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Battle for Wayland Keep

Battle for Wayland Keep

di Moonkey

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Battle for Wayland Keep

Voto:
3.8
Rilasciato: May 23, 2011
Ultimo aggiornamento: May 23, 2011
Sviluppatore: Moonkey

Tag per Battle for Wayland Keep

Descrizione

Battle for Wayland Keep is a prelude to the upcoming game "Ortus", which has been in development for almost a year. This 'minigame' (Battle for Wayland Keep) was put together to give players a sample of the history of the world in Ortus, and a 'tip-of-the-iceberg' sample of some of the game mechanics we have been building for Ortus.

DISCLAIMER:
This game is large in size and may take a while to load. It also uses a lot of processing power and is recommended that you play it on a computer with 1-2 gig of ram and a decent CPU.

CREDITS:
Code/Engine Design - Matthew Stradwick (Moonkey)
Director/Lead Art Design - Josiah Brooks (Jazza)
Lead story - Adam Ipsen
Story Team - Sharon Ipsen, Shad Brooks, Josiah Brooks
Environment Art - Greg Bartlette (Zeedox)
Cutscene Art - Jesse Turner (jouste)
Music - Charles Evans
Sound Effects - Zach Striefel
Special Efects Animation - Michael Sung
Sponsored by Armor Games

Come si gioca

-Mouse to move/select abilities
-WASD/arrows to control the camera
-SPACE BAR to toggle PAUSE, you can issue commands while paused

Commenti

0/1000
XxVashXx avatar

XxVashXx

May. 23, 2011

565
47

Nice game, but a little frustrating and repetitive with enemies going straight for the gate instead of you, having to click each individual target you want to swing a sword at because none of them go for you, and going through only getting 1 new ability each night with no one to upgrade them to your own preferences.

uberpenguin avatar

uberpenguin

May. 24, 2011

429
37

I actually found the mechanics and everything to be very, very entertaining. I honestly think with some tweeks to the next game like this, like make it more like an adventure game, include more classic RPG elements (level ups with stat points, different abilities/trees available from leveling up) and perhaps the ability to collect/equip items, I feel like it could end up being really good since the way everything works here makes it fun/not overly cumbersome to control the character and it just 'feels' right. Plus if you included missions there could still be quests where you had to defend castles, so the entire defense thing could still be included but it would be expanded on as part of a more adventure...ish game. I really think it could end up being quite great.

hainsay avatar

hainsay

May. 24, 2011

390
34

For those having trouble, use your skills to best effect. In early levels charge from one side of the gate to the other to clear out breakers. Use lightning to stun siege weps or take out reapers. I mostly reserved stomp for breakers since they seem to be the only ones to be one-hit by it. Traps are your friends, lay them any time you can if you are within cast range of the gate. If you pause you should be able to lay them where an enemy is about to step. Of course, fireball is just as good and a bit easier to use. The cast with the arc area of effect doesn't have much use except against breakers, but stun a group with them then follow up with another skill like charge that wouldn't normally kill them completely and maybe you'll see some results. Don't get too far from the wall unless there are siege weapons, try to set up traps at the wall before you attack them. Upgrade early, especially your weapon!

CGMD avatar

CGMD

May. 23, 2011

467
43

The story in this game is fantastic. I have as much enjoyment off the field as I do in it. If I could fight along side some actual soldiers the fighting would be more strategic instead of ruthless hacking.

Talamare avatar

Talamare

May. 23, 2011

341
32

Very fun game, tho I think it needs to be optimized a bit more. I have a very fast computer and the game froze for couple of seconds when I used all my abilities when there were about 50~ enemies on screen.