The "Haste on kill" and "ice orbital on kill" passives could be reworded to emphasize that it's a chance rather than a guarantee. Right now the black hole feels like almost a must-have, which can cut down on build diversity.Īlso, the stationary tentacle monsters get moved by the black hole which seems counter to their design.ģ. Although increasing the cooldown times might be a really quick and easy option, I think something more interesting would be for the black hole to have a charge up time that increases the size and longevity of the black hole, which could foster more player decisions and emphasize smart positioning, versus the current ability to just throw out a panic black hole when enemies get close. Both the grenade and the black hole don't have these slowdown times, and are also incredibly strong. The main spells, and many of the secondary spells, feel very balanced to include some type of slowdown/charge up time inherent to them. I think this mainly comes down to the inherent strengths of crowd control options in this style of game, as well as the very fast deploy times for these abilities. Black hole and the grenade both feel kind of insane. I enjoy the hearts system as well, because it's much easier to visually register with a quick glance than a simple health bar would be, as well as (in my opinion) more artistic and in keeping with the visuals.Ģ. I don't think it's much of an issue, as it seems that most basic enemy hits do deal around a half heart so honestly it's good enough. I don't know if this is just a problem with me, but I played for around 1 or 2 hours before I realized that different enemy hits did differing damage. It took me forever to realize that the damage system didn't simply work off of 1 hit = -1/2 heart. I want to emphasize how much I enjoy the game, because I'm sure it can be hard receiving so much criticism, though most of it is constructive.ġ. Looking for a different challenge? Take on the Survival mode for a timed, wave-based game mode.I am really enjoying the demo, it seems incredibly promising and genuinely challenging. Maximise your destructive magical setup combo through the many upgrades and customisation options available as you venture deeper into the ruins via your chosen path. It’s dangerous to go ‘lone, so pick the spell that best fits your play style to survive the hazards of the Lone Ruin. Don't let the horrifying creatures get the best of you! The answer probably lies in the center of Lone Ruin… if you can make it there.įight your way through blood-pumping battles and more than a whole host of enemies and multiple bosses in several distinct, hellishly vibrant areas. What could have corrupted this city? Having heard the legends, you, a gifted spellcasting explorer, arrive at these hostile ruins a millenia later with the goal of seeking this ancient power and finally cleansing the city of the corruption it was consumed by all those years ago. What once was a buzzy civilisation and people living in harmony with the magic surrounding them has long since been driven mad and twisted beyond recognition by the very magic that used to help sustain them. Dive deeper and deeper, battling your way through twisted creatures, utilising your very own magic abilities to ultimately reach the center of the Lone Ruin.Īn ancient city enveloped by magic. Play as an explorer who seeks a mysterious ancient power and venture in a ruined magical city, built atop a source of magic used by olden mages to power and transform themselves. Lone Ruin is a spell-based roguelike twin-stick shooter with a focus on replayability.
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