он блокировал определенное количество урона (4 для обычного и 5 для щита Магота). Лук требует 2 очка действия на выстрел, но не требует перезарядки, арбалет - одно очко на выстрел и одно на перезарядку. Все вещи можно (нужно!) зарядить до боя, перезарядка в бою стоит одно очко действия. За нанесенный урон вы заряжаете кольцо, которое может восстановить ваше здоровье (стоит тоже 1 очко действия). Мне попадались два вида колец - одно восстанавливает сразу 3 хп, второе восстанавливает по сколько-то там хп 3 хода подряд. В теории, второе кольцо лучше, но в моей тактике прекрасно справлялось первое. В бою против 1 противника всё сводится к правильной тактике: например, против щупалец, которые атакуют издалека и потом возвращаются на прежнее место, идеально подходит заряженный меч + навык рипост, против некоторых противников (вроде гоблина) важно рассчитать, чтобы противник последним очком действия остановился на соседней клетке перед твоим ходом, против лучников хорошо использовать либо лук + дверь, либо щит. Да, тут есть такая уловка - выйти за дверь, пока противник будет её ломать - отхилиться и перезарядить всё оружие. Аналогично можно использовать лестницу между уровнями подземелья. Есть несколько промежуточных боссов, есть финальный (гидра). Игра, на самом деле, несложная, если использовать сохранения. Если играть с одной смертью - да, тут придется попотеть. Плюс на финальную битву дается тоже только одна попытка, если проиграл - игра пройдена на плохую концовку, сохранение стирается. Т.к. я люблю брать щит во всех играх, где он есть, то брал его и здесь вместе с мечом - вполне рабочая схема. Гидру не убил, т.к. хотел в первой попытке просто изучить поведение босса и не знал, что сохранение сотрется, второй раз проходить всю игру ради одного финального боя мне было лень, если честно :)
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