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About This Game


A high speed, arcade style, 3D shooter. Prepare to speed through a carefully crafted experience that will push your precision, reaction, and timing abilities in order to weave through obstacles and enemy attacks. The game is a passion project that started out as a teach-yourself programming sandbox in college which eventually grew into the full experience it is today. It was built over the course of many long years and is designed to be a chaotic burst of action with an aesthetic that throws back to a previous generation.


Engage in frantic dogfights, massive bosses, and use a plethora of cutting edge weapons in order to defend what is left of your home world.


The action for the game will fall into two categories. The first is an on-rail mode where the goal is simply to survive to the end while destroying as many enemies as possible. The second is a all-range combat mode where the player is free to move any direction they chose in order to navigate an environment and take down enemies as they see fit. 7aa9394dea



Title: Vanguard Knights
Genre: Action, Adventure, Indie
Developer:
Kuni Higuchi
Publisher:
Royal Skies LLC
Release Date: 10 Jan, 2019


Minimum:

  • OS: Windows 10 Home 64-bit
  • Processor: Intel(R) Pentium(R) CPU 4415U @ 2.3GHz (4 CPUs), 2.3GHz
  • Memory: 4096 MB RAM
  • Graphics: Intel(R) HD Graphics 610
  • DirectX: Version 12
  • Storage: 999 MB available space
  • Sound Card: N/A
  • Additional Notes: May need to set Quality to 2/3, and Resolution to 5/9

English



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(Disclaimer: I bought this game full price day 1. I did not receive this game for free.)

On with the review...

To start...

A brief description of Vanguard Knights can be summarized with the following statement\u2026

A bullet-hell game in a Star Fox style 3D rail-shooter environment.

I bought this game because I am a huge fan of Star Fox style games. However, after playing through the game for the first time, I quickly realized that it was more than I could handle. Because of this, I had to have a skilled friend play through the game in front of me. I made sure that I played through as far as I could go before having my friend play it for me. This review is based on both experiences.

First of all, this is a very ambitious game. It tries to be a 3D rail-shooter while mixing it up with bullet-hell elements, plus a color swapping system.

The color swap system is pretty easy to understand. This player\u2019s ship\/fighter can change colors between red and blue. Based off of what color you are determines how effective you are in certain situations. How you may ask? Because all enemies will also be either red or blue or can swap colors just like you can. Why does swapping colors matter? When you are a certain color, let\u2019s say red for example, all weapon fire from your ship\/fighter will be red colored. Here\u2019s how this works. All weapons in the game, whether it be fired from enemies or yourself, will have a color tint of red or blue. If you take enemy fire from weapons that are the same color as you, you take no damage and your missile energy will increase. If you take enemy fire from weapons that are the opposite color as you are, then you take damage. On the flipside, if you shoot enemies that are the same color as you, you will do average damage. However, if you shoot enemies who are the opposite color, they will take double damage.

This system however isn\u2019t limited to just weaponry. It also effects barriers. There are barriers that you fly through in the game that will be either red or blue. If you change your ship\u2019s color to be the same color as the barrier, you can fly through it without taking damage. However, if you fly through it while being the opposite color, you will take damage. This doesn\u2019t mean that you can\u2019t take damage from non-colored things. If you fly into a physical object, you will take damage regardless of your color.

I mentioned that you have energy for your missiles. Well, that\u2019s partially true. Your missiles have 2 modes of fire. Homing and non-homing. The non-homing mode is fired by taping the missile button\/trigger. This mode fires the missile in a straight line and travels faster than the homing mode. The homing mode is fired by holding down the missile button\/trigger and releasing it when it reaches your desired charge amount. After you fire the missile in this manor, your missile energy will be depleted. You can recharge this energy by taking enemy fire from enemies that are the same color as you. Also, note that the amount of energy you decide to use when firing your missile will affect how much damage it deals on impact. The more energy used to fire, the more damage it deals.

The other weapon you have is your gun. It\u2019s basically fires like an energy gatling-gun.

All weapons do not use ammo. They are infinite use. However, don\u2019t think for a second that this makes the game easy. The reason I say that is due to how you aim your weapons in this game.

During gameplay, your targeting reticle (crosshairs) do not move with the player\u2019s ship movement. The ship and the aiming crosshairs are moved independently from each other. If you are playing this game with a controller, and I highly recommend you do so, one joystick will control your ship and the other will move the crosshairs around the screen. The crosshairs in this game are larger than some games. But it\u2019s still small enough that if you don\u2019t move it around, you will still miss most of your targets.

Now on to movement.

In the on-rail parts of the game, you only need to move the ship in 4 directions. Up, down, left and right. In the off-rail parts, you can also move forward, back, and rotate in a 360-degree sphere.

You have an ability that\u2019s like an instant side-dash. It uses energy but that energy recharges automatically over time. This ability can be used in both on-rail parts and off-rail parts.

In off-rail sections, you also get a booster that uses the same energy but propels you forward faster for a short period.

Ok. Now that the mechanics are explained, let\u2019s move on to overall gameplay.

This game is difficult. Very difficult. If you are not a person who is comfortable with high to extreme levels of multitasking mid-combat, you will not enjoy this game. This game is not for the casual player. It will challenge you. And it will do so without mercy. However, if you\u2019re the kind of gamer who enjoys a good challenge, then this game was practically made for you.

Next, here\u2019s my opinion on the level design.

I have no complaints with the levels themselves. I do have one complaint about the bosses. I didn\u2019t like how every boss was virtually 2 boss fights in one. You would always fight the boss as normal. Then, when it looks like it\u2019s about to kick the bucket, it turns around and resets the boss fight. At this point the fight is virtually the same, only this time the boss\u2019s colors are swapped. The boss battle doesn\u2019t stop until you have defeated both forms. Now that\u2019s not to say that other bosses don\u2019t do more than just change colors for their 2nd forms. It\u2019s just that those kinds of bosses are too few and far between. It feels like the fight gets dragged on. Almost for no reason. But the game is kind of short. So, I guess they felt this added to the overall gameplay and difficulty by doing it this way.

Now here\u2019s my thoughts on the Story.

It\u2019s fun, but not much depth to it. There\u2019s a funny line said here and there. But not much is explained about the background of the characters. Just the overall situation is addressed. But that\u2019s not to say the story isn\u2019t good. It\u2019s just not super great.

Now for my thoughts on the game\u2019s settings.

The menu is a bit basic, but it does its job well. You can customize every function for your controller. It has settings that allow you to basically change anything on the controller to do whatever you want. It\u2019s actually quite amazing.

As for the graphics settings, the settings are controlled by giving each category a number value of 1 through 10. This goes for resolution and graphical detail. I personally don\u2019t like the fact that the resolution settings don\u2019t show you what resolutions your setting it to. All it shows is a single number and your just expected to know what resolution that number translates to.

Outside of that, the interface is just alright. It\u2019s nothing to fancy but it gets the job done.

For my closing thoughts, I\u2019ll say this\u2026

This game is unique in its concept of mixing a bullet-hell game with a 3D environment by giving it an on-rail shooter twist. It\u2019s personally not a game that I enjoy playing. However, for more capable players, there is a lot of fun to be had here.

On a scale of 1 to 10, I give this game a 7.

That\u2019s my 2 cents.. short sweet and over 9000 lasers
tip look up controls. short sweet and over 9000 lasers
tip look up controls. (Disclaimer: I bought this game full price day 1. I did not receive this game for free.)

On with the review...

To start...

A brief description of Vanguard Knights can be summarized with the following statement\u2026

A bullet-hell game in a Star Fox style 3D rail-shooter environment.

I bought this game because I am a huge fan of Star Fox style games. However, after playing through the game for the first time, I quickly realized that it was more than I could handle. Because of this, I had to have a skilled friend play through the game in front of me. I made sure that I played through as far as I could go before having my friend play it for me. This review is based on both experiences.

First of all, this is a very ambitious game. It tries to be a 3D rail-shooter while mixing it up with bullet-hell elements, plus a color swapping system.

The color swap system is pretty easy to understand. This player\u2019s ship\/fighter can change colors between red and blue. Based off of what color you are determines how effective you are in certain situations. How you may ask? Because all enemies will also be either red or blue or can swap colors just like you can. Why does swapping colors matter? When you are a certain color, let\u2019s say red for example, all weapon fire from your ship\/fighter will be red colored. Here\u2019s how this works. All weapons in the game, whether it be fired from enemies or yourself, will have a color tint of red or blue. If you take enemy fire from weapons that are the same color as you, you take no damage and your missile energy will increase. If you take enemy fire from weapons that are the opposite color as you are, then you take damage. On the flipside, if you shoot enemies that are the same color as you, you will do average damage. However, if you shoot enemies who are the opposite color, they will take double damage.

This system however isn\u2019t limited to just weaponry. It also effects barriers. There are barriers that you fly through in the game that will be either red or blue. If you change your ship\u2019s color to be the same color as the barrier, you can fly through it without taking damage. However, if you fly through it while being the opposite color, you will take damage. This doesn\u2019t mean that you can\u2019t take damage from non-colored things. If you fly into a physical object, you will take damage regardless of your color.

I mentioned that you have energy for your missiles. Well, that\u2019s partially true. Your missiles have 2 modes of fire. Homing and non-homing. The non-homing mode is fired by taping the missile button\/trigger. This mode fires the missile in a straight line and travels faster than the homing mode. The homing mode is fired by holding down the missile button\/trigger and releasing it when it reaches your desired charge amount. After you fire the missile in this manor, your missile energy will be depleted. You can recharge this energy by taking enemy fire from enemies that are the same color as you. Also, note that the amount of energy you decide to use when firing your missile will affect how much damage it deals on impact. The more energy used to fire, the more damage it deals.

The other weapon you have is your gun. It\u2019s basically fires like an energy gatling-gun.

All weapons do not use ammo. They are infinite use. However, don\u2019t think for a second that this makes the game easy. The reason I say that is due to how you aim your weapons in this game.

During gameplay, your targeting reticle (crosshairs) do not move with the player\u2019s ship movement. The ship and the aiming crosshairs are moved independently from each other. If you are playing this game with a controller, and I highly recommend you do so, one joystick will control your ship and the other will move the crosshairs around the screen. The crosshairs in this game are larger than some games. But it\u2019s still small enough that if you don\u2019t move it around, you will still miss most of your targets.

Now on to movement.

In the on-rail parts of the game, you only need to move the ship in 4 directions. Up, down, left and right. In the off-rail parts, you can also move forward, back, and rotate in a 360-degree sphere.

You have an ability that\u2019s like an instant side-dash. It uses energy but that energy recharges automatically over time. This ability can be used in both on-rail parts and off-rail parts.

In off-rail sections, you also get a booster that uses the same energy but propels you forward faster for a short period.

Ok. Now that the mechanics are explained, let\u2019s move on to overall gameplay.

This game is difficult. Very difficult. If you are not a person who is comfortable with high to extreme levels of multitasking mid-combat, you will not enjoy this game. This game is not for the casual player. It will challenge you. And it will do so without mercy. However, if you\u2019re the kind of gamer who enjoys a good challenge, then this game was practically made for you.

Next, here\u2019s my opinion on the level design.

I have no complaints with the levels themselves. I do have one complaint about the bosses. I didn\u2019t like how every boss was virtually 2 boss fights in one. You would always fight the boss as normal. Then, when it looks like it\u2019s about to kick the bucket, it turns around and resets the boss fight. At this point the fight is virtually the same, only this time the boss\u2019s colors are swapped. The boss battle doesn\u2019t stop until you have defeated both forms. Now that\u2019s not to say that other bosses don\u2019t do more than just change colors for their 2nd forms. It\u2019s just that those kinds of bosses are too few and far between. It feels like the fight gets dragged on. Almost for no reason. But the game is kind of short. So, I guess they felt this added to the overall gameplay and difficulty by doing it this way.

Now here\u2019s my thoughts on the Story.

It\u2019s fun, but not much depth to it. There\u2019s a funny line said here and there. But not much is explained about the background of the characters. Just the overall situation is addressed. But that\u2019s not to say the story isn\u2019t good. It\u2019s just not super great.

Now for my thoughts on the game\u2019s settings.

The menu is a bit basic, but it does its job well. You can customize every function for your controller. It has settings that allow you to basically change anything on the controller to do whatever you want. It\u2019s actually quite amazing.

As for the graphics settings, the settings are controlled by giving each category a number value of 1 through 10. This goes for resolution and graphical detail. I personally don\u2019t like the fact that the resolution settings don\u2019t show you what resolutions your setting it to. All it shows is a single number and your just expected to know what resolution that number translates to.

Outside of that, the interface is just alright. It\u2019s nothing to fancy but it gets the job done.

For my closing thoughts, I\u2019ll say this\u2026

This game is unique in its concept of mixing a bullet-hell game with a 3D environment by giving it an on-rail shooter twist. It\u2019s personally not a game that I enjoy playing. However, for more capable players, there is a lot of fun to be had here.

On a scale of 1 to 10, I give this game a 7.

That\u2019s my 2 cents.. short sweet and over 9000 lasers
tip look up controls. (Disclaimer: I bought this game full price day 1. I did not receive this game for free.)

On with the review...

To start...

A brief description of Vanguard Knights can be summarized with the following statement\u2026

A bullet-hell game in a Star Fox style 3D rail-shooter environment.

I bought this game because I am a huge fan of Star Fox style games. However, after playing through the game for the first time, I quickly realized that it was more than I could handle. Because of this, I had to have a skilled friend play through the game in front of me. I made sure that I played through as far as I could go before having my friend play it for me. This review is based on both experiences.

First of all, this is a very ambitious game. It tries to be a 3D rail-shooter while mixing it up with bullet-hell elements, plus a color swapping system.

The color swap system is pretty easy to understand. This player\u2019s ship\/fighter can change colors between red and blue. Based off of what color you are determines how effective you are in certain situations. How you may ask? Because all enemies will also be either red or blue or can swap colors just like you can. Why does swapping colors matter? When you are a certain color, let\u2019s say red for example, all weapon fire from your ship\/fighter will be red colored. Here\u2019s how this works. All weapons in the game, whether it be fired from enemies or yourself, will have a color tint of red or blue. If you take enemy fire from weapons that are the same color as you, you take no damage and your missile energy will increase. If you take enemy fire from weapons that are the opposite color as you are, then you take damage. On the flipside, if you shoot enemies that are the same color as you, you will do average damage. However, if you shoot enemies who are the opposite color, they will take double damage.

This system however isn\u2019t limited to just weaponry. It also effects barriers. There are barriers that you fly through in the game that will be either red or blue. If you change your ship\u2019s color to be the same color as the barrier, you can fly through it without taking damage. However, if you fly through it while being the opposite color, you will take damage. This doesn\u2019t mean that you can\u2019t take damage from non-colored things. If you fly into a physical object, you will take damage regardless of your color.

I mentioned that you have energy for your missiles. Well, that\u2019s partially true. Your missiles have 2 modes of fire. Homing and non-homing. The non-homing mode is fired by taping the missile button\/trigger. This mode fires the missile in a straight line and travels faster than the homing mode. The homing mode is fired by holding down the missile button\/trigger and releasing it when it reaches your desired charge amount. After you fire the missile in this manor, your missile energy will be depleted. You can recharge this energy by taking enemy fire from enemies that are the same color as you. Also, note that the amount of energy you decide to use when firing your missile will affect how much damage it deals on impact. The more energy used to fire, the more damage it deals.

The other weapon you have is your gun. It\u2019s basically fires like an energy gatling-gun.

All weapons do not use ammo. They are infinite use. However, don\u2019t think for a second that this makes the game easy. The reason I say that is due to how you aim your weapons in this game.

During gameplay, your targeting reticle (crosshairs) do not move with the player\u2019s ship movement. The ship and the aiming crosshairs are moved independently from each other. If you are playing this game with a controller, and I highly recommend you do so, one joystick will control your ship and the other will move the crosshairs around the screen. The crosshairs in this game are larger than some games. But it\u2019s still small enough that if you don\u2019t move it around, you will still miss most of your targets.

Now on to movement.

In the on-rail parts of the game, you only need to move the ship in 4 directions. Up, down, left and right. In the off-rail parts, you can also move forward, back, and rotate in a 360-degree sphere.

You have an ability that\u2019s like an instant side-dash. It uses energy but that energy recharges automatically over time. This ability can be used in both on-rail parts and off-rail parts.

In off-rail sections, you also get a booster that uses the same energy but propels you forward faster for a short period.

Ok. Now that the mechanics are explained, let\u2019s move on to overall gameplay.

This game is difficult. Very difficult. If you are not a person who is comfortable with high to extreme levels of multitasking mid-combat, you will not enjoy this game. This game is not for the casual player. It will challenge you. And it will do so without mercy. However, if you\u2019re the kind of gamer who enjoys a good challenge, then this game was practically made for you.

Next, here\u2019s my opinion on the level design.

I have no complaints with the levels themselves. I do have one complaint about the bosses. I didn\u2019t like how every boss was virtually 2 boss fights in one. You would always fight the boss as normal. Then, when it looks like it\u2019s about to kick the bucket, it turns around and resets the boss fight. At this point the fight is virtually the same, only this time the boss\u2019s colors are swapped. The boss battle doesn\u2019t stop until you have defeated both forms. Now that\u2019s not to say that other bosses don\u2019t do more than just change colors for their 2nd forms. It\u2019s just that those kinds of bosses are too few and far between. It feels like the fight gets dragged on. Almost for no reason. But the game is kind of short. So, I guess they felt this added to the overall gameplay and difficulty by doing it this way.

Now here\u2019s my thoughts on the Story.

It\u2019s fun, but not much depth to it. There\u2019s a funny line said here and there. But not much is explained about the background of the characters. Just the overall situation is addressed. But that\u2019s not to say the story isn\u2019t good. It\u2019s just not super great.

Now for my thoughts on the game\u2019s settings.

The menu is a bit basic, but it does its job well. You can customize every function for your controller. It has settings that allow you to basically change anything on the controller to do whatever you want. It\u2019s actually quite amazing.

As for the graphics settings, the settings are controlled by giving each category a number value of 1 through 10. This goes for resolution and graphical detail. I personally don\u2019t like the fact that the resolution settings don\u2019t show you what resolutions your setting it to. All it shows is a single number and your just expected to know what resolution that number translates to.

Outside of that, the interface is just alright. It\u2019s nothing to fancy but it gets the job done.

For my closing thoughts, I\u2019ll say this\u2026

This game is unique in its concept of mixing a bullet-hell game with a 3D environment by giving it an on-rail shooter twist. It\u2019s personally not a game that I enjoy playing. However, for more capable players, there is a lot of fun to be had here.

On a scale of 1 to 10, I give this game a 7.

That\u2019s my 2 cents.



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