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About This Game

This is a derivative work inspired by
Touhou Project from "Team Shanghai Alice".

[Story]

Gensokyo is connected with 'a certain world' an 5d3b920ae0



Title: Remyadry
Genre: Indie, RPG
Developer:
Kokoko Soft
Publisher:
DLsite
Release Date: 9 Jul, 2018



English,Simplified Chinese,Traditional Chinese,Japanese



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How to die in a 1000 ways, starring the Scarlet Sisters.. Surprisingly not bad. If you like the Touhou characters and Wizardrylikes, this is basically for you. If you don't much care for Touhou but still like Wizardry, it's still got some appeal. It's more along the lines of Elminage than a hardcore standalone series - that is, it takes the basic mechanics from the early Wiz games and adapts them with some QoL features - and adds a bunch of hit-and-miss humor and cutesy art. The game itself plays quite well, and while I wouldn't reccommend it for people looking for the next Grimoire, it will definitely fill a void if you've already played through games like Unlimited Adventures, Labyrinth of Refrain and the like. Plus the price is very reasonable.. Rather enjoying this game, actually. At a glance, it seems like a carbon copy of the Wizardry series (et al), which has been repeated a whole bunch of times now. But when you dive into the Skill trees and go into the dungeon, you realize it actually breaks pattern quite a bit, in some interesting ways. In essence, there's a more complex set of skill trees etc that make "building" your character more strategic and choice based than the planning elements these sorts of games are typically restricted to. Points put into both the skills trees and stats can be univested/re-invested at no cost, letting you change just about everything about a character outside their two classes at no cost/penalty (and you still CAN change classes at a cost, if you care to). It adds a lot of depth to the typical, otherwise tired formula, as you can (and I typically do) tweek if not totally revise my character builds between each dungeon run. While this means a lot more time in menus than you typically see in this sort of game, this is addressed via a rather intersting decision in that the combat is largely hands off. To offset the time spend fiddling in skill trees and equipment screens, you don't make decisions about attacks, item use, special skill activation, etc. instead, you just pick (and prioritize) up to three active skills a character knows in the menu, and when you get in fights, your group makes decisions autonomously as they alternate between the skills you set them up with and auto attacks. You can opt to attempt to flee, or designate targets, but the AI handles the rest. I imagine this may put off some people who want to be "more involved", but for me, it felt like it made the skill of the game hinged around proper planning rather than reaction-based micromanagement. It's a different experience from most RPGs, to be sure, but a very satisfying one, as you watch to see if the tactics you plotted out bare fruit or need revising. with the easy being emminently fast and convenient to do, in the case of the worst. The game also is very light on punishing party wipes, the only difference between a successful run and a TPK is a loss of 30% resources. Again, I imagine some people will be put off that this makes death feel "light", but in effect it gave the game freedom to be hard AF if/when it wants to, because it's nbd if it kills you. so it actually retains a fairly brutal element of difficulty, it just isn't frustrating when you trip over the hurdle in front of you. It also uses an "Acheivement" system, where you complete benchmarks as you go that reward you mechanically, so in effect you can progress your characters by means outside grinding gear and xp. The art is endearing, it's Touhou girls and such, naturally. par for the course, if you're familiar with the series, it's too deep a well for me to walk you down if you're not. Dialogue is humorous, but a lot of it gets repeated with disappointing frequency, and I really do mean "dialogue", because there's not much of a plot to speak of so much as humorous banter. There are some other concerns as well. the UI can be pretty strange in places, the tutorial/manual info is quite lacking in clarity for many things (though in all fairness, that's extremely common in these sort of "Wizardry" niche games), the voices are. weird (like, are they synth rather than actors? I'm not even sure, it sounds weird, bottom line), there's no controller compatability from what I can tell (which is bizarre, cause there's definitely nothing preventing that from being practical) and in fact I can't even seem to move in dungeons by cursor (which is annyoing, I'd prefer it to the mouse), and probably the biggest offender, there's no means of going full screen or altering resolution from what I can tell. So. minor issues all, but a pretty considerable list of them. I have a bit of a soft spot for games like this in theory, but in practice tend to get bored with how done to death they are when I sit down to them. This feels like a rather fresh take on the old formula, breathing life into an interesting style of game that's been dulled by repetition. For that reason, I'm quite pleased with the purchase, and if you think you may feel similarly, I'd definitely consider it. If you're not so sure if you have an interest in this sub-genre of old-school RPGs, or the changes they've made to the model sound regressive to you rather than like they'd be a thing you'd enjoy as novel/superior. it may not be for you. Steam's return policy is generous, just do a test run inside two weeks with a stop watch set for 110 minutes , if you're weary. but if you THINK this may interest you, that is a test worth doing, I'd say. It'd be a shame to pass on it, if you'd enjoy it as much as I have been.. wow, how can i say. It's a really nice work. I love this game.. Great time-killer game even the game is relatively short in my opinion. (o.o)b. Good game for what it is. The game features autocombat, while initially off-putting, it seems to work quite well for this game. The character interactions are great and what one would expect as a fan of the source material. The characters do not have their usual abilities, and those are replaced with generic skill trees. Again, this was initially off-putting, but combined with the autocombat, having the original skills would not have added as much to the game. In all, I'd say this game is rather charming and was fun to have played through. The game sometimes references a Readme file, which if you actually try to read, is actually not in English. After some trial and error, I've discovered the following keyboard shortcuts. F6 - Turns off game chatter and personal interactions. M - NOT A MAP KEY. Immediate spawns a random encounter. Right-Click - While in a dungeon, it shows the map. Elsewhere, it is the cancel button. ESC - SOFT RESET TO TITLE SCREEN. Save often. There is no way to go back, but there are Autosaves.. A game like Kancolle but Touhou version. Great game if you love an autonomous industry that manages waifus for you.



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