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About This Game

"What's that music in the trailer", Why, it's the Ruin of the Reckless Theme song by SLIME GIRLS.

Since the beginning of time, or maybe longer, this place has been here. It is a beacon of sorts, attracting the souls of those who both lived and died with recklessness in their hearts.

Bound by some unknown force, these wayward spirits cannot leave.

And so they remain… With time their souls will rot. They will fade away and they will be forgotten.

But even here there is hope… a legend whispered among the ghosts and specters. That any spirit to reach the tower’s peak will be granted one wish…




Ruin of the Reckless is a 2D action roguelike with a focus on fast-paced melee combat, speedy movement, and co-operative play.

Capturing the feel of 16-bit classics while providing a major graphical update, Ruin of the Reckless ups the pace, adds challenge and randomness - and lets you play with your friends! (LOCAL co-op only)

---- FEATURES ----



  • Speed through the environment at lightning pace, crush giant hordes of enemies in melee-focused combat. Upgrade your weapons, find new equipment, level up your hero.
  • Explore a detailed, mysterious, randomly-generated tower that changes with each ascent. Discover its purpose and you may see your one true wish granted... If you get that far.
  • Accessible and easy to pick up and play, but ascending to the higher levels of the tower will take intense skill.
  • Bring a friend for local co-op fast-paced fun.



---- MECHANICS ----

Weapons: Wield a variety of dangerous melee weapons, each one has benefits and drawbacks, and although some are better than others there is no 'best weapon' to fit every play style.

Spellbooks: Ancient secrets lie within these tomes. Spellbooks contain a set spell and a set amount of charges - when your spellbook is out of charges, it's time to switch! All spellbooks can be charged for more powerful effects, but it will drain them faster. Alter your spell abilities with orbs gained by leveling up!

Skill Orbs: Dangerous and fragile shards of knowledge. Consume them to permanently gain a new ability, or use them as powerful weapons to strike down your enemies. (Or maybe just mess up and have them blow up in your face instead.)

Dashing: Every one knows that you can't dash without boots! Explore the tower to find all kinds of stylish boots to change your dashing capabilities. Dash longer and further, chain multiple dashes at a time, stun enemie as you strike them with your body... Or maybe you just want to fly right past hazards, it's all possible if you have the right boots!



Cards: Complete special challenges to collect cards which you can keep between runs. Most cards have a benefit and a drawback, so choose carefully! Combine different cards to create your own custom rule set before your run starts, or just use them to alter rules you don't like; for example, turn friendly fire off with the 'Friends' card. 6d5b4406ea



Title: Ruin of the Reckless
Genre: Action, Adventure, Indie, RPG
Developer:
Faux-Operative Games
Publisher:
None
Release Date: 26 Apr, 2017


Minimum:

  • OS: Windows
  • Memory: 1 GB RAM
  • DirectX: Version 9.0c
  • Storage: 413 MB available space
  • Additional Notes: RotR will run on most modern systems, but requires a monitor resolution of 1280x720 for the best experience.

English,French



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Ruin of the Reckless is a top down roguelite floor based dungeon crawler of sorts. You're a guy who's apparently dead climbing a tower, which is basically the maximum amount of the story the game needs to carry the gameplay format. RotR is almost solely melee based, using meaty a hell punching mechanics that work in favor of hitting things really hard into other things. The variety of possible equipment, as well as Chaos Cards, which modify the entire run itself in unique and helpful, or unhelpful ways. It's also pretty important to note that you will get trashed inevitably, considering the semi-unforgiving difficulty.

Now, let me just get the soundtrack out of the way. The soundtrack, mostly composed by chiptune artist, Slime Girls, is perfection. The music paves the way for the frinetic gameplay and really manages to pull its own weight in mixing with the simple yet heavy fighting. It's rare to hear extensively good chiptune soundtracks from games, akin to Scott Pilgrim vs. the World; but Ruin of the Reckless pulls this off with flashing, retro, flying colors.

So if you like games where you punch stuff with your hands while your ears hit climax permanently, then this game is probably worth your time.. A great flowing roguelite. The gameplay has a very rythmic quality to it, and it is VERY difficult.

Good and responsive devs as well.. This game is challenging and enjoyable. Currently it has a few glitches and crashes to desk top in some instances, which is abit frustrating in a game that has no saves. Even with the crashes to desktop its still enjoyable and a recommendable game, as this will obviously be fixed.

Game has since been updated to 1.0.1B and I haven't experienced any crashes.. I was excited for the game after reading the Reddit post and watching some gameplay. The game just does not feel "right". Combat is boring and feels like you're not connecting blows. More like you're spitting out colliders that are registering with other colliders vs. a game like Castle Crashers where you feel like you're actually connecting blows\/your weapons interact with enemies. Screen shake is not a substitute for a clean feeling combat system; I had to disable screen shake after my first fight as it gave me a huge headache (and props to the developers for allowing you to adjust that) but without it, combat just feels bland.

I've requested a refund.. My first impressions of this game are great but I will update my review as I put more time into it.

Ruin of the Reckless has a very simple gameplay loop of trying to ascend a tower by finding the key and then the elevator on each floor until you die or succeed and then repeating. While doing this you attempt to acquire weapons and equipment to help you fend of attackers so you can gather currency and experience. Money allows you to purchase items at shops as well as cards that act as modifiers to your run equipable in the lobby. Experience allows you to gather more orbs that add passive upgrades or extra attacks to your character during the run. The combat is melee focused but also has a spell system with limited charges to add range or crowd control options. The dodge roll and secondary attacks are also affected by random pickups throughout each run.

The art style and animations on the characters is very nice but the backgrounds seem very minimal and plain aside from the hub area. The game could also use an option to return to the lobby after death so you can adjust which cards you have equipped rather than needing to select \u2018return to lobby\u2019 from the menu.

All in all really enjoyable rogue-lite so far with a decent challenge!

Edit 1
After 3 hours I'm really disappointed in the weapon and equipment selection. Combat is becoming very repetitive and builds rarely seem all that different from each other. The weapons in general are extremely similar and sparse. As far as the skill cards, which act as permanent modifiers to each run, I\u2019ve only unlocked around 4 and none of them are particularly interesting. If these complaints continue further through the game I\u2019d have a much harder time recommending it.

Edit 2
4 hours in and I have now made it past the first boss. I\u2019ve encountered 7 different melee weapons, 6 different spells, and 3 different sub attacks. The main problem I continue to have is that nothing feels unique and all of the runs start to blend together. Since it only took me four hours to reach this point I can\u2019t recommend Ruin of the Reckless. Everything feels too similar and the combat has almost no nuance. I really want to like this game but it\u2019s not looking like I\u2019ll be able to continue playing for much longer.. Note: These are my initial impressions based on two hours of gameplay. Will most definitely update when I get further.

This is, first and foremost, a battle arena-style game. You defeat x number of enemies and move onto the next floor. What initially seems deceptively simple is in fact incredibly depthful and almost infinitely replayable.

When you launch the game you are treated to a nice 16-bit-esque cinematic and the option to either go for the tutorial or dive right in. I strongly recommend doing the tutorial, not only because the character within is hilarious, but because the game has an awful lot to explain to you, intuitive as it may seem after. From there you'll be whisked to the first floor, and you will quickly see that this is a game about learning by doing.

Many major facets of the game are procedurally generated, while the floor layout is selected at random from a premade set. The level design is pretty basic, though considering the combat and how it flows this is most certainly to the game's benefit- a simple level design with a few obstacles means combat flows relatively uninterrupted. As you defeat the literal horde of enemies each level throws at you, you'll level up and be able to pick up more orbs you'll find floating around the arenas. If you were expecting a description for anything, see my previous statement about learning through doing.

The core combat mechanic of this game is surprisingly satisfying, and while it initally seems simple it all mixes together into a very compelling package. Enemies are hardly just bufoons running about and attacking when in range- they have patterns to a degree but combat is designed to be both fluent and methodical, a combination that may initially jar players, and most certainly increses the difficutly. The AI of enemies is designed to throw you off just that little bit, and often you'll find groups of the same enemy coordinating attacks or behaving completely differnetly than when one of their kind isn't nearby. The result is that no two floors and no two encounters with a single enemy type will quite be alike, and you absolutely have to keep your perception at a hair-trigger level to survive.

The frenetic pacing combined with the tactics of your enemies creates an experience that isn't quite seen in any other game, and the clever way the enemies trip you up will be both your greatest source of satisfaction to overcome and your greatest source of agony when it defeats you. Combat is defined almost exclusively, however, on what you take with you into battle.

As mentioned before, there are random orbs as well as various other items such as wearables, weapons, and scrolls floating around the arena. There are also, however, diamond-shaped cards you'll occasionally run into on the battlefield. These are modifiers for the game and while I haven't gotten into messing around with them too much, I do know that they drastically change certain aspects of the game.

Every third floor, you'll be able to access a shop that will allow you to switch up your items by purchasing (but not selling) new ones. From my experience this will always be laid out the same way, though this could well change later in the game. At the start you have access to eleven items (and one constant hidden item), one of which is a random card you've not yet attained (typically prohibitively expensive for the early game). You spend the currency dropped by enemies here and more often than not you'll find yourself coming up short on funds. This is neither damning to gameplay nor a way to ensure your favorite build- it's the exact same items you'll find outside the shop, though it is a convenient way to top off a tiny bit of health at a time should you find yourself running low.

The sound design in this game is designed to invoke a 16-bit atmosphere and the soundtrack is best described as chiptune, with many songs sounding reminiscent of Anamanaguchi. The sounds of the action itself are largely retro-inspired and add to the already satisfying combat by changing depending on what you have equipped- a Rapier Soul will not sound the same as your default Bracer, and so on. Each sound is crisp and distinct and further amplifies the satisfaction of combat. At the moment there is the unfortunate problem, however, of all of it being muddled onto what sounds like a single track, so it doesn't achieve the sound clarity it could, and certainly diminishes from the experience from time to time. I certainly hope the developers fix this problem posthaste, and by the time you've read this it may have already been fixed, but it's worth mentioning nonetheless.

Sound issues aside, I've encountered no game-breaking glitches of any kind. The overall package is extremely satisfying to pick up and play, and I would not hesitate to recommend your purchase of this game. I can tell already I'll get a massive number of hours out of Ruin of the Reckless, and I'll certainly be enjoying every methodical second of play.. I bought this on a whim after reading the reddit AMA. Super surprised how polished the game is. If you liked Nuclear Throne but wanted the ability to make it easier or harder this game is for you. The mecahnics are super tight and polished. The game would actually benefit from some DLC to add more visual content but for the price it is well worth the full amount.. Ruin of the Reckless is a fast-paced combat roguelite game that can be brutally punishing, but never feels unfair. For those who liked similar top-down shooters, it's basically a melee version of it, with some power-ups that help you deal with overwhelming number of enemies.

*The good*

- VERY fast and responsive movement and attacks
- can be played with both controller and mouse. I've tried both and feels equally satisfying.
- a unique Chaos Card system where it mutates game mechanics and equipment to vary up the difficulty level.
- it's not just melee-focused. You're also chain-dashing, throwing magic spells, blowing up enemy corpses, along with other skills. You're OP because of the hordes of enemies that are thrown at you.
- the music is great!!



*The not too good*

- enemy variation is a bit limited
- things can go south really quickly without life steal and regeneration
- most melee weapons don't work very well.
- even though you can change starting gear with cards similar to a class system, there's no exclusivity from each. Basically, you can get all gear normally while in a playthrough.




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