Senin, 26 Maret 2018


Rogue Hearts Guide


Welcome to this modern reinterpretation of a rogue-like dungeon crawler! You will need a strategy with self-judgment and control, a necessity in SRPG and tactical games. Break through challenges and trials by controlling the character directly. Network connection required. Explore dungeons, and discover an unwanted and dark reality. Explore regions with diverse themes and randomly generated dungeons with optimized, intuitive, and easy-to-use mobile device controls. Fight boss monsters with deadly attack patterns and earn loot. Engage in these ordeals by using characters with close combat and long distance skills. Not only battles, but various traps and puzzles also lie in wait. There was a lot of depth for a game that looks like it existed in a text editor.  You’d explore a dungeon made up of various rooms, battling monsters, collecting items, and levelling up. If you died, it was game over. Really though, all a lot of them share in common is the perma death. Many of them don’t even have a top down view or levelling system! That’s where Rogue Hearts comes in though. It’s out right now on Android, and is only interested in imitating Rogue. It’s top down, features levelling, and has you exploring a variety of dungeons. Well, the term dungeon is liberal here. It might be a forest, castle, or an actual dungeon. Go and find out for yourself if you like it on Google Play right now.







Whenever you start a new generation, you choose between three potential offspring whose class, gender and bonus traits are all picked at random. As you open up more classes and discover which traits you like the most, this system can put you in tough spots. For example, there's Lady Faye, the spellsword with the vertigo trait, which flips your view upside down. I'm terrible enough at magic as is, so trying to use it while upside down? That run didn't last long, but it was an amusing, frantic few minutes. Each of the castle's four areas including a forest, tower and dungeon come with their own tough challenges, but the bosses in particular block progress, attacking aggressively and spitting out walls of projectiles that can quickly drain a full health bar. There are options for smart heroes. You will need a strategy with self-judgment and control, a necessity in SRPG and tactical games. Break through challenges and trials by controlling the character directly. Explore dungeons, and discover an unwanted and dark reality. Explore regions with diverse themes and randomly generated dungeons with optimized, intuitive, and easy-to-use mobile device controls. Fight boss monsters with deadly attack patterns and earn loot. Engage in these ordeals by using characters with close combat and long distance skills. Not only battles, but various traps and puzzles also lie in wait. Over the course of the game, you will take control of dozens or even hundreds of potential saviors, each presented as the child of the hero who came before I went through 145 offspring before I conquered the castle.





It turns out, I really like the game, but unsurprisingly find the gem situation to be a downer. First off, let me talk a bit about the gameplay. Despite the name, it’s not really a rogue-like, as you don’t lose anything if you die. It’s a level-based dungeon crawler, so you start off in one room and make your way to the boss, then exit after you defeat it. You can swipe or drag your finger anywhere on the screen to move your player. Then you tap anywhere to attack items to break them or attack enemies right in front of you or next to you. Battles take place on a grid and are turn-based, so you do have time to plan things out instead of crazily mashing the screen. Besides your basic attack, you have three skill buttons. At the start of the game, these allow you to either dash into an enemy, do a spinning attack, or push an enemy away from you, temporarily stunning it. There’s a cool down on each of these skills, so you need to use them wisely and not waste them. So, for instance, if a group of goblins are coming at you, a good strategy would be to dash into the center of the group and do a spin attack. Then, clean up the rest of them with your basic attack. Bosses are trickier, have a lot more health, and you need to be smarter with them. I do like that if you die from a boss, you can revive and try that room again. What I don’t like is that if you die a second time, you have to spent a gem to revive, or abandon the quest and try again later. Gems are incredibly rare to inside the game itself, but of course you can buy more with real cash. It’s frustrating, because I’m currently trying to defeat a gigantic troll that can only be harmed if I attack him from the side or back. He also has devastating attacks, including a rush that always leaves me near death if I get in the way of it. The closest I’ve gotten to defeating him is about two thirds of the way, but I didn’t want to use a gem to revive again. So now I have to go through the whole dungeon again and again until I figure it out, when all I need is some practice with him so I can learn his move patterns and work out a strategy to best him. It’s a waste of time just because I refuse to pay for consumables.





There was a lot of depth for a game that looks like it existed in a text editor.  You’d explore a dungeon made up of various rooms, battling monsters, collecting items, and levelling up. If you died, it was game over. Really though, all a lot of them share in common is the perma death. Many of them don’t even have a top down view or levelling system. You will need a strategy with self-judgment and control, a necessity in SRPG and tactical games. Break through challenges and trials by controlling the character directly. Explore dungeons, and discover an unwanted and dark reality. Explore regions with diverse themes and randomly generated dungeons with optimized, intuitive, and easy-to-use mobile device controls. Fight boss monsters with deadly attack patterns and earn loot. Engage in these ordeals by using characters with close combat and long distance skills. Not only battles, but various traps and puzzles also lie in wait. Over the course of the game, you will take control of dozens or even hundreds of potential saviors, each presented as the child of the hero who came before I went through 145 offspring before I conquered the castle. Each of these lives consists of exploring 2D environments, fighting a variety of monsters with swords or magic and collecting gold. When your current character's health is drained to zero, they're gone for good, and the castle layout is reset. Most roguelikes force players to start over from scratch upon death, but Rogue Legacy mixes the randomness of the roguelike genre with the character-building of an RPG to brilliant results. Though each death means a new castle with fresh enemies and obstacles, you spend the gold you earned in your failed run buying upgraded armor, stats and bonus-granting runes. These purchases net your character everything from increased HP to the ability to double-jump to whole new playable classes. These additions are permanent across your bloodline, providing the game with a constant sense of progress that prevents frustration even in the face of the most difficult randomized rooms.







It’s a level-based dungeon crawler, so you start off in one room and make your way to the boss, then exit after you defeat it. You can swipe or drag your finger anywhere on the screen to move your player. Then you tap anywhere to attack items to break them or attack enemies right in front of you or next to you. Battles take place on a grid and are turn-based, so you do have time to plan things out instead of crazily mashing the screen. Besides your basic attack, you have three skill buttons. At the start of the game, these allow you to either dash into an enemy, do a spinning attack, or push an enemy away from you, temporarily stunning it. There’s a cool down on each of these skills, so you need to use them wisely and not waste them. So, for instance, if a group of goblins are coming at you, a good strategy would be to dash into the center of the group and do a spin attack. Then, clean up the rest of them with your basic attack. Whenever you start a new generation, you choose between three potential offspring whose class, gender and bonus traits are all picked at random. As you open up more classes and discover which traits you like the most, this system can put you in tough spots. For example, there's Lady Faye, the spellsword with the vertigo trait, which flips your view upside down. I'm terrible enough at magic as is, so trying to use it while upside down? That run didn't last long, but it was an amusing, frantic few minutes. Each of the castle's four areas including a forest, tower and dungeon come with their own tough challenges, but the bosses in particular block progress, attacking aggressively and spitting out walls of projectiles that can quickly drain a full health bar. There are options for smart heroes. Each boss can be taken down with several approaches, and you're able to teleport directly to them if you're willing to lock down your castle and lessen the amount of gold you receive. There's a satisfying give-and-take to deciding whether you should lock in your current layout to make continued attempts at a boss or reset everything to build greater gold reserves and more powerful future generations.