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Ruin Of The Reckless Download Without Key





















































About This Game "What's that music in the trailer", Why, it's the Ruin of the Reckless Theme song by SLIME GIRLS.Since the beginning of time, or maybe longer, this place has been here. It is a beacon of sorts, attracting the souls of those who both lived and died with recklessness in their hearts.Bound by some unknown force, these wayward spirits cannot leave.And so they remain… With time their souls will rot. They will fade away and they will be forgotten.But even here there is hope… a legend whispered among the ghosts and specters. That any spirit to reach the tower’s peak will be granted one wish… Ruin of the Reckless is a 2D action roguelike with a focus on fast-paced melee combat, speedy movement, and co-operative play.Capturing the feel of 16-bit classics while providing a major graphical update, Ruin of the Reckless ups the pace, adds challenge and randomness - and lets you play with your friends! (LOCAL co-op only)---- FEATURES ----Speed through the environment at lightning pace, crush giant hordes of enemies in melee-focused combat. Upgrade your weapons, find new equipment, level up your hero.Explore a detailed, mysterious, randomly-generated tower that changes with each ascent. Discover its purpose and you may see your one true wish granted... If you get that far.Accessible and easy to pick up and play, but ascending to the higher levels of the tower will take intense skill.Bring a friend for local co-op fast-paced fun.---- MECHANICS ----Weapons: Wield a variety of dangerous melee weapons, each one has benefits and drawbacks, and although some are better than others there is no 'best weapon' to fit every play style.Spellbooks: Ancient secrets lie within these tomes. Spellbooks contain a set spell and a set amount of charges - when your spellbook is out of charges, it's time to switch! All spellbooks can be charged for more powerful effects, but it will drain them faster. Alter your spell abilities with orbs gained by leveling up!Skill Orbs: Dangerous and fragile shards of knowledge. Consume them to permanently gain a new ability, or use them as powerful weapons to strike down your enemies. (Or maybe just mess up and have them blow up in your face instead.)Dashing: Every one knows that you can't dash without boots! Explore the tower to find all kinds of stylish boots to change your dashing capabilities. Dash longer and further, chain multiple dashes at a time, stun enemie as you strike them with your body... Or maybe you just want to fly right past hazards, it's all possible if you have the right boots!Cards: Complete special challenges to collect cards which you can keep between runs. Most cards have a benefit and a drawback, so choose carefully! Combine different cards to create your own custom rule set before your run starts, or just use them to alter rules you don't like; for example, turn friendly fire off with the 'Friends' card. 6d5b4406ea Title: Ruin of the RecklessGenre: Action, Adventure, Indie, RPGDeveloper:Faux-Operative GamesPublisher:NoneRelease Date: 26 Apr, 2017 Ruin Of The Reckless Download Without Key ruin of the reckless wiki. ruin of the reckless ost. ruin of the reckless igg. ruin of the reckless steamspy. ruin of the reckless characters. ruin of the reckless steam. ruin of the reckless скачать. ruin of the reckless gameplay. ruin of the reckless. ruin of the reckless kickstarter. ruin of the reckless review. ruin of the reckless download. ruin of the reckless skidrow I have played a lot of this game in the past day. Overall: The game feels clean.Hitboxes are on point. I haven't had a, "well that was BS moment" when getting hit. EDIT: The slimes were a problem early on - hitting without warning - but the newest update seems to have nerfed them somewhat.Character movement is fluid and totally controlled. And there are plenty of items that affect the way the character moves.There are a lot. A lot. A lot of items. Weapons, trinkets, boots, spell books, and orbs. Different combinations of these basically create a new game experience each time.The progression mechanic is cards. Finding the cards is fun because it feels like achievements. You almost know when you start trying to do something crazy that you have a chance of getting a card. The cards can make the game harder or easier or just different. The mechanic adds a lot to replayablilty.It has the quick and slightly random feel that I like about rouge-likes. You don\u2019t have to grind for hours to progress and even with your perfect item set you may randomly die if you do something risky.Issues: I did notice FPS lag when playing with a friend while having a lot going on animation-wise. Might be my PC though (it runs perfectly well on my Surface Pro 4 otherwise).All in all. It was well worth the price and I would recommend trying it out if you\u2019re a fan of fast paced dungeon crawlers.. super fun super difficult. It definitely is not easy ill tell you that, ive spent many hours playing this game (even though it only says 11 minutes on the counter) and im not any better, extremely fast paced and punishing, intensely addictive. i love it. if you like these kinds of fast paced brutal roguelike games you will definitely appreciate this one.. My first impressions of this game are great but I will update my review as I put more time into it.Ruin of the Reckless has a very simple gameplay loop of trying to ascend a tower by finding the key and then the elevator on each floor until you die or succeed and then repeating. While doing this you attempt to acquire weapons and equipment to help you fend of attackers so you can gather currency and experience. Money allows you to purchase items at shops as well as cards that act as modifiers to your run equipable in the lobby. Experience allows you to gather more orbs that add passive upgrades or extra attacks to your character during the run. The combat is melee focused but also has a spell system with limited charges to add range or crowd control options. The dodge roll and secondary attacks are also affected by random pickups throughout each run. The art style and animations on the characters is very nice but the backgrounds seem very minimal and plain aside from the hub area. The game could also use an option to return to the lobby after death so you can adjust which cards you have equipped rather than needing to select \u2018return to lobby\u2019 from the menu.All in all really enjoyable rogue-lite so far with a decent challenge!Edit 1After 3 hours I'm really disappointed in the weapon and equipment selection. Combat is becoming very repetitive and builds rarely seem all that different from each other. The weapons in general are extremely similar and sparse. As far as the skill cards, which act as permanent modifiers to each run, I\u2019ve only unlocked around 4 and none of them are particularly interesting. If these complaints continue further through the game I\u2019d have a much harder time recommending it.Edit 24 hours in and I have now made it past the first boss. I\u2019ve encountered 7 different melee weapons, 6 different spells, and 3 different sub attacks. The main problem I continue to have is that nothing feels unique and all of the runs start to blend together. Since it only took me four hours to reach this point I can\u2019t recommend Ruin of the Reckless. Everything feels too similar and the combat has almost no nuance. I really want to like this game but it\u2019s not looking like I\u2019ll be able to continue playing for much longer.. This game is challenging and enjoyable. Currently it has a few glitches and crashes to desk top in some instances, which is abit frustrating in a game that has no saves. Even with the crashes to desktop its still enjoyable and a recommendable game, as this will obviously be fixed.Game has since been updated to 1.0.1B and I haven't experienced any crashes.. Great game if you want to pass your time with fun and a bit of challenge. The fighting and upgrading system is very well put together and I think you should buy this game if you are into this kind of play through where you gather items and powers to kill more powerfull enemies. 9\/10 for now because some minor issues need work. Keep up the good work devs!. The game has a great base but a lot of extremely bad design choices surrounding it.The combat feels very good, there's a satisfying variety to player customization and all the general elements of the game save for the room appearances. But the games sense of difficulty is completely artificial, spawning massive amounts of enemies in small rooms often with the player surrounded; and expecting them to survive over and over through this.The first thing that shows up that raises warning flags is that every floor is on a countdown timer, and when the timer expires; projectiles start being shot at the player from randomly spawning portals. And their frequency drastically increases very quickly as well. This encourages players to be fast. But fast isn't fun in a Rogue-like. Stopping to think about what choices you want to make for your build, stop and read the text on the things and actually make considerations, just taking your time to enjoy things at your pace. All of these things you can't really do much because of the pointless timer. It adds nothing to the game, it exclusively detracts from the experience by forcing players to rush. Furthermore, having the floor spam projectiles at the player when the timer expires is absurd. Some floors take longer to clear, players have no control over that, if the floor takes longer to clear then the timer then the player is just screwed. And activating the elevator to escape takes a second as well, which makes it even harder to escape when the projectiles are being spawned. The timer is pointless and exclusively makes the gameplay less enjoyable, the timer punishment is obnoxious and can straight up end a playthrough because the game generated a floor that cannot be cleared within the time limit. Or, the player will survive, but will have been damaged and thus be at a disadvantage from then on.The early game enemies are great, completely balanced and interesting to fight. But the higher difficulty enemies are just not fun and generally ridiculous. Like the card magician that endlessly flings projectiles at you that also obstruct you from getting near him. The super tank beast which has a grapple which disables the player. The mechanic old man that spawns spinning blade traps which can can take up stupid amounts of the room if it's not a larger one. Each of these enemies on their own is fine, but the game likes to spam spawn. So you can have any of these powerful enemies who all have ranged capabilities, mixed in with massive hordes of regular enemies. And it just makes things an obnoxious spammy damage race. Before the mid tier of progression, the game sometimes spawns ridiculous amounts of enemies into single rooms and just expects you to put up with it. Sometimes it's fine, but if the wrong enemies are in that room dealing with it is just mandatory damage. But by the mid tier, the game starts doing this constantly. The stronger enemies from the early floors, become the common enemies, and the new higher tier enemies previously mentioned get mixed in. This is a melee game, yet players have to use melee to dispatch massive hordes of swarming enemies many of which have ranged attacks or extremely agile melee attacks. The enemy quantities are just not properly balanced in relation to the fact that this is a melee game. Even in ranged based games this many enemies borderlines on unfair.The game also likes spawning enemies and hordes of enemies, ontop of the player, out of absolutely no where. Or spawning the player into a map already surrounded by enemies. The players dodge has no invincibility frames, so sometimes this literally means the player has to get hit to escape from the swarm if there are no gaps to dodge through.The hit boxes in the game are questionable. Especially the blue cloaked enemy, whose attack is randomly twice as large as the visual effect. This is one of the games favourite enemies to spam, of course. The standard enemy that attacks by smashing down on the player also has inconsistent tracking. So sometimes the player can avoid them by just moving out of the way, sometimes they can't. So that enemy defies conventual human reaction by sometimes punishing players for not dodging by hitting them, and sometimes punishing players for dodging by hitting them. If the player dodges when the enemy is randomly accurate, they avoid the attack, if the player doesn't they get hit. If the player dodges when the enemy is randomly inaccurate, they may dodge into its attack and get hit. If they don't dodge at all, the attack misses. Inconsistent enemy design which artificially gets the player damaged based on random things that cannot be accounted for.Enemies are also capable of knocking the players projectiles back at them, like the player can do to enemy projectiles. Which would be fine if a certain kind of ally follower wasn't a turret, which can end up shooting projectiles at enemies against the players command only for them to get bounced back at the player. Using the projectile spell also roots players in place briefly, so if their shot gets bounced back at them it's virtually impossible to evade it.Most enemies only spawn into the map when the player enters that area, so players can't actually account for enemy positions at all. If players activate the elevator while standing on it, they have to step off and onto it again to trigger it to actually go up. Randomly the dodge activates twice even though the button was clicked only once. Most of the weapons in the game aren't worth using, because they just aren't balanced properly in comparison to dealing with this spastic game.The orbs players use to get their special abilities and effect modifiers will be destroyed if they get hit by, anything. So, players can lose out on acquiring a good one or one they want because random chance dictated that an enemy hit it and destroyed it. It's complete chance if an enemy accidently hits one. And it's complete chance if the player accidently hits one amidst fighting spammy hordes of foes.There's also a green slime thing that spawns out of nowhere and hurts the player then steals their weapon, forcing them to chase after it so they can get their fundamental equipment back. Kind of extremely pointless and annoying, and potentially run breaking if it happens in the middle of a fight or if the slime flees into a horde of enemies.Cursed items, which players cannot unequip without using a special scroll on them, are interesting as a concept. But when you mix them in with a game that forces players to rush, you end up accidently picking up cursed items because there's no indicator that they are cursed other then the word being in their name. So it's extremely easy to see something you want, pick it up quickly because you're on a time limit and may be under attack at the moment; and realize now you can't unequip that thing.The first boss in the game is room filling, unintelligable, spam.This isn't a difficulty curve. Difficulty curve means a gradual appropriate increase in difficulty to challenge the player overtime. In this game, it's random difficulty spikes to impossible levels whenever the game ganks players with absurd amounts of enemies, spawns enemies onto the player, damages the player with a situation they cannot possibly account for, the hit boxes break and let enemies hit players from twice the distance away, spawns the more difficult enemies in quantities of fifteen or more all in one swarm . And, a permanent difficulty spike after the first few floors when the game perpetually mass spawns enemies in every single room.This game is not fun. Because beyond all the bad design choices or just poor coding, it's still unenjoyable because the difficulty is completely artificial. Either getting hit because of broken or amatuer game design, or getting hit because you have to fight literally thirty or more individually strong enemies in a room smaller then your monitor.. I bought this on a whim after reading the reddit AMA. Super surprised how polished the game is. If you liked Nuclear Throne but wanted the ability to make it easier or harder this game is for you. The mecahnics are super tight and polished. The game would actually benefit from some DLC to add more visual content but for the price it is well worth the full amount.. The only thing I will say about this game is that you cannot find a single video of anyone clearing it on Youtube. Heck you can't find a single video of the final boss.. A great flowing roguelite. The gameplay has a very rythmic quality to it, and it is VERY difficult. Good and responsive devs as well.. I was excited for the game after reading the Reddit post and watching some gameplay. The game just does not feel "right". Combat is boring and feels like you're not connecting blows. More like you're spitting out colliders that are registering with other colliders vs. a game like Castle Crashers where you feel like you're actually connecting blows\/your weapons interact with enemies. Screen shake is not a substitute for a clean feeling combat system; I had to disable screen shake after my first fight as it gave me a huge headache (and props to the developers for allowing you to adjust that) but without it, combat just feels bland.I've requested a refund.

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