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Title: Rogue Islands
Genre: Action, Adventure, RPG, Strategy
Developer:
Big Fat Alien
Release Date: 12 Sep, 2017
Minimum:
English
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If you're looking for a simple to learn but insanely complex voxel game then Rouge Island just might be the game for you. The islands are randomly generated each time you play, so no two playthroughs will be the same. The enemies are brutal and don't have stormtrooper aim. And best of all when you die, it's game over... unless you're playing nightmare mode, then you get one chance to make it right before it's the Great Beyond for you. Graphically it's so smooth to play and the islands are actually pleasing to the eye when you explore them... Give it a shot as you just can't loose at $10 for the game :-). This game is excellent. I took a chance because I love rouguelikes and wanted to try something good, and I couldn't have been happier. I will be keeping an eye on this studio's future projects because of this game.. + very beautiful graphics and levels
+ later movement modes are very satisfying to practice
+ the enemies have very distinct modes of attack
- sometimes the cherries are really hard to pick:)
. I know I only have 5 hours in this game at time of review, but, this is the sort of game where after five hours you pretty much know what you're getting. I still have some different environments to explore, different monsters to fight, different quests to complete, etc, but I've repeatedly experienced the basic gameplay loop of going to an island, exploring, fighting monsters, and completing quests.
Its really good! Don't be fooled by the blocky-game design and the gnome protagonist. This is a game about going to a hostile environment, exploring it under a time crunch, scavenging for everything worthwhile that you can find, defeating the monsters that want to eat you, and retreating.
Two things make this game excellent. The first is the shooting gameplay, which is crisp, fast paced, and fun. Most of it is straight forward- run, shoot, jump. But there are a variety of spells to create varying extras on top of that, plus, your "jump" feature is more like "discharge your mana to rocket yourself skyward," and as your mana grows, so does it. This makes combat quick and dynamic.
The second noteworthy trait is the way that Rogue Islands uses simple and easy to understand rules to offer the player meaningful choices. For example, when night falls the ghasts come out. These can't be killed, move about as fast as you do, and lock on if they see you. The easiest solution to this is to hide in your ship at night, which time shifts you to morning at the cost of the completion of all in-progress food (this makes sense with like 3 minutes gameplay experience, just trust me that its a small but real cost). The secondary solution is to stay out anyways- which is great, because nearly everything important you're scavenging for glows, so scavenging at night is actually easier. But the ONLY way to do this and live is to eat Lumen Berries, which make you invisible to ghasts. But there are a limited number of these on the island, and you can only carry two in your inventory at a time. It takes at least two to make it through an evening, and they're kind of wasted if you're going to spend your time in a death match with the local fauna. So you need to time these evening excursions for the right moment, and make the most of them.
There are only two downsides that I've experienced so far.
The first is that there isn't much in game tutorial or documentation. I figured everything out pretty quickly, but did have to restart a few times after getting blindsided by unexpected game mechanics. For example, one of the most crucial things you can scavenge in the early game is "gurgleweed." The game will tell you that you need gurgleweed when the need arises. But it doesn't tell you where to find it, or what it looks like. Which... might mean telling you would be a spoiler? I'm not sure, so I'm going to leave you in the dark. Once you know its easy enough to hunt down, but not knowing cost me one game. Which was only like 20 minutes, so, no big loss, but you get the idea.
The second is that using items from your inventory takes way more clicks than it ought. Click to select, click to use, click somewhere else to confirm, click to return. Its just annoying. It doesn't come up THAT much (you should do most of your basic item use from the map, not your stockpile) but it is annoying at times.
All told, I strongly recommend this to anyone who enjoys the exploration aspect of a virgin minecraft map, and the shooting gameplay of a single player FPS like Painkiller or Shadow Warrior.
Edit after more hours of play: Ok, the late game is GREAT. I was a little nervous comparing this to Painkiller and Shadow Warrior- I am no longer nervous about that comparison. Fully upgraded Motworth transforms into a tiny gnomish GOD OF WAR. He hits each island like a hurricane, his feet barely touching the ground as he leaps, bounds, and levitates across the landscape, smiting foes with death lasers and landscape deforming meteoric bombardment. It doesn't make the game easy, necessarily- your foes are more dangerous, and there are some SERIOUS friendly fire issues with the most powerful of your spells. Sidestrafe behind a tree while firing your ultra murder laser and you instagib. Not, you take damage, no. Instagib. You can't lift your finger in time to save yourself, you just die. And try not to shoot yourself in the back with meteors either, that's also ill advised. You fall faster than they do.
Anyway, I'm still having a ton of fun. The mechanics of the game evolve from survival/horror/crafting to "I am the God of this deathworld.". This game is just beautiful, i have played for a little bit, and i'm already intrigue about finding out more. The colors, the textures, the character interaction, the animation effects, sound effects, i just love it! I can't wait to see more and more about the game.
Regards, Alberto.. Great game, easy to keep playing. The new dynamic difficulty has made the start a bit less intense.
Definitely a shooter with crafting. The procedural levels and permadeath keep the game interesting.. + very beautiful graphics and levels
+ later movement modes are very satisfying to practice
+ the enemies have very distinct modes of attack
- sometimes the cherries are really hard to pick:)
v.93 Critical Fixes:
Guys,
We are pushing out a major update to Rogue Islands based on your feedback.
A reported bug where food was not always generated has been fixed - guys please let us know if you are happy with the new balance. This stops the critical health issues occurring in game when food cannot be found. Every island now has a minimum level of food generation.
We have fixed a difficulty issue where the bad guys had unlimited line of sight - they are now fixed and will no longer kill you from the other side of your island!
We have rebalanced bad guys speed and accuracy - they are no longer always a crack shot!
various rendering optimisations to improve performance
Please keep contacting us with your suggestions and reports. The whole dev team would like to thank you so much for enjoying this amazing game and being part of the future of Rogue Islands! We very much appreciate you being on this journey with us!
Jane - Keystone dev team. v0.6 - 36 New Achievements!!!:
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