Currently Browsing:Results for Tag "roguelike"

Aksys Games to release Shiren the Wanderer 5 this Summer

Developed by Spike Chunsoft, the adventure continues in the fantasy world of feudal Japan for the PlayStation Vita.The series tells the story of a ronin, Shiren, and his talking weasel companion Koopa as they search for legends and secrets.

Interview with Hepari: On Pixel Princess Blitz

I was able to contact the head honcho, Hepari, through Twitter, and asked some questions about the Pixel Princess Blitz project and how it's developing thus far.Could you briefly explain what influences those game had on Pixel Princess Blitz?

Indiewatch: Cthon - Old-School Shooting, Roguelike and Lovecraftian fun

Aside from those issues the general design of the levels are well implemented and have a tonne of charm that fit the game's plot and concept really well.The Marksman specialises in the use of the cannon, a ranged firearm, resulting in higher damage, more ammunition and a higher rate of fire.

Indiewatch: Gunman Taco Truck - Become a Post Apocalyptic Taco Master

In order for a game to be covered on Indiewatch, it must fit into the following criteria: This week we are taking a look at the post-apocalyptic roguelike action game, Gunman Taco Truck.And that is pretty much the plot for Gunman Taco Truck.

Has-Been Heroes Review

The story of Has-Been Heroes has every mark of a parody you could think of.Furthermore, players should come into this title with some masochistic intent since -- as stated earlier -- a core game mechanic in Has-Been Heroes is dying.

Tales of Maj'Eyal: Unbroken, Unforgotten Review - A Brilliant and Deep Roguelike

One such title that made quite the impression was Tales of Maj'Eyal back in 2012.Most of the story to the game and the world of Maj'Eyal is told through lore.

Flinthook Review - A Quickhook Quicklook

Within the first five minutes of gameplay Flinthook introduces the ability to shoot in any direction, use your grappling hook in any direction to swing off hoops, briefly slow down time, use sub-weapons, and jump off walls with minimal text or hand-holding.Everything else is either gleaned through player experience or explained very clearly within the first hour or so of gameplay.