Showing posts with label Gameplay. Show all posts
Showing posts with label Gameplay. Show all posts

Kill Knight... Mini-Review!

Kill Knight is a challenging top-down twin-stick shooter where players hunt down the Last Angel across five intense levels filled with enemies and hazards. The game features a ranking and leaderboard system that fuels the replay value.

Kill Knight was condemned to eternal sufferance, deep within the voids of an... eldritch arena where you're forced to obliterate swarms of monsters and master the demon within.

While Kill Knight offers intense combat, it can be frustrating due to its difficulty. Visually this game is too dark for my tastes. It's not just dark for me, it's a little dull in the color scheme department is what I mean. The game’s fun factor may decrease over time, but the replay value is maintained somewhat through the leaderboard system. Timing the reload with so much going on can be challenging and may detract from the overall experience too, and... the music was missing that flare to complement action. Heavy metal should've been the soundtrack from beginning to end! Talk about a missed opportunity.

Pricewise, for fans of dark, top-down arcade bullet hell games, the price of $14.99 is reasonable. Precision is rewarded, you get access to a nice selection of pistols, swords, heavy weapons + armor. If you like to dominate leaderboards, this game is bound to put you and your aim... to the test.


Gameplay 3

Visuals 3

Audio 3

Price 5

3.5 out of 5 Cool Points



            

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Official Release of Artifice: War Tactics | August 16, 2024


Chennai, India – August 16th, 2024 – Today Silvine Game Studios is thrilled and excited to announce the full PC Steam release today (16th August) of  their  polished and challenging turn-based strategy game, Artifice: War Tactics! The release marks four years of dedicated focus to produce a title that will excite fans of turn based strategies everywhere!



Unleash your tactical prowess in a mediaeval fantasy world where survival depends on thwarting enemy ambushes with an array of champions at your disposal. Defeat powerful bosses to conquer strongholds and lead your army to victory!


My Initial Impression:

If you enjoy strategy games with roguelike elements that deliver action in a board game-like setup, then Artifice: War Tactics might be right up your alley. What really captivated me was the intensity brought on by the limited movement. While the concept isn’t entirely new to me, the unique movement mechanics—where characters can move straight forward, at an angle, or side to side with a step or two forward—present a challenge I haven’t encountered in quite some time. It reminded me of chess. You have to carefully consider your approach because you only have so many shards, and to secure victory, it’s crucial to conserve as many as possible.


I haven’t yet explored any complex strategic combos, but I’ve managed to use neutral enemies in the environment to attack the opposition. I’m eager to see how many combinations can be strung together, as some of the enemies are quite formidable, not to mention the bosses. Enough talk—check out the First 30 of Artifice: War Tactics:



Game Highlights

  • Innovative Combat: Asymmetric Combat system allowing for strategic combinations and synergies. Positioning your champions is crucial, as each unit has specific movement and attack patterns. Tactical positioning can turn the tide of battle, making it essential for players to plan their moves carefully.

  • Dynamic Environments: The biome hazards come in four types: Sandworm, Frost Wraith, Poison Ivy, and Floating Rune. They can be both dangerous and useful. Hitting enemies near these hazards causes additional damage, but taking a hit near them can result in losing a shard (life). Master tacticians will need to use these hazards wisely to gain an advantage.

  • Challenging Gameplay: Each unit has unique traits and abilities, with boss battles unlocking new islands. Every hit counts, and if you lose all your lives, you'll have to restart—true to its roguelike nature.





The Rose and Locket demo... makes me look forward to the full course game!


I've had experiences with games that feature an on-screen aim, and I wasn't particularly fond of them because they felt awkward (and wonky gets annoying after awhile). I mention this to express my satisfaction in giving the Rose and Locket Demo a chance, as it is one of those titles that gets it right.


It serves as a reminder from the ole SDGT playbook to never make assumptions. If it weren't for the captivating art style, it might have taken me longer to try out this game (another reason why demos can help a game). The art style has a Southwestern Aztec vibe with a hint of Day of the Dead. Additionally, the slanted images and graphics remind me of what we'll do here at SDGT (I likes).



This game also incorporates comic style elements, creating a feeling of playing through a graphic novel, reminiscent of Comix Zone to some extent. However, it's important to note that observing gameplay and actually playing the game are two different experiences. I encourage you to check it out for yourself and see if the gameplay entices you to add it to your wish list. Let the games begin!



 + Sophima 

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