We Slay Monsters v0.9.20 -Early Access

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Added on December 19, 2014 by sl3yrin Games > PC
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We Slay Monsters v0.9.20 -Early Access (Size: 80.84 MB)
 We_Slay_Monsters_v0.9.20_setup.exe80.84 MB


Description



We Slay Monsters streamlines traditional roguelike RPG gameplay and introduces a unique poker-esque card based combat mechanic. Each class (Wizard, Rogue, Warrior, or Cleric) has a unique deck of cards; using this deck you will guide your hero through the dungeon. Each dungeon is designed to play in short bursts, with a single dungeon taking 15-25 minutes to complete (or even less if your hero dies).

The Academy For Dungeoneering

In We Slay Monsters, the player is tasked with the rebuilding of the once prestigious Academy For Dungeoneering, famous for training generations of heroes, but long since fallen into disrepair.

The Academy is your persistent base that can be upgraded over time with gold earned by performing successful quests for nearby towns. Heroes may die, but your Academy lives on.

Features
Poker-esque card-based combat mechanic. Most hands that would be valid in poker are valid here, except the deck is made up of six suits instead of four, with face values from 1-9 instead of Ace-King. Flushes can be made with only three of the same suit, and any flush results in a super attack. Each suit has a unique attack ability.
Campaign against the Institute of Evil. The final game will have a campaign where you square off against the Institute of Evil, a rival school responsible for training evil beasts and strange bosses to take over the world.
Endless supply of recruits. Permadeath means a hero might die, but your Academy has an endless supply of new recruits willing to risk all for fame and fortune.
Over 35 monsters which can be unlocked. Each monster has unique abilities, and monsters are unlocked over time as you complete quests.

v0.9.20: Features:• The Item shop features Six choices INSTEAD of five. • Health Potions and Runes Discard CAN now be found in Sometimes the shop. • Find Items you in the Dungeon Should always be better than the One you are Currently using That in Slot. Balance Changes: • Overall, monsters have Been lowered in Difficulty (less HP, Attack less). • Ninjas, Elves, Dragons and have tweaked Been to be less lethal. • Elves are now cowardly (Will Run away at low Health). • Added "Cooperative" and "magnanimous" as monster traits, Which Influence how monsters work with each Other to defeat the hero. • "Vampiric" and "Regenerating" are now monster Abilities INSTEAD of traits, Which allow Them to Also Appear as Mini-boss and boss Abilities. • Summon Monsters That Will Other monsters do so much less frequently, and Summon less time at A (Scarecrow, I'm looking at you). • The monsters in A Dungeon Should be more evenly Distributed . UI Tweaks: • Tooltips! We are starting to add tooltips for Various Items in the Game, starting with monsters, Heroes, and Pets. • Monster traits (and Their descriptions) are now Shown on the monster's character Sheet. • Monster character sheets Should Re-Size better to Show About everything A monster (Especially for Mini-Bosses and Bosses). • Warrior's hair is now Hidden When They Obtain A helmet. • Cards are now Displayed Straight across; while less interesting looking, They Hide less of the Dungeon this way. • New button Styles have Been Introduced in many places (the UI Re-VAMP is Still A work-in-Progress, so expect more Changes in the future). Bug Fixes : WASD movement • Should no longer Cause your hero to have A Seizure and spasmodically They gyrate as Open doors. • Loot Pinata graphic Should Properly Show on the Score Card at the end of the Dungeon. • Zombie Chickens no longer drop loot (But Their headless version do). • Character stats Should Properly now persist through Game Saves (if there buffs or debuffs Were Applied at the time of save). • Passive Creatures Will no longer Attack Pets without being Provoked. • Fixed A Rare Case Could WHERE monsters hate themselves (which caused certain attacks, like fireball, to be directed inward). The Therapy Sessions Were Successful. • Fireballs no longer Cause Spike Damage to the Originating monsters. • Fixed A Rare Case semi-WHERE the hero Obtained gold, putting Them over the shop threshold, and the amount over the threshold WAS not Properly Given to the hero. Miscellaneous: • Dungeon Generation has Been tweaked to have more "Cave" style rooms Show up. • Sound Effects have Been Added for warrior Attacks.


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If you like the game, support the developer, buy it!
http://store.steampowered.com/app/332540/

Source : small-games.info













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We Slay Monsters v0.9.20 -Early Access

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