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About This Game

Acaratus is a turnbased tactical RPG set in a medieval steampunk world where you build and fight with your mechanized battle suits to help Adina free the enslaved people by the oppressing emperor Helios.

Story
Since the Valerian Conflict ended the land has been ruled by emperor Helios. A rich slave dealer called Adina unwillingly becomes the leader of a small rebellion against the oppression. She starts recruiting slaves to fight back against the regime and in the process setting an example for human rights.


Features
  • Deep tactical turn-based gameplay with medieval mechs
  • Explore a vast randomized map with random encounters and surprises.
  • Construct your battle suits with modular attachments.
  • Find collectable cards that fit your play style
  • Fight it out against other players in the battle arenas
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Title: Acaratus
Genre: Adventure, Indie, RPG, Strategy
Developer:
Nodbrim Interactive
Publisher:
Nodbrim Interactive
Release Date: 25 Feb, 2016


Minimum:

  • OS: Windows Vista/7/8/10 (32 or 64 bit)
  • Processor: Intel Core 2 Duo or AMD equivalent
  • Memory: 2 GB RAM
  • Graphics: 512 MB VRAM
  • DirectX: Version 10
  • Storage: 2 GB available space
  • Sound Card: DirectX compatible sound card

English




Acaratus is a turn-based strategy filled with rpg elements. I noticed Acaratus a year ago, it looked good, but sadly I forgot to follow it's development. As soon as I saw it on steam I had to buy it and it's my new favourite game!

Pros:
+So much customisation! Modify body, legs, weapons and various other accessories on your mechs.
+Level up your main character and choose helpful perks.
+Combat is action point based on a grid, it's simple, but entertaining and satisfying.
+Interesting story.
+Graphics are good.
+Short battles mean that you can play as little or as much as you like\/have time for.

Cons:
-Some things aren't explained properly, but the devs say that they will be adding more tooltips etc.
-Once you find a good strategy, it becomes pretty repetative.

Devs!
Your game is awesome!. The Valerian Conflict ended years ago with Helios the victors, they then crowning theirselves Emperor decreed that Battle suits the right of Helio and that no others should have them. The story begins with a slave and their master Adina, who are fleeing the punishment of hiding a battlesuit from Helios forces, now in order to survive they must fight back however their flight from penance stirs the warm coals of rebellion.

[Game]
Combat is turnbased with a timer defining your turns allowance, units each have stamina points with some movement or abilities using up stamina, You then have a card system with like a Chess version of Megaman the player can gain buffs, pales and abilitys to any unit on the board. With the sole purpose of victory or death as once entered there is no fleeing combat, which is something that I enjoy as simple mistakes suddenly require a tactical change of mind inorder to win.

Campaigns are generated with the world movement along a train map to encounters and events as generated.

Unit customisation is the main reason i love the game, your only allowed six total units to bring into combat however simply constructing a beastie with multiple steampunk\/mechnoid bits and pieces is a dream concept and I'm glad that its been done right for this game, which almost makes me want to create 3d models to save my favorite designs.

This game is in early access and I'll be updating as the game updates <\/i>

www.youtube.com\/watch?v=DF_3az8Q4IA&feature=youtu.be&list=PLHYbNVicUJv65bsv3skeIxtmC8-Uw6wX-\" target=\"_blank\" rel=\"noreferrer\" id=\"dynamiclink_0\">https:\/\/www.youtube.com\/watch?v=DF_3az8Q4IA&feature=youtu.be&list=PLHYbNVicUJv65bsv3skeIxtmC8-Uw6wX-<\/a>

[Pros]<\/i>
The game is a Chess board design
Customisation of units allows builds to specialize or counter as player wants
WASD tube movement on worldmap (needs to be tutorial tip on first opening of world map)
Unit Appearance and abilities within combat.
Player can hover mouse over encounter token to see enemy units and terrain info.

[Cons]<\/i>
no save and load feature (yet)
No deck size limit, after throwing one of everything I've still got cards?
Camera viewpoint changes and zoom\/WASD controls are clumsy
World map can be cluttered in generation creates many short junction paths within a small region


Acaratus Playlist - www.youtube.com\/playlist?list=PLHYbNVicUJv65bsv3skeIxtmC8-Uw6wX-\" target=\"_blank\" rel=\"noreferrer\" >https:\/\/www.youtube.com\/playlist?list=PLHYbNVicUJv65bsv3skeIxtmC8-Uw6wX-<\/a>

GameGuide - www.acaratus.com\/gameguide\/\" target=\"_blank\" rel=\"noopener\" >http:\/\/www.acaratus.com\/gameguide\/<\/a>
Dev Blog tumblr - http:\/\/nodbrim.tumblr.com\/<\/a>

Steam -
http:\/\/store.steampowered.com\/app\/376410<\/a>

<\/b>. it's a winner. get it.. Great game. Really like the bot build thing
Not that hard too play first play thru hard second impossible.
Spoiler got me an flying ball with 4 barrels kill everything in one burst turn boss and everything.

Dide found a werid bug last boss the battle got skiped soo had too play the game again too meet him in battle.. This is a turn based game. It uses real time stage hazards.

There is nothing else to say - Completely unacceptable.. I guardedly recommend Acaratus. It's not a brilliant game, and it has a number of flaws, but it's entertaining enough. Now, the details:

First of all, though this game touts the use of cards, it's not a Collectible Cards Game in almost any sens. Indeed, cards here are the same things as potions in other games: consumable items that you buy in stores, the only difference being you can't buy concrete cards, but have to settle for a random set from a 'booster'. It's not to say this detracts from the game greatly, but it's just something to keep in mind: there are no deck from which you draw cards here, no randomness.

The storyline is acceptable, if not particularly interesting. Though I must condemn use of voiceover-only cutscenes. Please provide subtitles! Cutscenes are animated 2d art, and are done quite beautifully for an indie game. Generally, I must say that Acaratus looks good - it seems that the team had some talented artists.

The combat mechanics are relatively interesting and varied, although you don't really need to build and rebuild your mechs for every battle: a general assortment will usually do. Building mechs is nice, but the UI gets in the way a lot. For example, I couldn't for a very long time understand why can't Pierce Cannon be used with most Cores (it's because it needs to be mounted in the Front slot, which is only available on a few Cores).

A few mechanics seem to be tacked-on, or underdeveloped. For example, all Quests involve fighting small number of enemies and have the same reward - a key, usually used to open a way to Forge, where you can create rare mech parts. Also, all dungeons have exactly one enemy location and one chest with treasures.

"Crafting" mechanic, which is basically just gambling slots, is somewhat frustrating, especially in the beginning, when you have little money to spend on it. And at the end of the game it becames useles, because it's almost impossible ot craft item with level > 3 (you need two slots around the item to roll "+2 ranks"), and all Merchants and Forge eqipment is at least level 4 by that point.

The game also features a very confusing "falling stones" mechanics in a few levels. Some players called them real-time in other reviews, but the developer clarified that the stone falls every time a mech moves a single space. It's completely non-obvious, but fortunately, only 2 or 3 levels feature this hazard, so it's not a big deal.

UI in general is... strange. Some sub-menus are closed by pressing the same button that opened them (Hangar, Deck), others with a special button (Blacksmith). Comparing mech parts is hard.

The game suffers from a few graphical glitches when a texture atlas flashes ons creen or fonts become corrupted for a second inside combat, but I noticed nothing game-stopping.. Was expecting something with deep tactics and level up system. Wasn't what I was looking for.. A decent mecha SRPG plagued by some questionable design decisions and an utterly uninteresting story.
Go in it for the robot-building\/combat alone.

The two biggest things I disliked about the game are:

  • Map hazards activate in real-time for some arbtirary reason.
    <\/li>
  • The majority of your parts will be obtained through a literal slot machine.<\/li><\/ul>However, neither of these things were enough to sour the experience. As map hazards are far and few between, while the game is generous enough with the amount of gold it gives you so that you'll rarely "fall behind" in power due to a bad luck streak at the slots (as long as you figure out what you're looking for and how to shift the odds in your favour).

    One big thing to note about the latter point is that it leads to some skewed power progression. While it's nice that occasionally you'll roll some slot combination for a really powerful weapon or body part, there can be frustrating periods where the machine refuses to give you the type of item you desire.

    Moving on to the combat itself. It's not a dreadfully complex game. If I had to compare it to another SRPG, I'd say it's a hybrid between Advance Wars and Front Mission. Combining the "stack" aspect of Advance Wars (where your unit's attack power is tied to how much HP they have remaining) and the limb-based customization of Front Mission.
    The twist that Acaratus brings to the table is in the form of "cards". These are special consumable items that can be used during your turn to strengthen your units, or weaken your foes. You can take a limited number of cards into missions, and you have a persistent, finite stock of them (that you can replenish through vendors).
    There's fair variety of cards, but most of them are overshadowed by healing and mobility ones.

    As for the aspect of customization, it's pretty nice. With a core part and six attachment points (or less, depending on the core part), there's a nice variety of units you can create. Part variety isn't HUGE, but it gets the job done, and parts have clear distinct roles and purposes.

    Finally, to touch on the story briefly. It's just... weird<\/i>? The characters are weird<\/i>. The dialogue is weird<\/i>. After the first few cutscenes I found myself mashing through every single one thereafter. It's rare that I feel such a disconnect with a game's story and characters.

    Game length is somewhat short, but I feel as though I got my money's worth (cleared the game on Normal in about ~8 hours - there are alternative difficulties if you feel so inclined to play them).. Acaratus has potential! Let's hope the Devs can do something deep & tatical with the Campaign. Weather, castle seiges and terrain penalities would be nice! Customizing is done well, the battle suits have a good variety of choices when it comes to weapons etc. If you like mechs, turn-based battles and building the ultimate killing machine, this game might be of interest!


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