Showing posts with label Turn Based. Show all posts
Showing posts with label Turn Based. Show all posts

Saturday, June 2, 2012

Sands of the Coliseum


Sands of the Coliseum is an Arena style game where you play a up and coming gladiator just starting on the greeco-roman gladiatorial circuit. You start with little to nothing and then have to work your way up from the very bottom. I feel I should note before I continue that this game contains graphic violence and copious amounts of bloodshed, you have been warned.

After starting a new game you are taken to the gender selection screen. I find the choice of gender really doesn't affect the game that much with males being able to do a bit more damage from the start while females can regain more MP during battles.

Ultimately this is a matter of preference as any initial bonuses gained from gender selection are quickly made null as you level up.




After choosing gender your taken to the Avatar customization screen. From here you can name your character, the gladiatorial team they are a part of, as well as visually customize the look of the character.

The choice of clothes is kind of a moot point as the armor you equip them with will override the initial selection. Over all though since the choices here are purely cosmetic in nature it falls once more to personal preference.



Combat

After creating a character your dropped right into the games combat tutorial, a one on one battle that should be fairly straight forward. 

Battle is turn based with the speed stat of each character determining the order in which they can act. The higher the speed stat the more often a character takes their turn.

Order of attack is displayed on the right side of the screen, available options are displayed on the left.

The stats of all the battles participants are displayed on the bottom. The right hand team being your opponents, the left hand team being your own combatants.

After choosing an attack (weak, medium, or strong), or a technique (which are unlocked as you level up) you choose a body part of your opponent to attack.

Armor must be overcome before being able to attack the actual limb/body part. Body parts that take enough damage are incapacitated (incapacitating the core body or the head effectively defeats the opponent). Body parts that take enough overkill damage are severed, or disemboweled respectively.


Assuming you didn't execute all of your opponents in battle you will be given a choice. Mercy nets you more experience, while blood gets you more loot.

Following the wishes of the crowd nets you more MP level exp, otherwise it's all a mater of whether your trying to level up or gain loot to sell or use.





After choosing mercy or blood, you are taken to the loot screen. Here your exp and Mp exp are applied to each character in your team respectively. 

Loot can be viewed and by mousing over their icons. One can then either pick and choose what to loot or hit the loot all button.

All items that are not looted will be lost forever so keep that in mind before leaving the loot screen.



Map Screen

Between battles in the coliseum you are taken to the map screen. From here you have access to a slew of resources that can be used to improve your ability to deal out death in the arena. You start with access to only one city, Londinium, and unlock the other cities one by one by winning battles in the coliseums.
The options available to you here are broken into to categories. The ones in the upper right are mostly team management, with a few exceptions. The options in the Lower left however are directly affected by what city you have selected.

Team Management
The inventory screen allows you to change out the equipment for each of your gladiators. Each gladiator can have equip one helmet, two arm guards, one chest piece, and two leg guards.

Gladiators also have the option of using up to two one handed weapons, one two handed weapon, or a single one handed weapon and a shield.

Each characters stats can be viewed beneath their portrait



The skill screen allows you to allocate both stat and skill points as you level up. Upon reaching a new level each character receives three attribute points and one skill point.

Attributes each affect one part of combat, what each attribute does can be viewed by mousing over the area just to the left of the stat.

Skill points are used to unlock new skills on the skill tree, which is broken down into five categories with six different tiers. Each new tier above the first requires that you spend a certain amount of skill points in that category to unlock. Skill and attribute points can also be reset on this screen for one thousand gold allowing you to re-allocate them to better suit your needs.
The Team screen allows you to shuffle team members around, assuming you have more than three that is.

This screen also allows you to change the default row your gladiators start combat in, as well as determine whether they will be controlled manually or by the games AI.






The blacksmith is one way to acquire better gear for your gladiators. Though he requires one metal bar for each piece he makes and the actual gear he makes is generated at random.

From thirty metal bars you could just as easily end up with thirty daggers as you could any other combination of items.

The fact that the ability to acquire metal bars seems to be limited outside of the premium service of buying them for real money means that you should probably wait till your a rather high level before utilizing the blacksmith.

The Trophies screen lets you view how many goals you have reached as well as what rank you are within each of the nine cities in the game.

This screen also lists how many battles you have won and lost as well as what your overall rank is.







City Options
The Coliseum is where you battle to earn gold and experience points. Every city has one and each city's coliseum has progressively more challenging opponents.

Under the coliseum screen you have access to the multiplayer side of things and the daily bonus. Neither of which I will be covering in this review as they are both fairly straight forward in and of themselves.


 
The goals screen can also be accessed from the Coliseum. Here is listed five distinct challenges, and the rewards one can achieve by completing the corresponding challenge.

Each city's coliseum has a different set of challenges though the rewards tend to be similar, with three being gold, and two being metal bars.

It's worth noting that this is one of the only ways to acquire metal bars, the others being the daily reward (time consuming), and purchasing them with real money.

The games equipment shop is where you can sell off the equipment you can't use as well as acquire new equipment for your team.

Shop inventory is randomized and refreshes after a few battles. The quality and quantity of items available is linked to the city your in at the time. earlier cities offer less than thrilling selections while later cities hold better quality gear in greater quantities.

Items can also be equipped to your characters from this screen

The slave shop is where you can acquire teammates. Much like the equipment shop you can assign newly purchased members right to the team from this screen. 

The level and number of available gladiators is also affected by which city your in, with more advanced cities providing higher level gladiators.






Overview

All in all Sands of the Coliseum is an in-depth and free to play gladiator game that is a fun (albeit rather gory) strategy/rpg game. I can think of only two things that Berzerk Studio's could do to improve this game and that is to reduce the grind required to get materials for the blacksmith and to remove some of the emphasis on premium services. Aside from that though great game overall and well worth a play.

Saturday, May 5, 2012

Monster's Den Chronicles


The latest dungeon crawling experience provided by independent game developer Garin-dan once again brings more to the plate than it's predecessors. Chronicles expands on many of the features found in the first two games while trying to delve into new territory.

Features
Turn based combat
Classic Dungeon Crawling
Drag and Drop inventory

Gameplay

Party Creation
The first thing your expected to do is to decide on a party of four from five different classes each with two variants. The following is a list of the character classes and their basic roles.
                                                                                   
Character Classes are limited to the above eight and I find that
aside from differing starting equipment each variant plays much
like the other with only a few minor differences between them. 
All classes have a basic set of skills and fighting styles with 
only a handful of different skills and one unique fighting style 
per variant. This makes the choice between variants a minor 
issue.
Warrior Classes:
Champion: Melee Offense and defense
Captain:  Melee Support

Cleric Classes:
Inquisitor: Offense magic
Confessor: Healing healing

Mage Classes:
Sorcerer: Mostly offensive magic
Conjurer: Summoning magic

Rouge Classes:
Thief: Melee offense and support
Assassin: Melee offensive and DOT

Ranger Classes:
Marksman: Ranged offense primarily
Warden: Ranged offense and buffs






Campaign Selection
There are three campaigns available in The Monster's Den Chronicles. In the first you fight a cult trying to gain unimaginable power, the second you fight the undead and necromancers, I have yet to unlock the third but I assume it's similarly themed. Each campaign has a story but I find them to be a bit on the generic side though that's not to say it detracts from the game itself. Just don't start playing expecting a deep and involved storyline or plot.

Each campaign is relatively short compared to the last two monster's dens but can be replayed as many times as desired. It's here that you can set the difficulty as well as decide on what penalty you want to suffer in the instance of a total part wipe. Available penalties include loss of experience, random items, or having to start the campaign over again.


Dungeon Crawling 

From there you are tossed pretty much into the game. Movement like everything else is handled with the mouse. Click on the room or the part of the hallway to move your party to that point.

More of the map is revealed as you explore, sharp eyed explorers will even be able to find secret rooms if they look hard enough. Mousing over the torch or the bones icons in the upper right will tell you how many more monster encounters or how much unexplored area there is to the level.

The icons in the lower left of the screen open up the following.


Helmet
Lots to be done here if you know what your doing
The character screen is where you level your characters up as well as keep an eye on how close they are to leveling up, as well as actually initiate the level up when it happens. This is also where you can choose the characters default fighting style.

The little gear icon next to the character sprite lets you modify it's appearance from hair/skin color, determining what equipment shows or doesn't, as well as being able to load custom sprites and portraits for your


Bag
The inventory screen is where you manage your inventory and characters equipment. From here you can purchase more inventory space as well as manage inventory filters allowing you to auto loot specific kinds of items to specific bags in order to keep things organized the way you want it.

This along with the shop has seen the most improvement from the previous installment of the game. The addition of extra inventory space allows for the game to move along more smoothly as the player won't have to worry as much about managing their inventory.


Coin
The shop is probably my favorite improvement from the last installment. The ability to call it up when ever you want makes inventory management a breeze by comparison. The ability to increase the amount and quality of the items offered by investing in the category of item also gives players a reason to play campaigns more than once in order to gather the required gold.

All in all probably my favorite change to the game so far.


Laurels
Achievements are gained by performing certain tasks or achieving certain goals. They unlock special orders in the shop, though most items offered are cosmetic in purpose the special orders section of the shop also offers a respec scroll so I feel it's still worth mentioning.

Aside from that I am pretty sure Achievements don't unlock anything else of use. If I discover otherwise however I will update this post.




Gear
Most of the options menu should be self explanatory. This allows you to tinker with the graphics quality, as well as the audio. Combat options let you determine what is shown during combat (floating damage numbers, action clocks, and the like)

The only other feature here worth noting are the saved data options which allow you to reset characters or wipe all saved data. What these do I feel should be fairly obvious.



Combat
Combat occurs either when you run into a group of enemies on the map, or randomly when you cross an Ambush point.

At the beginning of combat you can choose to re-arrange your party on the field in response to the current threat.

After your satisfied with the formation of your party combat takes place in turns determined by the action clocks. Which fill based on the quickness stat of each character.

Skills and spells use power which is represented by a blue bar on the right side of the action clock, health is represented by a red bar o the other side of the clock. Skills and spells are represented at the bottom of the screen. The three icons at the bottom left are the fighting styles (semi-permanent swappable buffs) and to the right of that are your characters skills/spells.

To the far bottom right you have pass turn, retreat, and full retreat. Pass turn passes the characters turn and increases their power regeneration until their next turn. Retreat causes the character to retreat and full retreat causes all characters to retreat.

To the upper right of the combat screen are two icons. The first is the gear which opens the options menu. the second is the inspect mode icon. This effectively pauses combat allowing you to click on any unit in combat in order to view their stats and a bit of flavor text.

Think of it like a free scan spell though I'm not entirely certain it shows anything overly useful.The flavor text for some of the baddies does do something to flesh out the game a bit.



Overview

All in all I find this to be a solid and enjoyable installment to the Monster's Den series of flash games. Though basic gameplay hasn't much changed I feel the improvements are going in the right direction. If you like dungeon crawlers and RPGs then this is a must play game.

I didn't comment on any of the premium content because at this point I have no idea what it brings to the game. At this point I can say that the premium content is not required to enjoy the game though.