24/9/24 Wizard of Legend, err, "StormEdge" (pixel roguelike)



 Piecing together the annoying, poorly explained (clearly filler) plot from the unskippable dialogue bubbles

PR: Some dude dissapeared for twenty years to become the master Airbender or something like that, then he goes back to his hometown to fight "the storm" which is basically a bunch of momos randomly apparing next to the "storm crystals", probably a secondary effect from the "storm-waves" they emane.

 For what I could tell, the protagonist thinks some shady group called the storm guild or something like that is behind the whole thing, including the airbenders from town dissapearing and the sort. As you can see, there's a lot of "storm this, storm that" is kinda like the bat-something for batman.

 Basically, they were about as original as they were with the disign which is basically copy-paste from Wizard of Legend, even the gameplay is pretty similar except that there's no character building.

 Which bring me to the next problem, after you "recue" you to-be teamates from "insanity" (them just repeating "go away" and attacking) by beating them up, you unlock them as playable characters, and it's clear that the game was balanced for only the protagonist to effectively tackle with the enemy attack patterns as the other have problems such as: attacking gets you too close to the enemy and makes it very difficult to dodge, since you're melee, literally bringing a knife to a gunfight, or your projectiles are blue the same color as the enemies that with all the particles going about make it difficult to even see if you're being attacked. There's probably more but I didn't really bother checking. End of plot.

Of course, there's a lot of disign recycling but that was to be expected from a game identical to Mage of Legend, the real problem is the relics and gold system. In every roguelike ever, you gathered relics or other similar objects that powered you up, and synergized them with others in order to crete a "OP" build and beat the game.

 In StormEge, you have one inventory slot for relics that don't have any special effect and are just DMG modifiers for this or that, there are like four different currencies and they're all useless until you meet meta-progress requirements, so you're hasting to get the timed chests (a bad mechanic IMO) only to get "prayer" which is only useful to refresh a page of relics you can't even take when you needed gold to get that half decent trait because this game is pure capitalism, you got to pay for practically everything including reading a floating book in the middle of nowhere.

 The game isn't straight-up bad, but it's mediocre, uncreative, unrewarding, botton-smashy and rather short for such a repetitive gameplay. It feels like the devs tried to pull a "Mage of Legend meets Dead Cells" and didn't went as well as they'd expected.  


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