Swords and Sorcery Underworld
Swords and Sorcery - Underworld is a party-based, first person view role-playing game with turn-based combat and a square grid 3D environment.
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1Mostly Positive
112 Steam reviews

Swords and Sorcery - Underworld is a party-based, first person view role-playing game with turn-based combat and a square grid 3D environment.
Mostly Positive
112 Steam reviews
I'm gonna put this away for awhile and wait for some updates needs some work still a little buggy too grindy not enough to it
Really lives up to its font choice.
Wildly unbalanced. Clunky and (mildly) buggy UI. Bogs everything down.
I'd like to recommend this game, but too often does it bug out in combat, forcing me to restart the game. Usually, this happens when my entire party gets charmed, frightened, etc., preventing any of my characters from taking a turn and somehow getting stuck on an enemy turn where the enemy doesn't do anything.
Very interesting art style. Even on lowest difficulty though, I'd step outside the starting inn and lose someone to a gnome killing them. I can get behind the old school feel, but at least let me win a fight with some damage rather than killing my party members with no tutorial.
Never played it strange that it allows me to review it
Good game and lots of fun. It had some of the old RNG that I didn't like from D&D style games (think dice rolling for HP). There is a great community that supports the game in steam. Tons of good little hints in there. All new areas can be risky to explore, so be careful! It was fun and overall pretty clear! There were some items that it was hard to tell what to do next, but the steam discussions came in to save the day. The air dungeon was the hardest conceptually, but if you keep progressing on the "path" it becomes clear what to do. Tons of fun and I recommend the game to anyone who is a fan of Might and Magic or Wizardry. One note, its like the old versions where all combat is random.
Ain't no crawl like a dungeon crawl.
If you're old like me you will most likely enjoy this game.
Great fun if you liked Bard's tale or similar games from the past. Looking forward to playing the next.
All of the classes are pretty good I just went one of each and it was fine.
Don't be put off by the initial difficulty, a combat typically goes like
1. Your faster chars hit a couple monsters
2. A monster one shots someone in your party making them unconscious
3. Your priest heals the unconscious party member - or someone uses an item magic salt to revive with a few HP
4. Repeat a round or two and you'll usually come out on top - just don't leave anyone unconscious as they'll be killed next round
Quicksave F10 a lot - like every fight / before every door / any time you think might be a special fight ahead
Suggestions for next
o There are six classes and six party slots - perhaps one or two more classes so players have more of a decision to make on the party make up and reasons to replay to try different classes
o Let us clear messages on screen by hitting any key (quicksave doesn't really need to hold up play anyway)
Looking for a Might & Magic or Wizardry ? Search no further. This game has ALL the elements of those RPG of old
If you like old school dungeon crawlers like bard's tale, might and magic or wizardry this is definitely a game to try.
Had a great time playing.
(Follow [url=https://store.steampowered.com/curator/42150626-Jarl%27s-Game-Treasury/]my curator[/url] for more reviews like this)
This is a solid first person party-based dungeon crawler (also referred to as blobber) with a slightly wonky interface and aesthetics, but great gameplay.
It took me 14 hours to finish the game, so it's a little on the shorter side. If you want to compare it to oldschool blobbers, the most comparable game would be Might and Magic 1-5. Movement is step-based, combat is turn-based, your party contains six characters, all of which you create yourself.
The game offers several martial and magical classes. I went with a knight, paladin, archer, priestess, and two sorceresses. Generally, I found the martial classes (knight, archer) to be the most useful, while my magical classes were mostly there for backup and utility. If I replay this, I will only pick one sorceress because magic just doesn't pull its weight in combat compared to what a knight or archer can do.
Knights are solid damage dealers throughout the game, and once you get the dwarven axe as a quest reward from the dwarf king, you can pretty much one-shot anything but endgame enemies. At high levels, knights get the berserk ability which deals some damage to themselves but also hits every enemy in melee range with a single action. Archers, likewise, can deal a lot of damage, can hit enemies in the back rows, and get an absolutely overpowered ability at high level that allows them to attack EVERY VISIBLE ENEMY in a single action. Combined with the elven bow you get as a quest reward, this is usually enough to wipe entire enemy stacks with your archer alone.
Compare those powerful abilities to the spells casters get, and the martial classes absolutely win out. But where the casters shine is exploration and support. Sorcerers get a spell that lets you phase through walls and explore some hidden areas, while priests perform healing duties. Have at least one of each in your party, they're absolutely necessary. Late game sorcerers get the powerful combat spell imprison, which makes a targeted enemy unable to act until you attack it, effectively allowing you to shut off a boss enemy while taking out his henchmen.
Gameplay is classic dungeon crawling fare. Your party explores cities and dungeons, fights enemies, discovers secrets, finds new items, etc. The exploration is solid and the combat is fun. Early on, it's very challenging, but it becomes easy once your knight and archer unlock their special abilities. It does become a little more challenging towards the end again, some of the boss fights are really tough - but none of them felt like ♥♥♥♥♥♥♥♥. I could defeat them all with the proper use of spells and abilities. Overall the challenge felt fair. Leveling up and finding new items noticeably improves your characters' abilities, and I liked how important items are for your characters' power, especially your martial classes. Finding a better weapon is going to increase your damage potential greatly.
The endgame dungeons focus more on puzzles than on combat, making you use magic items and spells to navigate bottomless pits and flooded rooms where currents move you away from the path you want to take. The puzzles felt fair and were easy enough to figure out. They offered a nice change of pace.
The story is your average oldschool dungeon crawler fare: evil is afoot, you must defeat it. There are a few twists though, so the writing is a little more involved than just "kill foozle".
My only criticism is that the interface feels a little clunky, and the dungeon graphics are a bit rough. Enemy art is great though, and some of the illustrated scenes you can find are absolutely gorgeous. They were illustrated by a professional comic book artist, and it shows. Despite being clunky, the interface also has some good things: when loading a save, a little star next to your save shows you which one's the most recent. And in combat, you can click on a skull to rapidly fast-forward to the end of combat (basically makes your characters auto-fight by melee-attacking the closest enemy until everyone is dead... be careful, it only works out in your favor when you massively outclass the enemy, usually it just kills you! It's a great way to skip through trivial encounters you out-leveled.)
Overall, great game, thoroughly recommended to any fans of classic dungeon crawlers.
Keeps freezing at various parts of the game (once during character creation).
Потенциально хорошая игра к сожалению испорчена очень хреновым геймдизайном. Начало и середина неплохи, но при этом для дальнейшего продвижение приходится очень долго гриндить однотипных мобов на арене, что быстро утомляет. Последняя же четверть игры это лютый ад и ♥♥♥♥♥♥: разработчик почему-то решил, что будет охуенной идеей завязать прохождение финальных локаций на головоломках, которых до этого не было вообще. И это ещё полбеды, но головоломки эти в большинстве своём нелогичны и подчиняются правилам, известным только их создателю. В итоге последние часа четыре игрок [spoiler]ищет невидимые телепорты, ходит сквозь все попадающиеся стены[/spoiler] и пытается понять, чего вообще от него хочет геймдизайнер. Так что половину прохождения последних квестов проводишь в обсуждениях игры, читая прохождение. При этом финальные локации создавались с расчётом на то, что у вас в группе будет как минимум один маг, без него игра в принципе непроходима, как я понял. Ну и в принципе хотелось бы отметить очень странный баланс абсолютно всего. Маг во второй половине игры нужен исключительно для телепортации и хождения сквозь стены, рога тоже быстро становится бесполезной. Прокачка в принципе сломана: для прокачки с 1 по 17 уровень тебе нужно условно 800к экспы. И вот ты полтора часа реального времени гриндишь собак на арене, а потом с удивлением обнаруживаешь, что для повышения с 17 до 18 уровня тебе нужно ещё 900к опыта. Ну и просто куча багов. Слишком быстро нажал на автобой — зависание, перезаходи. Враги застанили всю команду — зависание, перезаходи. Просто идешь по городу — зависание, перезаходи. Переходишь с одной локации в другую — игра крашится, перезаходи.
Подытожу: посоветовать игру могу лишь мазохистам, желающим вспомнить, как игрались РПГ 90-х. Те, которые нужно было проходить с мануалом, для которых не выпускали никаких патчей, при создании которых ещё не думали об удобстве игры, а делали как на душу ляжет. В общем, очень специфичная игра. В 2023 году играется как говно, лучше перепройти Меч и Магию.
Good for bringing up the ol' MM3 & 4/5.
The default party's portraits look suspiciously like famous/semi-famous actors. Antonio Banderas is my tank, so he can whisper some Spanish into your ear while hacking at mobs.
Пусть вас не отпугнет аскетизм в интерфейсах, ролевой системе и сюжете, у игры есть несколько козырных карт в рукаве:
1 двадцать разнообразных подземелий со своей тематикой, тайниками и испытаниями, включая три города с магазинами, аренами, персонажами, готовыми нанять отважных искателей приключений;
2 весьма симпатичные вставки "в старом стиле" для неигровых персонажей и сюжетных моментов; складывается впечатление, словно читаешь фэнтези-комикс;
3 простая, тем не менее сбалансированная ролевая система, поддерживающая интерес как на первых, так и на последних уровнях персонажей. С ней бои превращаются в головоломки, где нужно учесть порядок хода сопартийцев, грамотное распределение способностей и заклинаний (которые, в свою очередь, весьма разнообразны, а не четыре типа магических стрел, четыре типа защиты и в том же духе). Неинтересные сражения (например, с мелкоуровневой назойливой нечистью) можно пропустить автобоем, который в подобных жанрах - редкость.
4 продуманные расы и классы, эволюционирующие на протяжении роста уровня. Так, гномы-разбойники превращаются из ассасинов, способных нанести внушительное количество урона на первых порах, в оглушающих боссов проныр, не особо блещущих повреждениями. Или же лучники, выучив несколько уровней своего ремесла, приобретают способность делать залпы по группе противников, выводя целые полчища слабых монстров из игры.
5 любопытные "нововведения" в виде святой воды и рун для магии священников и волшебников соответственно. Что-то подобное встречалось в ранних представителях жанра, когда для сотворения заклинания требовался материальный компонент. Руны выдаются за победу над противниками-магами, а святая вода преобразуется из обычной, "одалживая" ваш провиант. С ними появился еще один канал, по которому удалось сбалансировать магическую систему.
В связи с редкостью представителей данного жанра, а также большого числа неадекватных поделок в остатке, рекомендую данную авторскую игру. Тем более, что скоро выходит продолжение с расширенным миром, возможностями и обновленным интерфейсом:
https://store.steampowered.com/app/2082940/Swords_and_Sorcery__Sovereign/
Blobbing good time.
I wanted to like it since I am a Might and Magic Fan ... but I don't like this.
[quote] Love RPG? [url=https://store.steampowered.com/curator/39973073/]Make sure to Follow my Curator Page[/url] for plenty more! [/quote]
For lovers of old school/classic CRPG, this is a real discovery. Fights, style, secrets, puzzles, various locations with their own specifics! Now this is rarely seen ... So take a closer look, you will not regret it.
https://www.youtube.com/watch?v=agMF0aPimgU
[quote] And don't forget to [url=https://www.youtube.com/c/WizardWorm?sub_confirmation=1] Subscribe to my Youtube [/url][/quote]
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商品レビューよりプレイヤーが詰まりやすそうな要素についての説明を書く。
名前が黄色のキャラは単に戦闘不能と言うだけで死亡していない、回復魔法を掛けてやればまだ戦える。
2歩先へ飛ぶJumpの魔法と、アイテムの rope and hooks は効果が同じだが、後者は2歩先が通常だと転落死する地形でも転落しないという違いがある。
これを複数使わないとクリアできないダンジョンがあるので憶えておくと良い。
スイッチを正しい順番で操作しないと道が開けないダンジョンでも Sprit Bodies(壁抜け)の魔法を使えば面倒な工程を飛ばす事が可能。
ラストダンジョンに入ると脱出不可能なので、入る前に別のセーブデータをバックアップしておくこと。
Fun.
Great game for the price.
One way to describe it...wizardry but with updated game mechanics. Awesome dungeon crawler.
Very good game
Cant wait for Swords and sorcery- Sovereign
Edit# I edited the save files so combat isn't so dull and that can make the game tolerable enough to continue. So a mild thumbs up with a little help from notepad++.
I find the turn-based combat in this game to be tedious and the stats are nerfed in comparison to most other blobbers so I fixed it.
Awesome if you liked Might and magic 3!
This ain't no Legend Of Grimrock.
If you're fond of DirectX 6 visuals, I can only recommend this game when it's on sale and less than a dollar as a laughable experiment. Not sure what these positive reviews are about since I've played all of the old true dungeon crawlers mentioned including Dungeon Master on the Atari ST. I hear the sequel is supposed to look like DirectX 7 - what an absolute treat.
Great tribute to old school dungeons like Wizardry and Might and Magic. I found atmosphere close to Black Crypt, but game mechanisms are close to Might and Magic III.
As it comes with this kind of games, It rewards grind somewhat - but it is by no means grindfest. Your are punished for grinding too much as experience gains are very small for weaker groups. You will do fine proceeding systematically, without need to spend too much time in area after fully mapped. Puzzles were not too easy, not too difficult.
I finished game in ca 30 hours - maybe a bit short, but more than adequate for a price. It is not beast like Wizardry 7, but by no means small.
If you are old school dungeon gamer, this will fit nicely. Dungeons are quite rare these days.
BTW, Author provides great and prompt support for game even five years after going live. Rare sight these days and my commendation. I hope to see more games from Charles.
This game just hits the spot for old timers and new fans alike! I love pretty much everything about this game save for the action figure/horny for ladies art. That aside, this game has really made my weekend and I look forward to hours of fun in this playground of yesteryear!
There's challenging and than there's massive wastes of time. Grinding is ok if you get rewarded down the road for your time but this is too much like real life or mine anyways, -work your ass off with no satisfaction. Avoid.
At a glance, this looks like a love letter to the old days of computer RPGs. It's definitely driven by the original Wizardry, Might and Magic, and Bard's Tale. However, while it does have a somewhat decent combat system, it's too unstable for me. I've had multiple times it's locked up at the start of combat, requiring a alt-tab and force close in order to escape. It just hangs there forever, waiting on the enemy to do something. Anything. So of the 23 minutes I've played, only 4 were actual gameplay; the rest sitting waiting out of hope that it would not stay hung on the enemy's turn in combat.
Obviously, with each combat breaking the game like this, it's unplayable, and thus not worth buying. So as much as I love this style of game, I'll have to pass on this one. It's locked up more times than all my hundreds and thousands of hours in Might and Magic 1-8, Wizardry 1-8, and Bard's Tale 1-3 combined have locked up in my lifetime. Sadly, it looks like I would have enjoyed this considerably, as this style game is all but unheard of even in indie games.
EDIT. I have roughly twice the minimum clock speed for an i7 CPU, and a RTX 3060 GPU, with 8 times the recommended RAM (DDR4). Dev is probably mining crypto in the background, if something that should run on a potato can't run on this laptop. The only configuration issue is the malware running in the background. Reported.
*Fantastic* old-school dungeon crawler/CRPG. Loads of interesting things to see and discover, and great combat to level up, find hidden loot and explore more secrets. A+!
Not my cup of tea
If you're in the TL:DR crowd all you need to know is that I've requested a refund after only 20 minutes.
This game is one of the worst tile based old-school RPGs that I've ever played.
The tutorial claims there are buttons to click so you can move, the tutorial points to the location where the buttons are supposed to be but there's nothing there. There are four options for movement and while they work you can't re-bind keys for some reason.
The graphics are repetitive and boring. Everything looks the same. There's no tile variation, each wall looks like the last. All the floors and doors look the same.
The loading screen doesn't tell you to click to continue, but if you don't it'll just sit there.
The game opens in windowed mode and is positioned so you can't see part of the screen.
There is text to show the turn order during combat but you can barely read it due to the colour of the text, it'll blend into any lighter coloured backgrounds and is difficult to read.
Character creation is clunky and doesn't explain anything about class abilities at all.
Character portraits are limited and they almost all look a bit off, some are pretty good, but most have issues. Apparently the art was done by a professional comic illustrator. I highly doubt that. Some of the art, maybe, but the majority looks like it was done by an amateur with a modicum of talent, but definitely not someone who's a legitimate professional who draws for a living.
Sound design is bad, repetitive, and uninspired.
In one of my first three combat encounters the enemy wasn't as dangerous as my own party, for some reason I kept getting critical failures and killing my own party members. Yeah, I get the critical failure thing, but during the first few fights the most dangerous thing was hitting or shooting my own party members. I did put points into luck for every single character but I didn't know that they could "accidentally" kill each other.
Combat has zero animation, there's no life to it. There's no life to the levels, either. Nothing moves around. You can't see enemies. There's no flicker from torches. No echo as you walk around. Doors don't swing open, creak, or make any noise other than a click if you lock pick them, or walk through them if they're open.
Positives? Uh.. the minimap works.
This is a good first attempt at an RPG, or practice game, but it's certainly not something that I can support or recommend.
Sorry devs, you have to do a bit more than this to impress some of us.
Edit: Steam denied my refund request (only 20 mins played but beyond the 14 day window and they denied the request even though part of the UI is missing) so I guess you get to keep my money. At least I got it in a bundle at a hefty discount.
Edit: Reply to the Dev. reply posted on Aug 21, 2021.
Thanks for the reply. I'm often rather blunt with my thoughts and reviews, not everyone takes it so well.
I did not see these arrows that you speak of. If they exist then they're so hard to see that even when the tutorial points to them I didn't see them. That's an issue you should fix. The text based initiative list is nearly impossible to see as well. White text on off-white wall tiles is not good.
Whatever happened with the crit failures was ridiculous and perhaps it was some very unlucky RNG but when that happens in the first few minutes of the game it really doesn't make you want to keep playing. I have to agree that it makes sense that you could hit a friendly character that's in melee combat with an enemy if you choose to attack that enemy with a ranged attack.
I heard no sounds for the doors opening. Perhaps a glitch is to blame. I'm using some pretty high end headphones so I should have heard it for at least one of the doors I opened.
Thanks for explaining that character art isn't the artist's strong suit - but I wouldn't brag about someone being a professional on the store page if they're not actually drawing the things they usually draw professionally. That creates a certain expectation and it's a big let down when we think we're going to see something amazing and we see things that look like a reasonably good amateur effort. I struggle drawing stick figures but have been looking at drawings, graphic novels, comics, video game art, and other artwork for a very, very long time so I'm rather particular about perspective, symmetry, shading, line work, and a lot of the finer details. Heck, I live with an artist - I just have no talent in that area.
If you can hover over things to get descriptions then it would be nice to know right away, and so would the F9 thing... I don't recall seeing anything about that when I started the game. Maybe this is a RTFM situation where I neglected to read the manual like I would have in the late 80s.
As for repetitive graphics - I believe that you can keep the aesthetics and style of a game from a specific time period without sticking 100% to the faults, flaws, and shortcomings a lot of those games had due to hardware limitations. Would it really hurt to toss a tiny bit of variation into some of the graphics? It wouldn't lose that 1980s style just because you gave me something different to look at or slightly varied a few bricks from one wall to the next.
Our mutual friend and I have a lot of similar thoughts on many games but occasionally we're polar opposites and this is one of those instances.
Beside the graphics a bit cartoon but looking good, this game has nothing for it, bad basic combats, basic classes, basic writing, the very old school design of areas and dungeons where you see nothing but walls, door, ground and ceiling isn't old school, it's totally obasolette and abusing. If at least the game had an impressive depth, but it's far from it. No poitn to lost you time with this game.
Ok game for its audience, but very bugy. I got game frozen aprox. every 5 minutes till i reached the point when game crashed every time no matter what I did.
EDIT:
I somehow made it work (using hotkeys for moving party) so I change the recommendation, as I am having solid fun. Would not recommend playing on NTB as OlderBytes says tho.
Decent enough for a recommend. Its got okay graphics, and game play. I do encounter a lock up every now and again but I just save constantly now so its fine. The sore sport here is the control scheme, it doesn't make sense and its far better to turn on the hot keys so you know whats going on. All in all get on sale its really not worth full price but at a discount its good.
Absolutely fantastic.
Jeu vraiment à l'ancienne, qui pourrait être sympa s'il n'était pas pourri par des bugs fréquents qui viennent périodiquement ruiner votre progression. On est vraiment très loin de Might and Magic dont se réclame le développeur. J'arrête.
Really a cool little blobber. You're gonna have to figure some things out though. Like the priest needs to make Holy Water asap.
Edit: Put some real time in and this is the best blobber I ever played, besides maybe wizardry's when I first got addicted to games. And that was because, you know kid. And yes I own A lot of the more modern ones.
So Many things are done with thought of the game mechanics. I mentioned the holy water thing above here is some other cool stuff.
1. Character power level. The game really purveys a sense of level of power progression. for instance my first encounter with a vampire was when my party were level 3. It dang near wiped the group. Later at level 7 those same vampires go down in 1 or 2 hits. And the game displays this power by having you travel through those areas which were oh so difficult at first to reach a higher threat level as you progress. Its catacombs under a city you see. And like most blobbers the different areas contain different threat levels. Now I know some of you people are rolling your eyes thinking tedium and no fast travel. but the levels are easily navigated with 2-4 random encounters traversing to the next level that usually only last 1 round when you get powerful. So your characters power is on display through these areas that used to be frightening. so many games these days just dont have that. all enemies scale with your party so you heroes never really feel powerful.
2. Magic. the developer was really clever here with s[ell materials. See both priest and wizards, sorry sorcerers acquire spell points of course but priest need holy water for most spells and sorcerers need runes. now the priest can make holy water from the heroes stash of regular water by casting a spell (no HW needed here). But it does use spell points, so after making a large batch spell points need to be recovered but the HW remains until used.
sorcerers gain runes from defeated enemies. not sure wht all monsters are running around with bags of ruins so I use my imagination and pretend he/she make them from corpses. some kind of wierd magic rituals or whatever.
What this does is make you think carefully about just using your most powerful spells every encounter because of the components required.
3. enemies. there are over 100 monsters ranging from the classic giant rats to major demons. And you can encounter 1 to maybe 8 or more. (not entirely sure here because the ui only shows 8 but i could swear sometimes others drop in) Now you dont know anything about the enemies until your priest cast an identify monster spell called read minds. And that information is kept in a party book called a bestiary (naturally) so you only have to cast it once on any creature.
The monsters themselves have various abilities they use quite well. It is probably more random than it appears but you sure will get the impression of intelligent enemies. For instance everyone knows how powerful magic users can get in these types of games. well when you encounter mummies they immediately and magically use some of their bindings to cover the mouths of these same magic users. and only the priest can dispel negative effects so if the mummy attacks him/her anyone silenced stays that way for the remainder of the battle. So you are gonna duke it out martially and mummies are pretty tough. other monsters cause fear or summon more monsters, spread disease or poison etc. And it all plays out very cool. you never feel like you were cheated even in defeat.
4. Death. your heroes can and will die. any hit on a character that drops your hero below zero HP goes into a state of unconsciousness. If an unconscious hero is damaged....death...period. but resurection is fairly cheap at the chapel back in town. but remember you have to retrace your steps back to town. Until your mage (I aint gonna keep writing sorcerer because it is a tedious word) can cast a gateway to bring the party instantly back to town. This is a fairly powerful spell so you have to be pretty high level.
5. Equipment. no rpg worth its salt would be complete without more powerful equipment. But the outfitter in town sells basic equipment only. you are gonna have to find the cooler stuff. That outfitter does sale some much needed minor stuff that you wont be able to afford for a while. Half the fun is in levels 1-3 is acquiring enough gold to purchase this equipment.
One such great example of this equipment is magic salt. you cant stuff a healing potion (there are none btw) down an unconscious part member. The developer ingeniuously addressed this with magic salt. You could imagine other members reaching into a belt pouch and tossing this on downed friends from a belt pouch. Magic salt very slightly heals the wounds of downed party members and burns them enough to shock them into consciousness. This is simply a brilliant design choice because remember unconscious heroes die if hit. The salt heals a whopping 4 hp. so your characters may very well go down again the next round but then again the party may reduce the threat enough to make everyone survive. and this happens quite a lot. BUY MAGIC SALT! you will thank me later.
6. The characters. They all play differently. the knight is similar to the paladin as far as fighting but at least one of them should weild the 2h weapons and they other the great shields and 1h weapons. the difference being the paladin can cast some priest spells. This allows him/her to heal minor post battle wounds to save the priest for the powerful stuff. and this game has powerful enemies in droves. The archer is absolutely deadly and the non spell casting heroes gain abilities. for instance, my archer now can notch 3 arrows and spread them across large groups of low level enemies. This is important because of the unconscious death thing. I have had my knight die to rats simply because there were so many of them.
7. the rogue. not merely a chump to disarm traps, this guy/gal might be the most powerful of all your heroes.
he slips into the shadows almost 100% of the time thereby avoiding being a target, Then he rains absolute death on even powerful foes with his melee or ranged assassination. And unlike most games he stays hidden about 70% of the time to do it again the next round
8. Magic users. Undead of any type (yeah even lowly skeletons) can only be harmed by weapons blessed with holy water. the good news is, that blessing remains until camping and is immediately cast the next morning..but at the cost of holy water. Not the best of fighters the priest can help with staffs but is essential to keep your part alive with healing and removing debuffs. The mage has to be wise in casting spells. many games just get rptitive with the mage just spamming fireballs or whatever. here is another example of the developers brilliance, remember runes are burned up when using the powerful stuff. both the priest and mage have a few spells that dont require spell components. you get the idea.
8. The
Meh. I love games like Might & Magic, and Wizardry. I loved the Gold Box series back in the day. There isn't much to love in this game. Its like a bad remake of Might & Magic I, but with slower progression, less variety, and less appealing grinding. I really wanted to like this game... but I don't.
[h1]A fantastic turn-based RPG that's enjoyable for new and old RPG fans alike[/h1]
[i]Swords & Sorcery[/i] is a grid-based RPG with turn-based combat where you lead a six-person party of your creation through a large underground cave complex. By the time your quest is complete you'll have explored several cities, gained the support of dwarfs and elves, traveled the elemental planes, and saved the world.
The game is heavily influenced by the first two [i]Might & Magic[/i] games and the classic [i]Wizardry[/i] games. It takes the combat and character advancement from [i]Might & Magic[/i] and combines it with the overall structure of [i]Wizardry V[/i]. That means the structure is generally linear as you explore one dungeon after the next, but will have to backtrack often to reach previously inaccessible areas or handle your typical town chores (leveling up, healing, shopping, etc.).
Like with the best classic RPGs, I found myself having difficulty tearing myself away from [i]Swords and Sorcery[/i] once I gained a few levels and started to get into the swing of things. The game never requires grinding levels to proceed and you'll typically be at just the right level at all times.
The game can be played with keyboard, mouse, or a combination of the two. I was pleased to see that the game can be controlled entirely by keyboard, with intuitive hotkeys for casting spells and even for shopping and moving equipment around! It was easy to get used to the keyboard controls, and once I did it was a pleasure to play.
The level design is absolutely fantastic. Each dungeon has its own unique theme with interesting monsters to slay, quests to solve, and puzzles to figure out. There are even some optional but very powerful artifacts to find throughout the game that are a joy to discover.
The artwork for monsters and other characters is done in a comic book style and is quite good, although I personally am not a fan of the style.
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I very much enjoyed the 15 hours it took to complete [i]Swords and Sorcery[/i] and ended up with very little to complain about! Although the 2D artwork for monsters and characters is fine, I found the tile artwork on walls and floors to be a bit too simple and dull. Likewise, although the interface is fantastic when it comes to usability, it lacks character and looks a bit amateurish. Finally, the artwork seems to have been scaled somewhat awkwardly up to 1920x1080 and has some scaling artifacts. A cleaner look would have been nicer.
The combat sound effects are actually quite satisfying, but music is limited to a few pieces here and there. The music that's in there is fine, but I would have liked more of it!
Finally, I ran into some minor bugs. There were a few times where defeating the last enemy during combat didn't trigger the end of the battle... I had no choice but to terminate the game and relaunch it! Still, this only happened a few times over 15 hours, so it wasn't a big deal at all.
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[i]Swords and Sorcery[/i] is just fantastic. It's been a long time since I became so addicted to a game, and while it's a bit short at 15 hours, it also ended just as the structure began to feel routine—having said that, the final few areas of the game are far more puzzle-centric with much less combat, so it was a nice change of pace during the final hours.
I know the sequel has been in development for some time, but I am eagerly looking forward to it, and will definitely buy it when it eventually (hopefully) does come out!
Absolute delight of a game. It's a very simple grid-based and turn-based blobber with easy to learn mechanics. Nevertheless it manages to be very challenging with it's JRPG style "random encounters" nature. It's got gorgeous artwork which is, bizarrely, somewhat sexy.
The only downside is that it requires a lot of grinding and you're going to be staying in the same areas for some time until you've gotten to a level where you can handle what's next. I'm still at the beginning of the game (~5 hours in) but I've got the feeling this is how the progression's going to be.
For OG bonus.com visitors (flash games site in the late 90's, early 2000's), it reminds me a bit of the HTML/javascript based RPG called Knight's Quest which I absolutely loved.
I cannot stress enough how much this feels like Might and Magic 3-5, and how much that makes me happy. This game doesn't hold your hand but the interface makes amazingly good use of keyboard inputs and showing you what does what. Honestly the user interface alone is something that every modern take on this type of game should implement. Automap works great but you can turn it off if you're into that kind of masochism.
Everything is smooth, good artwork. The soundtrack is a bit lacking but nothing's perfect I guess. Combat is fun and the sound effects are satisfying. I haven't found it too grindy yet - you can definitely walk into places where you'll get crushed, but I find that if I do the quests in an area and do a full clear of the dungeon floors, it provides a good amount of exp for leveling up.
If you are a fan of anything even remotely like the old Might and Magic games from the early 90s, don't even hesitate just buy this now.
Que c'est nul... Aucun intérêt
很好玩的走格类游戏,可是遇到bug了,过不了
一周回ったので書いてみます。
システム・戦闘ともに手探りで行って、約30時間程度の所要時間でした。
古い伝統的なRPGに似て、グリッドベースの世界を移動。
クエストをこなしつつ、最終目的へ。
という流れ。
戦闘は、とにかく序盤がきつめでした。
攻撃呪文を唱えようにもリソース不足、物理攻撃は空振りだらけ。
いかにも貧弱そうな敵に、あれよあれよというまに全滅させられることもしばしばありました。
ちょっと強くなっても、次のマップではボコボコにされてしまうし。
中盤以降は、かなり楽になりますが。
職種は6種で、6人パーティのため、編成要素は少なめとは思いましたが、職種ごとに特色があるので、まあこんなものかなあとも思います。
周回要素はありませんが、値段を考えると、この種のRPGが好きな人には良いかと。
Good party-based RPG with turn based combat inspired by the earlier Might & Magic games. The game has a good length (16h on first playthrough) and the combat rounds go very fast. If you look to get into the genre it's a good start to prepare for playing other great games like Grimoire : Heralds of the Winged Exemplar, Wizardry or the Might & Magic series.
Just finished the game. The adventure and the story was quite fun.
The interface felt a bit too oldie.
Je l'ai fini, mais je ne le conseille pas.
Dés l'ouverture, le jeu est très très moche ! J'ai vraiment eu l'impression de mettre fait arnaquer pour un jeu à 15€ !
Mais comme je suis un dur à cuire, j'y suis revenu, et j'avoue que je me suis laissé prendre par le gameplay Might&Magic-like qui fonctionne très bien. Et j'ai réussi à finir le jeu !
Alors, on sent que c'est un jeu bricolé avec toutes les meilleures intentions du monde, mais le moteur du jeu, les interfaces buggés, le manque d'animations, les sons risibles, le rendent très très moche (j'insite) !
Ce n'est pas la faute à l'artiste qui fait de son mieux, mais franchement, je pense que si le jeu avait été développé avec Unity (ou autre), le résultat aurait été 10 fois mieux.
Mon verdict tant que ce jeu ne sera pas en dessous de 5€, il n'en vaut pas la peine.
Préférez pour le même prix, un "Legend of Grimrock 2" qui est LARGEMENT au dessus.
Désolé pour les devs... j'imagine que vous avez beaucoup souffert pour sortir ce jeu, alors que vous auriez pu prendre un chemin plus simple pour un meilleur résultat.
I REALLY ENJOYED THIS GAME AND FOUND THE DIFFICULTY LEVEL JUST ABOUT RIGHT. THE GAME IS VERY MUCH IN THE MIGHT AND MAGIC STYLE. AS A GAMER BROUGHT UP ON DUNGEON MASTER AND THE OLD D AND D CLASSICS ON THE AMIGA THIS WAS A REAL TREAT. A BLAST FROM THE PAST BUT WELL WORTH PLAYING. THE ENDING IS SLIGHTLY TOO EASY AND THE GRAPHICS ARE A LITTLE DATED. HOWEVER HIGHLY RECOMMENDED ESPECIALLY FOR A FIVER. IN TOTAL THE GAME TOOK ME ABOUT 35 HOURS.
I went looking for a game that has the look and feel of the old turn-based Might and Magic RPG games. Swords and Sorcery - Underworld is the closest I've seen to that. Much of the game play is very similar and new wrinkles to combat make it interesting. It's a hard game to get started and involves a lot of running away until you level up, but there is a pretty simple formula for doing that once you see how the town is laid out. None of the dry wit humor of M&M but the graphics are outstanding and some of the "monsters" are pretty funny. Pay attention in Meyer's Wares where you buy all of your equipment. Select each PC before you buy so you can see what they're allowed to use and if they have strength to use that weapon. Then you'll know where to put your training points when you level up.
If you have fond memories of old RPGs such as Wizardry, Might and Might 1, or Bard's Tale, this may be the game for you. I bought and finished this game within the past week with the 20 hours played that you see here and it brought back some great memories of playing those old games. The game plays the most like the original Might and Magic and Bard's Tale 1. You create a party of 6 adventurers and you need to go back to an Inn to rest and also visit a Trainer to level up. It does have a reasonable automap feature that automatically annotates important locations for you.
Like many of the old rpgs, the first few levels are the toughest and if you understand the game system and know how to use your abilities and spells it gets easier as the game goes on. I thoroughly enjoyed this game but my only warning is this game may not make as much sense to people who did not grow up playing games like Bard's Tale and Might and Magic in the 80's.
Great game. Recommended to anyone who likes crpg blobbers, and not only because there are only a handful of them released this century. Its a solid game, even if it is on the lite side.
Good M&M-like blobber.
UPDATE: I have changed my review from negative to positive. I took a break from this to play some other games and have come back to try it again. UNfortunately, it's been long enough that I can't remember how to get back to where the specific crash issues occured, so I'm going to start a fresh game. I still experience the freeze ups just not as often, but am going to attribute these to the possibility of my graphics card not playing nicely even though it should. I've had a couple of other odd experiences outside of this game that may be related. Just remember experiences may vary from one PC to another.
ORIGINAL POST: I only give this a negative recommendation because it suffers from constant fatal errors. If these were corrected I would say it is a fun and challenging game for its style and genre. However, I played the game past level 5 when it starts to make sense and becomes somewhat easier, but it just becomes too much work and less play to be enjoyable. because this is hasn't had any updates for over a year and is stated as Definitive Edition still having these issues is a big detractor.
The developer has stated some of these issues are related to Win 10 and to apply a fix listed in a post. I have done this and the reponse from the fix was there were no issues with my system. I have experienced three types of fatal errors which are likely all the same at the root of it all. The three types of errors I experienced were:
1) Game freeze with no error or debug message which required closing the window and killing the process.;
2) Out of Memory causing the game to close upon clicking OK. I'm not sure what language the game was written in, but I've seen tons of these in programs written in C and C++.
3) Fatal crash with a debug window. I've had this happen twice, one at the entrance to the Lake and in the Goblin Hall.
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Draw Event
for object scr_block:
DoAdd :2: illegal array use
at gml_Script_monsterspecial
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_monsterspecial (line 0)
gml_Script_defend
gml_Script_combat
gml_Script_write_monsters
gml_Script_paintwalls
gml_Object_scr_block_Draw_0
I really want to like the game more but it has gotten to be a major pain to play. I tried saving often, but when it crashes within 5 minutes (literally) of startup saving every 10 steps, again, is a detractor. I hope Sovereign doesn't have theese issue as I'd like to play it too. I like these type of games.
Starts off as a tough old-school dungeon crawler where your party can get wiped by the first enemy in the game. Sadly, the combat difficulty rather goes out the window after the first third of the game, and the underlying mechanics are a little too simplistic to sustain the ~18 hour playing time.
By the time I reached the endgame, the battles had devolved to simple repetition, devoid of any challenge. Thankfully, the puzzles and the level design were varied enough to keep me interested.
Despite its faults, I would still recommend SSU to any blobber fan - it's a fun, short game in a sadly underserved genre.
quand je veux lancer la team le T de travel se voie pas .
bref je passe pas la creation de perso.
super comme jeu
This is a fun throwback to old-school 1980s RPGs. Reminded me a lot of the early Might and Magic games. I enjoyed the art-style and the later puzzles were pretty fun. All in all, a good, solid game.
Bien que ce RPG semble sorti de l'histoire pré-2000. Il n'en est pas moins une perle.
Le principe est simple : dans un monde médiéval fantastique, vous créez une équipe de 6 personnages. Au fur et à mesure des rencontres vous obtenez des quêtes que vous pouvez appréhender de différentes façons souvent liées aux aptitudes disponibles dans l'équipe.
Certains diront que les graphiques sont dépassés et obsolètes.
Je leur répondrais simplement qu'une bonne histoire où des éléments se croisent et interagissent, compense bien un graphisme simplifié. D'ailleurs à propos du graphisme, je tiens à remercier le dessinateur qui a réussi à évoquer et provoquer tout à fait ma réaction aux différentes atmosphères de chaque lieu.
La force de ce jeu est aussi celle de son développeur qui a su restituer l'essence et mettre à jour un presque "abandonware". D'ailleurs non seulement il a admirablement travaillé cet ouvrage mais il reste disponible et réactif à la moindre difficulté rencontrée et soumise sur le forum par les joueurs.
Merci encore pour ce jeu qui m'a permis de m'évader. Bien qu'ayant fait le tour de toutes les cases du jeu en environ 70h, j'avoue que quelques fois, il m'arrive encore de relancer le jeu, juste pour me balader dans l'univers de Swords and Sorcery - Underworld - Definitive Edition.
A decent dungeon crawler. The developer adds an element to turn-based combat which I've never seen in a dungeon crawler: the ability to change which characters are in the melee. The usual dungeon crawler places the first two, three or four into melee range, with the rest safely in the back. It's completely random in this game. A random battle could start out with the first two characters in melee range, but it could also mean all six characters in melee range. Each individual character can then take a turn to drop out of or enter melee, or the lead character can order everyone to back off or press forward. There's also a Lv. 2 sorcery spell that backs all of the enemies off. I think this is ingenious, adding more tactical options. It works especially well when dealing with monsters that hit hard at close range.
Some have complained about the difficulty. My first party was a failure after a few levels, but I started a second party and learned to beat the system by raising Endurance hard and fast with everyone (luck as well with gnomes) and making sure the RNG didn't shaft me too badly on the level-ups with luck-raising items and clover stew. It makes the first several levels a slow grind, but then I could practically cruise through the rest of the game. I never once rested outside of an inn or messed with the bestiary. The one time I got the crap beaten out of me was at the goblin hideout... but that was a dum-dum move on my part. However, then I picked up [spoiler] Lv. 5 sorcery's Prison spell. Utterly OP. Works on 98% of enemies, including even the final boss. Goodnight, Irene. [/spoiler]
So my wishlist for the remake...
Keep the combat system as is. It rocks. Except... [spoiler] probably want Prison to be resistable, if it returns for an encore. It's far too powerful. [/spoiler]
Don't go all Might and Magic on us and cause the encounters to go crazy upon level-up. Hated that so much about early M&M games... individual random fights taking an hour apiece on level stupid.
What about a hybrid sorceror class? I didn't make a paladin, but would have likely made a warrior-mage hybrid instead of a second knight.
I liked the inclusion of a riddle... but dumbasses like me wouldn't have been able to come up with the answer given even two more hints. Funny thing is, by the time I surrendered and looked up the answer (which I could just barely piece together the logic of), my knights were dual-wielding greatswords and the thing was worthless. Ha.
More NPCs, possibly, and with more relevance? I love NPC interaction in dungeon crawlers.
A couple more forms to the last boss would have given me a greater sense of satisfaction upon completion of the game. [spoiler] At very least the last boss of Sovereign should be immune to any and all forms of stun. [/spoiler]
A fan of Wizardry and M&M will get his money's worth.
A throw back, turn based dungeon crawler similar to Might and Magic.
The game has the charm of the old Might & Magics, but the combat encounters are just horrible. At level 2, your character may have around 15 hit points, but the only area you can go to pop up mobs that routinely hit for 40+ damage. So while the mobs are playing whack-a-mole and one shotting your party members, you have to sacrifice a characters turn each round to revive a fallen member. Not sure why the dev thinks this is good game design. I made a post about this in the forums and another player added this formula of mobs one shotting later in the game continues. /yawn Boring. Wish I could refund.
It's a lot like I remember the old Might and Magic or Bard's Tale games from, uh, a long time ago. The combat is good, with some suprising combos. The story line has good pacing with just enough quests to keep you moving, but not so many that you've got a lot of loose ends. It's good for a completionist like me. The artwork is quite good, I really liked the style, though the artist has a penchant for scantily clad evil women.
There's not much dynamic about the world. You don't see creatures moving anywhere, like in Grimrock, you wander through the dungeons until a random or predetermined battle results.
The bottom line is it was well worth my time and money.
Six man party hex-based movement with turn-based combat dungeon crawler. There are not many games around in this genre, so I take what it's there. And this one is a decent one, it may not have animated monsters but arts are really nice. And Swords and Sorcery - Underworld is complex enough to keep me entertained. Bugs free also.
If you are looking for a great turnbased game like the old might and magic roleplaying games, this is for you. Beautiful artwork, great loot and spells, and its fun to start weak and to build up your guys. I can't wait for the sequel.
Old school feel, perfect game for what it claims to be! I enjoyed it more than Might and Magic X. Sure in the graphic aera it is 25 years old, but all the RPG feel of the party evolution, the exploration and the ingenuity from the developer to make you feel like in an adventure with the somehow basic game he built were refreshing.
Well worth the 30 hours to finish and the 15 euros it worth.
The amazing thing that separates PC gaming from console gaming is what I term the "gaming underground", indie developers who do it purely for the love or to create a game they would enjoy playing. Also, the ability to connect with developers of indie games is something that was never able to be done with consoles, it makes the player feel much more involved in the game world. Swords and Socery-Underworld is a perfect example of an "underground" role playing game. Big game studios do not make their money developing games highly inspired from antiquated RPG's of the past like "A Bard's Tale" and "Might and Magic IV". Some newer titles have done well such as the Grimrock series, but those will never ascend to the likes of what the big developers are doing. For those of us who still enjoy the old style of gaming, who don't care about flashy graphics and sound, and just wan't an atmospheric, immersive story and all the fantasy trademarks of yesteryear will do well to check out this game. It's refreshing to download a 256 mb game and be able to fire it up within seconds instead of waiting for hours for a download to finish. A lot of the gaming elements are familiar to aforementioned games in this review, but there is still a learning curve, even for us older games. I truly enjoy the map layout and how the world map is connected more like puzzle pieces, instead of just being able to see your entire map at once. You want to keep exploring the grid based world until every square is uncovered, in hopes you'll come across an elusive rare item or challening foe. I'm about 10 hours into the game and have uncovered the first four segments of the map. I have no idea how big the world is, and that's the beauty of it...to keep exploring and see where it leads next. I highly recommend this game, but only to people with patience and who can appreciate the old days of gaming through and through. This IS your dad's computer RPG!
I recommend this game. It has a bit of a steep learning curve in the beginning, but after you have a couple of levels and you get the hang of the game's rythm, it gets really fun.
It is a decent dungeon crawler adventure game. There is absolutely no role-playing in this game. You only gain levels like any other hack'n'slasher, but this one is not action oriented.
The graphics are outdated even for a small budget game.
Game genre is a copy-paste from Dungeon Master, Eye of the Beholder, etc. You are dumped into a 2d world with six guys and try to make your way to the end of the game from point A to point Z, nothing magical about that.
It is relatively simple and easy to play, and I can even call it casual but the hidden things some of the puzzles might be too much for too casual gamers.
It is still a recommandable game since it has price that is proportionate to the game's design, length and replayability (low). I recommand it to anyone who wants to know a little bit how we felt when we played for the first time Eye of the Beholder and Dungeon Master two decades ago.
Not *bad* for what it purports to be, but the pacing seems a bit off - lots and lots of grinding is necessary.
A petit prix c'est sympa
I just finished the game last night. This is one of the best old style D&D games I have played in a long time. Very good story and good graphics. they all set the mood for a fun romp in fantasy land. I will play this game again with different characters and try different approaches. I would recommend this game for anyone who likes dungeons, dragons, loot, or just plain fun.
I played Bards Tale in 1985. Lovely game.
99 Barbarians. Only being able to save in the Adventures Guild. The eerie music from the temples.
Brian The Fist. El Cid. A bard that needs to take a swig of his wineskin before playing some musical tunes. Four mage classes. A mad monk that fights with only his hands and feet.
I could go on. A masterpiece. Played it again for 60 hours a few years ago when the original games were included in the later and mostly useless comedic Bards Tale remake.
Between 1985 and this day I have always asked why no developers have wanted to create something like that. Where are the mainstream Bards Tale games?
So huge, HUGE credit to OlderBytes for not only asking the question but for putting their money in and developing this gem.
A dungeon crawler, turn based combat. Grid based movement. Locked doors. Treasure. Healing. Items.
Experience points. Exploring.
Exploration is one of the game's best points. You would think that map design on a grid is pretty easy. But I can tell you about some awful, awful games where the maps were obscene or even retarded. The maps in this game feel really well thought out. They really made me want to explore every nook and crook and are quite varied.
I reckon the game developer must be a proper gamer himself as in every town I visited, the place I wanted to visit first was the last place I found. Last place - each time. Diabolical game design or bad damn luck for me? I am talking about the shop or that one time I needed food. Where the heck are they?
The games graphics are very competent and unusual. Encounters can be interesting as the bestiary is quite varied. The game is smarter than it looks. Old school game play has been upgraded in some ways, such as requirements to plan ahead and create holy water for your priest. My Thief had a Stun option. I loved my thief as once hiding in the shadows he could one shot kill some nasties. He was also able to find daggers that had extra assassin damage - lovely. I can't imagine having a party without a priest as healing in the midst of battle was crucial to my experience.
Undead. More of those folks than in an episode of The Walking Dead. Another thing new to the genre is that my party had to be "Blessed" before they could apply any damage to the foul creatures. I even came across a lava/ fire area I could not traverse until I remembered I had a "levitate" spell. Cool.
The combat itself is quite interesting and requires full concentration as it is easy to get whacked if you assume spamming Attack will get you through. Combat is almost like little puzzles where you need to figure out who to go forward, who to heal, who to drop out of melee. There is even one option that allows one party member to protect another. My priest has a spell that allows her to read minds in combat which then builds up your Bestiary. At this point, I can't be sure whether this is useful in game or useful building a Steam Achievement. Still interesting reading the text.
It's not all hugs and kisses though. Just one thing.
One shot kills. Save scumming. I hate it and this game positively encourages it.
I would really love to know how many fights other gamers can go before saving. Really. What is the record so far?
It breaks the immersion of what could be a fantastic game. Behind every nook and cranny there is an encounter that can wipe out your whole party and kill you stone dead. No notice. No warning. Return to "GO". Behind every nook and cranny and even in nooks you have even visited before. It's the random encounter generator or level list or something.
Something that can really spoil the flow of the game. It stops me from giving this a "I love this game" to "I recommend you try this game".
I will ponder on this final criticism of the game for now as I would like try it out for more.
Other thoughts?
Loot. Would be nice if some encounters left behind food or water.
Scrolls that can raise the dead if your party finishes an encounter a few men short.
Encounters that leave behind food you can eat and heal yourself.
Cough - some directions in town?
Some unique save locations instead of save anywhere - would help immersion.
Better armour/ equipment/ spells of mages. Those guys just die all the time.
OK - I made it through about 1/3 of this game and really wanted to like it. However I just got bored. Its clearly a homage to the Might and Magic Series (similar ideas to World of Xeen) however you are better off just playing that series rather than this game. There is no animation, no voice, very few NPCs - the world is pretty bland and lifeless. I understand that its the product of a small shop however it didn't capture my interest. You pretty much use the same battle tactics over and over while progressing through a pretty shallow story grinding away through levels. Playing this actually inspired me to go back to an old Might and Magic Game for another playthrough. The quality of those games still shines today. My advice - if you want a grid based crawler like this game, just go play the best (Might and Magic games). GOG has them running nicely on modern machines.
the good: fun dungeon crawl rpg that will not overtax your system and takes up little space. can be played in windowed mode. leveling up is straightforward. many opportunities to earn gold, runes and holy water. nice sound effects. decent musical score. nice images. loads quick. at least 25 hours content. satisfying when you figure out some things.
the bad: crashes occassionally, especially during big fights. gratefully did not crash during end boss battle. enemies randomly appear even if you don't stand a chance against them. best learn tactics as soon as possible if you want to move forward. final dungeon could have been a lot better but devs probably had a time crunch to complete it. requires a sorcerer and a priest to complete, a rogue needed if you want to open locked doors and there are a lot of them, so cannot create "any" team. You must include a rogue.
Hello, this is my review of Sword and Sorcery - Underworld
SaSU is a gridbased dungeon crawler with turnbased combat. You slay monster, grind xp, level up your heroes and distribute Apoints into attributes like strength, endurance, accuracy, speed, intelligence, wisdom and luck. Str determines your melee damage, endurance your hp gains per level, accuracy your overall hitchance and ranged damage, speed your turn in a combat round, intelligence your Mana and spelldamage, wisdom your mana and kleric spell damage/healing, luck gives you boosts for your damage, hp & manapoints gain for levelup.
The classes are Knight, Paladin, Archer, Thief, Cleric and Sorcerer are available in SaSU. You can make your own heroes at the start of the game.
You explore the dungeon, cities, landscape in a 3d firstperson view, you can control your party of 6 adventurers per WASD or arrowkeys.
There is a main quest and several uncomplicated sidequests to do.
The difficulty is rather tough in the beginnig, your heroes start the adventure naked with walking sticks as weapons. Save early, save often.
If you liked the old Might & Magic games Sword and Sorcery Underworld can be a nice nostalgic trip.
The graphics are quite nice, it looks better then the old DOS Dungeon crawlers. The UI works quite well. The game is not comparable to state of the art computer games. Do not expect a Might and Magic X quality or Legend of Grimrock quality or gameplay. I like the game for the tough difficulty and oldschool feel. The balancing feels a bit off sometimes, monsters seem to bee overpowered in the beginning and die like flies when you got a little more powerful. In the next area the new monsters hit you like a truck again.
I would recommend Sword and Sorcery - Underworld for RPG enthusiasts and turnbased dungeoncrawler fans.
Have a nice day
I have been an RPG fan for years and I just don't get it how anyone can recommend this game... I bought it hoping it was a game in the same vein as the Might & Magic titles or Wizardry, but alas it is just a cheaply made shallow entry promissing more than it delivers... It didn't take long before I requested a refund on this poorly designed mockery of old school role playing... Don't waste your time and money on this crap...
一通りクリアしての感想
万人にはオススメできないが、好きな人は物凄くハマると思われる高難易度なRPG
まず、戦闘の難易度が高い
序盤ですら2~3回攻撃を受けただけで気絶/死亡する
ある程度装備を整えれば多少はマシになるが、適正レベルの場所に行くとやはり軽くひねられる
さらに昔のRPGを意識しているだけあってクエストの難易度が高い
ヒントも少ないため何度となく詰みそうになると思われる
それでも先へ進もうと必死に頑張ってしまうのは、挑戦心を煽られるからだろうか
戦闘が厳しいのなら戦略を練れば良い
クエストが難しいならば知恵を絞れば良い
その結果、光明を見出したとき、このゲームの楽しさを実感するだろう
最近のゲームはヌルい…と感じる方にこそプレイして頂きたい
Buggy as hell, keeps freezing whenever I unlock something.. requesting refund.
Пошаговый поклеточный данжн краулер из 16 локаций и 3 городов 15*15 клеток. Челлендж в первых 3/4 игры зашкаливает. В последней четверти фокус интереса переносится на паззлы. Пати из шести чаров, которые выбираются из 6 же классов. Каждый класс реaльно полезен, мусора нет. Несколько смещены роли: у меня во второй части клерик превратился в дд, а маг - в контроллера. Первую половину игры бои вывозила лучница-гном. Оригинальная система колдовства: для клерикальных заклятий нужно предварительно прозводить святую воду из обычной клериком же, для магических нужны руны, ограниченно выпадающие из врагов.
Десяток квестов с неочевидными решениями.
- Очень быстрый рост персонажей, в ранних локациях бои в один клик (press x to win), в "неположенных" - в два (смерть и загрузка).
- Графика для DOS.
- Короткая (30 ч. моё прохождение).
+ Простые, но продуманные и 100% работающие магическая система и система скиллов.
+ Разнообразные враги, интересные бои.
+ Затягивает.
Turn-based dungeon crawler. 16 locations and 3 towns per 15 * 15 cells. Challenge in the first 3/4 of the game rolls over. In the last quarter the focus of interest is transferred to the puzzles. Six-chars party created from the six classes. Each class is really useful, no junk. Several displaced roles: in the second part of game the cleric turned into dd, and the magician to the controller.The first half of the game battles won archer-gnome almost solo. Original magic system: for clerical spells, you must first make the holy water from the ordinary (same clerical spell), and runes, partially falling from enemies, needed for magical spell.
A dozen quests with non-obvious solutions.
- Graphics for DOS.
- Too short (30 hours of my walkthrough).
+ Simple, but designed and 100% working magic system and skill system.
+ Variety of enemies, exciting battles.
+ Addictive.
Una fedele reinterpretazione dei classici rpg in stile might and magic, in particolare dei primi episodi della serie. Consigliato agli appassionati del genere, che non si faranno intimidire dalla grafica retrò e spartana non molto appetibile per tutti gli altri.
Coolest game in a while. I totally reccomend it. If you played and enjoyed any of the Might & Magic games you will feel right at home here.
I'm in a game hole now that I'm finished with it.
I hope there is more depth to character build, dungeons and story in the expansion. That doesn't mean this game doesn't have depth, but you can tell the designer wants the game that comes in the box with three 5-1/4" floppy disks instead of one. Any gamer from the 80's recognizes what I'm trying to say. Bigger!
I appreciate a game designer that recognizes where it came from. Thanks Older Bytes.
Just finished this game. It was great. Coming from old school gaming this brought back many memories. Would highly recommend this if turn base RPG is your thing. I also appreciate the game maker being active on the forum for questions. I will definately be buying any follow up games.
Great game by a great developer! I'm looking forward to the next one!
The price point was a little high for the value of the graphics but a fun old style grid plodder rpg in the old Wizardry vein. I like that you start as weak as kittens and survival is a challenge at first. By the end of the game I was pretty much invincible though. Not too much choice for customization as there are six classes for six characters and you pretty much need each one for the game. Overall fun for what it was.
Если в двух словах - сплошной гриндан. Бей монстров ради экспы чтобы потом бить более сильных монстров или чтобы открыть очередной уровень колдунства, без которого дальше не пройти. Все просто и безхитростно, тактики нет, сложностей нет, только ты и океан монстров, которых не видно на местности. В общем, олдфажный вин.
В игре хорошие иллюстрации и красивые качественные портреты, некоторые (или даже все) явно срисованы со знаменитостей. Наверное, из-за них я задержался в этой скучной игре.
And complete! :) First up, it was very enjoyable, I played the game a couple of years ago and didn't quite finish it, this time though I did with 40 hours on the clock. The game has been enhanced since then, and now looks nicer than I recall.
[b]WARNING - This contains many spoilers.[/b]
[b]Party/Levels[/b]
Human Paladin - 15
Dwarf Knight - 15
Elf Archer - 15
Gnome Rogue - 15
Dwarf Priest - 14
Human Sorceress - 14
[b]Difficulty[/b] - The game was much easier than I recalled from 2013, and I while I did recall a little bit tactic wise. (mostly equip all luck bonuses etc and save before leveling up, as the HP/SP can vary massively) I did this last time too. The game really was easier than it used to be, last time I recall the mummies were really tough, this time I killed them all first time every time. Very little was that much of a challenge this time through. I didn't bother with using the cross in the final combat. (I forgot it to be honest) The big bad guy was very easy, only getting to act once, the rest of the time he was imprisoned.
The Prison spell made combats very easy once I got it, with that and abilities such as Arrowstorm and Godsend especially. Now had been willing to accept random level ups the game would have been more challenging earlier but irrelevant later as my enemies were typically Imprisoned or Stunned.
My typical end game fight was Archer - Arrowstorm, Sorc - Prison three, Rogue - stun one, once enemies turns have passed, Priest and Paladin - Godsend/heal if needed etc. Finally Knight - Attack/Berserk. By waiting when needed very few enemies would get to act if any.
Personally I would love to see a difficulty option, for those who like more challenge, increasing enemy stats etc. (speed especially, after a certain point my key members went first against every enemy bar the end boss, and my Archer was still faster!)
NOTE - While I found the game relatively easy, I have played a lot of similar games over the years, I notice others saying this game was way too hard for them so I guess everyone has a different perspective!
[b]Playability[/b] - Great, the game plays very well all the way up to around level 10 or so the game was varied it was only once I learnt the level 5 spells the game became somewhat repetitious. All on that after level 10 or so, you don't unlock anything new, I think the Paladin getting level 5 spells being the last exception, it would have been nice to get a little more late game, for variety if nothing else.
[b]Class/Race Thoughts[/b]
[b]Paladin[/b] - Other than Astrid there isn't really a decent magic weapon for her, her Godsend was nice enough but it would have been nice to find a Paladin only magic sword. (Unless I missed this?) The best I found was The Blades of Wrath which were obviously designed for the Rogue.
[b]Archer [/b]- Most powerful damage dealer by far once I got Burst then Arrowstorm, there is only one super bow of course, so two probably wouldn't be ideal. Mind you 5 Arrowstorms would be amusing. :p
[b]Knight[/b] - Solid takes damage and deal it quite well, never deals as much as the Archer/Sorc or Priest though, and even the Paladin can be more damaging once she has Godsend.
[b]Rogue[/b] - Pretty essential for lockpicking, assassinating and later stunning. Wouldn't take two.
[b]Priest[/b] - Probably my favourite, by the mid game. Turns into the highest damage dealer once level 5 spells are reached. I'd suggest two of these instead of a Paladin. Only one gets the cross of course, still would be decent.
[b]Sorceress[/b] - Great character, and two of these would be amazing, again instead of the Paladin. Two lots of Prison spells would be insane, amazing damage dealing too.
[b]Gnome[/b] - Once you've hit level 15/16 all your stats are maxed bar Intelligence/Spirit which are a waste of points. I would probably not use a Gnome again especially if there's any chance of importing characters into Sovereign.
The other races didn't really stand out, so pick the ones you like.
[b]Runes[/b] - Early game these were plentiful, then mid game they got low, late game I got crazy amounts, ending with about 2k spare!
[b]Holy Water[/b] - I mentioned this last time I played but it's still too micromangery to me, having to remember to cast holy water before resting and such, I'd prefer them to regain to full when resting in the inn at least. Could the Priest get an expanded limit later in the game perhaps? 40 is pretty miserly when the Sorceress can carry 2k+ worth of runes! :shock:
[b]Bugs[/b] - I came across several bugs as I went along all of which I reported on the forums and they were fixed usually within days or even hours of reporting! Charles is really on the ball!
[b]Improvements[/b]
The aforementioned difficulty setting would be nice for veterans, the game really is much easier than it used to be.
Space out the abilities slightly more, having little after level 10 was disappointing. or consider adding the odd extra thing in. Maybe a Paladin can eventually hold a 2 handed weapon and shield? The Priest can have more Holy Water etc.
Strafing - Please add this, would be nice!
[b]Final Thoughts[/b] - All in all I really enjoyed playing through the game again even if it was a little easy this time, and will definitely play Sovereign once it's released, and in fact I'd be more than happy to help playtest Sovereign if you like Charles? I'm good at spotting bugs. ;) If you like playing classic RPG's then give this a go! :)
Cheers!
Daniel.
quel plaisir de retrouver les joies de wisardry !!!! ( pour ma part sur un apple 2 E , c'etait alors, Sorcellerie, le donjon du suzerain hérétique ) . Ce jeu est un régal pour les nostalgiques des Rpg des années 80 ! que les moins de ....35 ans ! non pas connues , vite vite j'y retourne .
les points fort :
on a 6 personnages !! ah miracle !!
du tour par tour
de l'auto maping
classes, race, sorts, monstres classique et efficaces.
I had a ton of fun playing this game. Very customizable party options, good maps, tough enemies, and all the other ingredients that make a great dungeon-romp old school turn-based RPG. If you liked Might & Magic 1, Wizardry, etc., you will definitely like this game. Developer cares deeply about the community and has been all over the discussion boards and was exceptionally quick to make fixes/updates.
tl;dr - This game plays exactly like a game from the late 80s. Start out pathetically weak with no armor or weapons to speak of and pray to the RNG gods your entire party isnt 1-shotted. You're going to have to grind for gold and XP before you can even think about going and doing anything. Nice hand drawn art, minimal stereotypical sound, and some weird UI choices. Its not terrible, but it's not great either. Besides the cool images during conversation scenes, theres not muct to set it apart from the crowd. If it had come out in 1989, it'd be great, but modern grid-dungeons have come a long way since then. I'm only recommending it for hardcore fans of the genre who like games like the early Wizardrys where theres a lot of RNG luck and grinding just to stay alive.
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This is an true-to-the-late-80s turn based dungeon crawler with interesting hand drawn graphics. The graphics are rendered in great detail, with plot scenes being shown with static full screen brightly colored comic book-style art.
When I say "true to the late 80s", I mean it. Unlike many other games that took what was great about that era's RPGs and left the rest, Underworld really makes you feel like you're playing a game created in 1990 but with a unique art style.
Your characters start out pitifully weak with nothing but an extremely low level melee and ranged weapon. No armor, no gold, One slap of the RNG god and you're going down to a random encounter due to how pathetic your characters are- one hit knockdowns are the norm until you reach level 2 and/or get some better armor and even at level 2 they're very common.
Fortunately theres an "unconciousness" state that incapacitates a char before death, but one hit while in that state and its off to the temple to pay a fee for res. To get even semi-decent, you're going to have to run around town grinding random encounters for gold to get your chars even marginally equipped. I feel like I'm playing the early Wizardrys here. Did I mention how much I *hate* grinding? I did way too much of it in the actual 80s, I guess. There's a reason many RPGs dont have grinding anymore, its not fun to most people. Fortunately, there is an item repeatably dropped by a certain random enemy type you can trade to the guard blocking the catacombs for 100g and 20xp. Unfortunately, you have to run all over hells half acre trying to encounter that specific enemy type. Oh, and you can't just level, you have to train which costs gold. And it takes a *lot* of XP to level, but all you get out of it is 3 skill points.
Theres a mini-map in the corner (thank god), and apparently a larger world map that has places of interest marked. I still like making notations on maps - guess it comes from my graph paper and pencil days. Still, the minimap is nice - no graph paper needed. Once you get yourself equipped, you can head off to the catacombs and continue the plot, which revolves around a giant demon somehow being released and taunting the party when you leave the inn. Of course you are told by someone that your party has a great fate, which is, of course, to try and stop the demon.
Theres also sidequests. I'm currently doing a fetch quest at level 2. Level 2 seems to be a bit easier, not so many one hit knockouts. If this game progresses like most of the 80s games, you should get strong enough that the grinding isn't as required once you're out of the early game, but its still annoying and not a good start to the game.
The UI has some weirdness. Like most games of this style theres a bunch of quick icons on the HUD (char sheet, rest, system etc). I find it odd however, that in order to cast a spell you must go to the spellcaster's char sheet, then hit enter, then select the spell, but theres a quickbar icon for the tutorial. Which is a player going to use more? The tutorial, or the spellbook? But yet theres no quickbar "cast spell" icon?
Also, to pick a locked door, you must bump into the door, which flashes "locked" on the screen. Then you must select the "unlock" icon. If you fail the picking, instead of just hitting unlock again, you have to bump into the door, get the "locked" message, then hit "u" or click the "unlock" icon all over again.
For some unknown reason, when you fail picking a lock, it makes the same sound as the noise of someone going unconcious in combat. Which sounds like a punch/swing, and then a thud like someone getting hit and dropping to the ground. When you fail to pick a lock. Why? The first time I heard it, I thought there was a trap that went off. But no, thats just the noise it makes. The sound of succeeding to pick a lock is what youd expect, a metallic tumbler shifting and *click*. So why the weird fail sound?
Speaking of sounds, they are minimal at best. Theres a nice bird sound when you're in town. However, it plays even in areas that would be considered "inside". The rest is just the typical grunts, clangs, swoosh, growls and so on that are standard in RPGs. Nothing like that cool weird chant the brigands made in Wizardry 6.
Overall, Underworld is just OK. If you're a fan of the genre, its worth picking up ON SALE. But I hope you like grinding.
This is one of the best old school, turned based RPG that I have played for years.
BTW, I am an older gamer that has been playing RPGs for the last 35+ years, starting from Wizardy 1 in 1980. I played all the Wizardrys, Ultimas, Bard Tales and Might & Magic Series.
This game reminds me of all those past games that I have played in the past with its square grid layout and its very engaging storyline. You can also have a team of 6 different members and there are 6 different classes each with very different and unique skills. This game is also slightly different than most normal RPG in that Sorcerers need to collect Runes to cast spells, and Priests needs to prepare a supply of Holy Water. Of course you also need to be near some water supply like Stream or Lake so you can have access to water. It is little things like this that makes the game more interesting and different.
The developer also put in a lot of effort into creating different kind of dungeons with different mechanics and behavior that are uniquely distinctive. For example, in the Water Realm, there are currents and you get swept away to different location based on the current. In the Air Realm, you will fall to your death, and can only teleport to certain location using a transdisplacer device. In Earth Realm you might have to re-materialized behind the rock to discover new tunnels, etc. In Fire you have constant Inferno effect damaging you with every move and lots of other surprises.
I love games with Steam Achievements, and it is possible to get all 20/20 steam achievements in a single playthrough. I spend about 70 hours in a single playthrough. This game especially reward grinding and have monsters that repopulate so that you can grind till your heart content. You also get decent drops and experienes through grinding too.
Overall, I loved this game and would highly recommend it to any old school RPG gamers. Its definitely worth the money spent.
Short: Recommendation bonus if you enjoy 80's style grid-based RPGs such as the early Wizardry and Might and Magic series or if you enjoy games with that retro feel such as Dark Spire or Class of Heroes 2G. If this is unfamiliar, then read on to see if this game may be a good fit for you.
Warning: The game is untraditionally balanced and is not for everyone. If you go in with modern RPG expectations and are unwilling or unable to adapt, you will be disappointed and/or frustrated with this game. This game will slap this expectation in the face in the first couple encounters. You can reduce the probability of luck playing a role in your victories by grinding some, but this game presents many tools in combat and many encounters are like tactical puzzles that you'll need to solve before you can survive consistently.
I'm still playing through this game and am deeply appreciative of the developer's responsiveness and taking into consideration suggestions and tweaks. I look forward to future products that they produce.
Noting points, whether they are pluses for some, minuses for others or neutrals.
Controls:
* Use a full-sized keyboard and mouse to control the game with nearly every option accessible by a key alone
* Keybindings cannot be reassigned at this time, so a mouse is strongly recommended if you do not have a full-sized keyboard with number pad for the NumPad Plus or NumPad Minus to adjust attributes at creation and level ups
* If you're using a gamepad emulator such as Pinnacle Game Profiler or Xpadder, I would recommend assigning to WASD (or QZSD) for movement and mouse controls at a minimum ~ other options such as Escape, Enter, as well as the letters A through D may be convenient as well
* There does not seem to be a strafe option at this time, but can get through without it
Gameplay:
* Create up to twelve adventurers, deploy six party members at a time including one that looks kind of like an Arnold-style Conan
* Choose from one of six classes (knight, paladin, archer, thief, priest, sorceror) with one of four races (human, elf, dwarf, gnome), one of four face portraits per race and gender combo and assign attribute points among seven attributes
* Level ups have random health and spell point gains based on influencing stat, allow for three attribute points to be assigned, and award new skills or spells depending on the class
* Options to quick save and load in most locations on most screens
* Navigate first-person through dungeons, moving one square on the map grid a time, engaging in combat and dialogue, managing party and inventory
* Combat options allow for moving party members into or out of melee range individually or all at once, waiting or protecting allies, using melee or ranged attacks, using spells, fleeing, using other abilities and possible others that I'm forgetting - to succeed in this game, it is strongly recommend to take advantage of as many of these options as possible while adapting to enemy tactics
* Combat is turn-based with each character taking a turn per round with the ability to postpone their turn toward the end of the round
* At least 50 save slots in-game, if not more
* Sound effects match most actions
* The music has been intermittent in my game, such as a discovery scene, quest reward scene or the sound of a battle that just turned grim
* Occasional game crashes and bugs, but the developer has been communicating regularly with the community and addressing these issues
Aspects that I enjoyed/opinionated in addition to the above points:
* Enjoyable art style with realistic art for most portraits and strong contrast on most other aspects that may have a comic-book feel for some
Untraditional Balance and Modern RPG Expectations Expounded:
* The beginning area is a tutorial area with shockingly high damage values, however, once you adapt to the mechanics, you may be able to easily run through this beginning area without any deaths or the need to save (though saving is recommended in case of an unexpected crash) -- armor does make a difference, but most importantly, positioning can prevent enemies from attacking altogether
* Dipping your toes into the next area can lead to brutal defeats and force you to scrounge for all your options to counter fear, counter silence on your casters, denying archers clean shots to your healer, changing your leader to a faster character to order people into a safer position or sometimes going as far as leveling a new party member to counter situations in those areas
* Sorcerors in most fantasy games have easy access to ranged attack spells - this is not initially true and sorcerors may fare better in melee range until you have more runes or until you're a higher level where you do have those rune-free ranged attack spells
* Initial combat positioning is not static and misreading a situation can and will get you killed - do not assume that your character in the bottom portraits is out of melee range, double check their movement choices and portrait for cues
ESRBish/Content Advisory:
* Mostly nude outline of a spirit woman with no nipples and some enemies in busty garments
* Some art with female cleavage - do not recall if there are any bare chested men or man nipples
* Random chance of fighting some violent leopards and you may need to kill them or reload if you do not like hurting animals, even virtual ones
* Lots of brawling in the streets and in different establishments
* Ability to break into a woman's home where she sits up in bed startled... just before returning somethings precious to her
* Well drawn undead and some scenes depicting villagers being terrorized may instill images of unrest in some
Brings me back to the days of Might and Magic 2. Really enjoyed the game and looking forward to the sequal. Only complaints would be wish spells would go up to lvl 7. Also, a few more classes would be nice but I know this is all planned for the future game. Enjoyed the dungeons and monsters in this game.
If you are a fan of the old school Might and Magic and Wizardry games, you shouldn't miss this! I played the earliest version of this when Olderbytes first put it out it was great then and even better now.
It really feels like what the old New World Computing folks did (minus an outdoor area, coming in the sequel) and brings back great memories of my first RPG (M&M I), while still being fun and with a very nice art style.
The game is not easy at times, but you also don't really need to grind either (most levelling is just done via exploration especially after the first underground zone).
My only critques would be the lack of remapable controls or volume sliders (the game is rather loud compared to other games/media on my system) but those are minor.
Give this game a chance if you like old school RPGs - you won't regret it.
I bought this game with some high hopes and, in the main, it delivered. There was a VERY steep learning curve and battle was definitely not for the faint hearted. The old "save often" slogan is a must in this game.
Once I got used to the holy water and rune system, I managed to slowly get on top of the game. Its not very generous on loot, in terms of equipment, but that only adds to the challenge. By the time I had cleaned out the town, catacombs and barracks and managed to defeat the arena, I felt I had a handle on it.
THEN I got to about L7 in the dwarf city and, all of a sudden, the game went into crash mode. Granted, the session I had just started was just after an update but whatever it was has broken the game and I just cant bring myself to go thru the pain and anguish of cleaning out the Catacombs and Barracks all over again.
Its a shame that the game is buggy as it had real potential IMHO
If the game wasnt broken, I could easily recommend it but, as it stands, I simply can't do that
UPDATE - Developer was very helpful and has updated game which appears to have heavily reduced the crashes and made the game very enjoyable. It still suffer from some sort of memory leak which frezzes you up occassionally but that is a minor hiccup and in no ay detracts from the game. Quite happy to change my mind on this one
If you grew up playing games like Bard's Tale and Dungeon Master, you'll probably quite enjoy this indie throwback to the golden days of dungeon crawling. It's definitely a challenge, I've played many hours before it came to steam and getting beyond the third level down presents a learning curve but ultimately proves to be very rewarding.
Good luck!
If you are looking for a dungeon crawl with old-school flavor mixed with some modern sensibilities, with a heavy dose of abstracted turn-based combat challenges, you really owe it to yourself to at least give S&S: Underworld a closer look. There's a lot of game there - a pretty epic quest all-told. Plenty of enemy types, maps, quests, puzzles, and items to contend with.
Combat can be challenging, but usually requires skillful application of skills, spells, and items with a little bit of luck to prevail. Almost every enemy type has some kind of special ability to deal with, so just applying brute force only works in simpler encounters.
Great game if you are a gridder fan. Great brutal combat, There is some grinding here, but doesn't detract from the overall gameplay. Great job on the developers' part on getting some quick fixes out there on some minor bug fixes.
Having fun and taking me back in time. Love it.
Well, the first thing I liked about this game were the graphics. Funny enough. I like this heroic comic style. I read some of the discussion and soon got the impression that it's really tough. Bad thing. I hate games which are frustrating me even in the tutorial. Why did I buy it then? Who knows? Divine inspiration maybe. Or just the graphics which I still liked. Or perhaps because it wasn't too expensive and some little gnome in my ear said: "If you buy it and it's b******t, well it's not that much damage done. Furthermore it's X-mas soon, and you could look at it as a little present for those poor indie devs." However, I bought it.
And it's really tough. I mean really tough! Really really tough! Those enemies knock you out like flies. It's ridiculous! But hey, wait. There is strategy to be applied in a fight. Learn your enemy, learn how he acts, learn what works against him. And suddenly - you walk out of the fight victorious and unharmed. While your enemy still could have had you for breakfast with a single blow. Wow! It's hard to believe, and I am still not sure I believe it - but I like it. In an hour or two you won't make much progress, but you are proud as hell on what you achieved. To be honest I didn't buy that "very rewarding" bull I was reading in the discussion. But you know what? It IS very rewarding. Just to win that fight is rewarding. And of course never forget F10 (quicksave). So what can I say: Thumbs up and continue the good work, guys!
If you played and liked the old Might and Magic or Wizardry games get this game.
I played this game before it came to Steam. This is an old school grid based RPG with an improved interface. I still enjoy the style of these type of RPG but was unable to go back and enjoy the originals because of the clunky interface. This game with an easy interface is exactly what I wanted, I really enjoyed it and am looking forward to the next game the developer is creating with a similar engine.
Some will find the game very unfair, and especially starting out you will die easy and it seems unfairly. It’s not nearly as punishing as the original M&M I and Bards Tale I. I actually like starting so weak because it makes the progression that much more visible. Also the combat and exploration have a certain puzzle flavor to them. There are certain challenge humps that are hard to get past but I am glad they are there. I remember particularly a room in the catacombs and some of the lower levels which seemed particularly unfair. It just means you have to be very careful, and also understand how you can use the order of turned based combat, and maybe change some characters speed so they go before others. The thief is very important for some of the special attacks it has.
This has about 100hrs worth of content if you like to explore every square and it may be hard for an adult to find the time to finish; but since it is save anywhere out of combat and combat is short it is actually very friendly to being played in small chunks.









