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Скачать игру Tomb of Tyrants v2017.01.13c - игра на стадии разработки

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Игру добавил Elektra [7322|138] | 2017-01-26 (обновлено) | Ролевые игры (RPG) (1867) | Просмотров: 53810

Tomb of Tyrants v2017.01.13c

• SGi навигация / Navigation: » » Tomb of Tyrants v2017.01.13c
• Разработчик / Developer: Инди-игра (10470) от Jake Huhman (1)
• Жанр / Genre: Стратегии (2166); Три в ряд, цепочки, тетрисы (665); Ролевые игры (RPG) (1867); Tower Defense (296)
• Тип игры / Game Type: Beta-версия (игра еще в разработке)
• Размер / Size: 37.23 Мб.
• Оценка игроков / Game Score: 10.0 из 10
(всего голосов: 4)

• Похожие игры:
- Dungeon of Elements v2.0.3.15.02.27
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- 10,000,000 v1.6
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Tomb of Tyrants - необычный проект от независимого разработчика Jake Huhman, выполненный в симпатяшной пиксельной графике и представляющий из себя смесь Tower Defense, стратегии, RPG и головоломки.

Вы играете за могущественного колдуна, обитающего в заброшенной гробнице. Ваша задача - отбиваться от многочисленных авантюристов и героев, желающих Вашей скорой смерти. Обустраивайте свою гробницу, создавайте ловушки, призывайте миньонов и злобных героев, которые встанут на Вашу защиту. Более подробно о Tomb of Tyrants Вы можете узнать в обзоре внутри новости.

Игра ОБНОВЛЕНА с v2017.01.13 до v2017.01.13c. "Bloody Bedchamber!" Список изменений здесь.

Это реклама. Вы можете скрыть всю рекламу на сайте. Как?

Обзор игры от Shindeir:

Просто МЕГА-игрушка! Тип игры - четыре в ряд. Ждал её выхода с момента её релиза на GreenLight.

В чём суть: мы играем за некого Тирана, возможно какого-то колдуна (откуда он монстров-то призывает) и отбиваемся от героев, что пришли по нашу, так сказать, душу. Соединяя четыре в ряд различных ингредиентов (кости, мясо, аркана, оружие, овощи(?), золото), накапливаем необходимое число компонентов и строим новые этажи нашего логова, в которых обитают наши слуги. При этом мы должны освобождать место для новых этажей, как раз таки собирая наши ресурсы. Если есть деньги и вакантные места, можем призвать на службу новых слуг, что героически пали в бою с героями.

По ходу игры будете открывать всё новые и новые этажи, ранее недоступные. Так у меня при первых двух прохождениях не было пещеры скелетов, когда в третьем прохождении данный этаж открылся для постройки.

Игра на время, скоротечна, сложна и жутко захватывает. Как бы вы не пытались, а геройское войско всё равно доберётся до нашего Протагониста и, соответственно, убьёт. Наш Overlord критически слаб телом и плюшек особых не имеет, поэтому допускать героев к нему крайне не рекомендуется. Хорошо, что в наш "котёл" падают различные усилители для монстров и яды/бомбы, способные, увы, ненадолго, но всё же задержать героев.

Несколько слов о графике. Это милая олдскульная пиксельная графика с такой же олдскульной музыкой!) Тут больше нечего добавить) Игра радует глаза и уши. Играть в неё хочется снова и снова)

Так задайте же трёпку героям и покажите своим друзьям кто из вас самый живучий Властелин Подземелий!)
10 скелетов из 10)


v2015.10.20
Additions:
• Frosty Fissure (Crossing + Lair)--produces Yetis
• Dwarf Postmaster, Messenger Owl, and Reindeer Express delivery heroes
• Tangled Lights banner--Biped characters wear hats
Changes:
• A couple of minor changes to some minion traits and abilities [2015.12.07b]
Fixes:
• Some issues with passive effect calculations [2015.12.07c]
• A crash involving a couple of specific codex pages [2015.12.07c]
• Tyrant kill achievement wouldn't always trigger [2015.12.07d]
• Cheapskate Challenge could glitch and unlock early [2015.12.07d]
v2015.10.07d
Additions:
• Hostile Harbor (Camp + Pool)--pirates
• Shivering Shipwreck (Harbor + Barrows)--ghost pirates
• Character passive abilities that automatically affect the battle rather than using tertiary and quaternary abilities to simulate this
• New shader capabilities
Changes:
• Savefiles re-named to avoid conflicts
• Combined multiple "+2 max resource" messages
• Revisions to some ability icons
• Slight changes to some icon tooltip terminology
• All characters reduced to no more than three ability entries (including passive)--only a few characters actually affected by this
• Legacies now reset when you reset your stats (due to cleared prophecy progress)
• Improvements to a couple of ability visuals
• Warning klaxon sound is more intelligent; it now triggers when heroes are only one floor away and there definitely aren't enough minions to keep them from continuing on to your Sanctum--it should no longer be ignored
Fixes:
• Elevator AI was behaving very poorly, causing tremendous congestion on the surface, in particular; everyone should move through the dungeon more efficiently now
• Extremely large and busy dungeons with tons of heroes and minions could fail to save all characters
• Legacy champions could mysteriously perish during dungeon destruction
• A Shader problem on some older nVidia hardware
• A couple of prophecies had recruitment objectives that could be impossible on a given playthrough, if the "wrong" floors were built
• Legacy champions could end up erroneously assigned to the Sanctum in the next game
• A single Balding Bomb use could count as multiple item uses
• Items weren't always awarding resources when collected
• Unnecessary healing pop-ups would appear on characters that had the maximum amount of health (9)
• Animated particle animation glitch
• Trap animation glitch when trap-disabler entered a floor while the trap was firing
v2015.11.24
Additions:
• Laborious Labyrinth floor (Promenade + Lair + Workshop)--minotaur minion (lots of health, melee damage, and the beast trait)
• Bull's Eye banner (ALL melee damage buffed when matching flesh tiles--beware!)
Changes:
• Advantage/disadvantage lines changed over to red/cyan outlines; cyan outlines indicates a character that is a good match-up for you, red bad
• Minor adjustments to Hut graphics
• Witch now carries a crooked walking stick instead of the knife
• Witch now has Eldritch trait
Fixes:
• Plot difficulties (which typically escalate over the course of a session) would reset when loading a game
• Stationed minions would leave a floor if it changed position
• Obscure crash occurred while mousing over a specific champ portrait element during tomb destruction
• Character indicators would spawn at the top of the map upon loading, and then fly down to their owners
• Characters could become invincible by failing to die in specific circumstances
• Some minions could walk out into the ground during tomb destruction (harmless, but weird)
• Ritual count could be off for those who had participated in previous beta
v2015.11.23
Additions:
• Hexed Hut floor (produces Goblin Witches, dealing ice and poison damage)
• Queued floor is now saved
Changes:
• Minor adjustments to some ability animations
• Champion portraits are now sorted by rank then name, to promote determinism when loading saved games
• Improved button spawns to produce slightly less bouncy floor/character buttons on deeper dungeons
• Checkpoint floors are highlighted in red when mousing over them (rather than an inviting yellow that suggested you could interact with them equally)
Fixes:
• An obscure save-loading crash
• "Send [mounted-/spirit-trait] minion pillaging" plots weren't properly named
• Trash/Sell inventory "slot" looked like a normal slot briefly when trashing/selling items
• Champions could appear odd colors on the minimap (not just shades of blue or red)
• Missing line break on deployable tooltips when replacing an existing deployable
• Loading music track could cause the track to skip about a bit
v2015.11.06b
Additions:
• Pythonic Pyramid (Lizardman Mummy--draconic undead with ice damage and ward de-buff)
• "Corrupted" trait for heroes brought over to your side
Changes:
• Traps now have a 15 second cooldown
• Culpable Conscience now deals 1 corruption damage to all heroes in active combat
• Shadows boost shadow damage
• Poltergeists boost ranged damage
• Corrupted heroes gain holy weakness
• Checkpoints immediately and fully heal heroes
Fixes:
• Champion legacy padlock was broken
• A crash related to certain tooltips
• Plot bug when building a floor that blocks a plot-target floor
• More item miss-labeling in the codex
• Shadows and Poltergeists showed up with "living" and "biped" traits
• Champion limit was broken
v2015.11.03b
Additions:
• Corruption damage (corruption-slain heroes will join your side--albeit with one remaining health)
• Culpable Conscience (usable relic that deals 2 corruption damage to all heroes at checkpoints, potentially converting several at once)
• Dirty Deeds (ruins artifact that reduces floor prices by 10%)
• Foreboding Foyer (melee damage trap; requires Dirty Deeds and Seedy Cellar)
• Naughty Nursery (shadow minions; requires Foyer and Portal)
• Decrepit Dinette (poltergeist minions; requires Foyer and Catacombs)
• Atrocious Attic (corruption trap; requires Foyer, Nursery, and Dinette)
Changes:
• Adjust drop rates to scale more with Hoard emptiness
• Champion portraits now display the full character info tooltip while hovering over them
• Many items now have icon labels written out, for clarity
• Heroes reaching checkpoints no longer instantly heal (but they do instantly regain fatigue)
Fixes:
• Pillaging champions could still be dragged around, although they would still behave as though they were out pillaging
• Several text errors
• Some prophecy objectives were not tracked appropriately, giving credit where it may not have been due
• Stronger heroes (like genies) were sometimes spawning earlier than they are supposed to
• Some tooltips had extra lines or error codes in them
• Disabling the tutorial could cause popup text to linger
• Some items were miss-labeled as deployables
v2015.10.29
• Rowdy Rabble heroes (Human Peasant w/ pitchfork, Dwarf Peasant w/ torch, Elf Peasant w/ sickle)
• Starving Scythe usable (Gathers all flesh and growth tiles in the Hoard)
• Hearty Harvest banner (Heals all minions 1 point per 4 growth tiles gathered)
• Feared Field floor (Scarecrow minion; high agility, deals fear)
v2015.09.21
Additions:
• Copious Coffers floor (Camp + Dwelling; produces mimics and boosts loot cap)
• Random Reliquary (Camp + Study: produces animated armor and boosts arcana cap)
• Floor buttons can now be scrolled with the mouse wheel, same as with character buttons
Changes:
• Item effects are now applied after a combat round has completed, but before characters are killed off; this means that a health potion dropped on a floor before an attack lands won't heal your minions until after attacks are processed, saving your minion, instead of being wasted!
• Message log now moves smoothly when scrolling the view
• Safe Surface and Challenging Checkpoint have been added to the floor glossary (previously, they were viewable only by right-clicking these floors)
• Adjusted some codex spacing and formatting
• Genies no longer have lightning immunity
Fixes:
• Filtering options were not resetting with other options
• Queued floor button wouldn't fully update when floor list was re-positioned
• Message log could temporarily disappear when re-sizing the game window
• Some characters and props had a very slight transparency to them
• Returning pillagers could congregate on the surface
• Floor nameplates were technically the wrong size--practically unnoticeable due to the style of most floors
• Tile drop indicators are no longer displayed for tiles that are falling from the dungeon but have not yet landed in the tile queue
• Tile drop indicators could appear on the left when DHV was disabled
v2015.09.12
Additions:
• Double-resolution font option (replaces the game's three small fonts)
• "Ghost" tile drop indicators; when a move will result in falling tiles, the resting places will be displayed
• Moves can be canceled by right-clicking
• A floor will be queued for construction if you click it while it is unavailable; it will then be automatically built the moment it becomes available
• Support for Windows DPI scaling (commonly used on displays with very high DPI, like tablets or 4k monitors)
• Added a tooltip to the top edge of codex, noting that the codex can be dragged and repositioned
• Option to disable "ghost" floor buttons, if they feel overwhelming
• Pixel style options--"Soft" (default), "Hard" (scales more harshly than "Soft," but better for dithering), and "Artsy" (lots of blending for similar colors)
• Dithering options--"None" (default), "Low-Res" (very noticeable dither at game's target resolution), "High-Res" (subtle dithering at native window resolution)
• Color options--"Full" (default), "256-Warm" (typical 8-bit palette spread; 3-bit red, 3-bit green, and 2-bit blue channels), "256-Cool" (better matches the game's actual color scheme; 2-bit red, 3-bit green, 3-bit blue channels)
• A couple of new tutorial entries to cover new features
Changes:
• Revisions and updates to some help topics and tutorial entries
• Can click and drag meters in the menus (volume, color, margins, etc.)
• Shady Shop now reduces only equipment cooldowns (this puts it on par with the Alchemist, and another floor will take up relics in the future)
• Floor names are now drawn over default floor frames (but still under highlights)
• Altered a few UI colors slightly to improve color contrast on plots and some codex entries
• Character lighting is determined automatically now, rather than manually configured--it should be more consistent than before
• Rewrote a lot of underlying menu code (to prep support for keyboard and controller navigation)
• Rewrote a lot of rendering code (to allow for advanced effects and increased resolution on specific elements)
Fixes:
• Multiplier was erroneously being moved to the DHV when making matches in the actual Hoard
• Lighting glitch on surface
• Inventory item destruction did not update floor purchase buttons (noticeable with Rabid Rabbithole and Glorious Grenade)
• Corrected some wrong colors and parts on a couple of characters
• "Buy floor [x]" plot was no longer appearing
• It was possible to load a legacy resource with less than the minimum starting amount
v2015.09.03
Additions:
• Jurassic Jungle floor (Snarling Snare)--produces Raptors
• Raptor minion--merges with Kobolds to produce Kobold Lancers (replaces Kobold)
• Kobold Lancer--strong melee unit that pierces armor defense
• You may now swap minion positions within a battle (swap will occur after current round of actions are completed)
• Minions kept/lost during a merge are now marked in the Codex
• Trap information tooltips on purchase buttons (damage and immunities)
Changes:
• Minions should do a better job of staying where you place them
• Placing more than four characters on a floor will "relieve" earlier minions, causing them to resume patrolling
• Minions may be dragged and dropped onto the same floor they are already on
• Removed access rule control
• Removed "defend" access rule
• Trap floors are "avoided" (effectively works as before)
• Sanctum is "patrolled"
• Hoard refill button requires reducing Hoard to two rows, to make it less tempting to press it all the time
• Hoard refill costs only 25% of all resources now
• Increased sliding velocity when dragging rows/columns, to make things feel more responsive
• Slow recovery rate made slower (1 point every 25 seconds)
• Removed a slight fade effect from the tops of many floors; this was dimming tall character features
• Darkened buzzsaw and spear trap icons, to improve pack number visibility on purchase buttons
• Genie and Ifrit have been given slower recovery rates
• Mischievous Monkey now disables traps
• Kobolds, Lizardmen, and Gorgons now have faster recovery rates outside of combat (due to lizard-like regeneration)
• Purchase buttons are now sorted by difference from full pack; this will bump smaller packs (some traps and tougher minions) higher up the list, even though you are only buying one unit
• Full pack purchase buttons are now highlighted in gold
• Increased hero wave strength based on number of checkpoints in your dungeon
• Some character appearances and champion varieties have been visually improved
• The usual assortment of minor UI adjustments
Fixes:
• New legacy display location would overlap one another with double-digit legacies (quietly corrected in 2015.08.30)
• Play/pause button graphics were swapped (also in 2015.08.30)
• Click priority issue with inventory (also in 2015.08.30)
• Legacied workers could produce resources before the next game was officially started
• Lavish Lamp is now listed as a requirement on Ifrit's Codex entry
• Animation glitch on Dark Dwelling
• Triggered traps weren't updating purchase button order
• Tooltip background could use wrong width at times
• Battle display moves more precisely with shuffling floors
• "+[x] Max [resource]" text now adds up all bonuses made in that move and displays the total, rather than a bunch of overlapping texts
• Attempting to make another grab while Hoard was in motion could cause Hoard to grab a seemingly random tile once things had settled
• Poison attacks were not always poisoning for full amount
v2015.08.29
Additions:
• Health, defense, ability, and trait icons are now displayed on character purchase tooltips
• Blocked floors are now listed in floor button tooltips, so you can better tell that you are making a choice
• Particle system now supports text
• Completing a ritual pops a "+x Max [icon]" on the Hoard, so it's more obvious that
• Experimental match effect on Hoard background
• Hovering over a character will now slow them down a bit, to make them easier to follow
• Motives
• Character Combinations
• Trusty Steed--Beast hero; merges with fighters and crusaders
• Human Knight--Mounted hero with melee damage
• Human Templar--Mounted hero with holy damage
• Predatory Pens--4-row floor that produces Wargs (Grotto + Lair)
• Warg--Beast minion with melee damage
• Goblin Beastmaster--Mounted minion that increases allied beast damage
• There are a couple of new general help topics in the Codex
• "Mounted" trait added--not yet used by any items or abilities
Changes:
• You can no longer directly disable production in your dungeon
• Motives are now stronger and more weight is given to more recently added floors in your dungeon
• Rearranged some UI elements (legacy display, codex, play/pause buttons, etc.) to reduce overlap
• More tooltip improvements
• Revisions to some codex general help topics
• Character placeholder images (such as those used in the codex or on buttons) are now always the same rather than randomized
• Extended some tooltip texts
• Shifted tooltip placement to reduce cursor overlap at some resolutions
• Adjusted some prophecy pre-reqs to improve the typical unlock order
Fixes:
• Prophecy glossary had a line running off the page
• Trusty Steed prophecy was inadvertently rendered unattainable, but should now be in play (requires Lair and Cellar)
• Champion heroes' motives were mistakenly listed as "adventurous" (the motives were still correct internally)
• Grabbing the actual Hoard (not the DHV) while scrolled up was no longer dropping the camera down to view the entire Hoard
• Minions with multiple possible home floors (the Goblin Miner) would only display one home floor in the Codex
• Undiscovered prophecies could be viewed by clicking related, unknown links in the Codex (these now link to the general topic on prophecies)
• Fixed a couple of trait icons
v2015.08.23
Additions:
• Codex glossaries now display "x of y Unlocked" for each category
Changes:
• Early item and hero prophecies now have more floor dependencies, so that they are less likely to appear before new floor prophecies (which are more important to new players looking to expand their dungeons)
• Codex now displays name and content category for in-progress unlocks, rather than a simple question mark box
• Legacied items reset cooldown at the end of a game
• Items can no longer be used before a game begins (this does not apply to deployed items, only in-inventory usables)
• System for restricting the number of specific types of heroes allowed to appear at a time
• Giant spiders now deal only poison damage in the primary slot
• Nightblade abilities have been shuffled and adjusted (shadow primary + ward debuff, three ranged strikes)
• Assassin abilities have been shuffled and adjusted (poison + agility debuff in first and secondary slots)
• Necromancer now deals shadow damage with primary attack
• Spider Priestess abilities have been shuffled and adjusted (shadow primary, ward buff secondary)
• Paladin has been buffed and given a light healing ability; they were also made less common
• Crusader primary now deals holy damage
• Gorgon primary now deals ice damage
• Dark Elf Matriarch primary now deals shadow damage
• Deep One primary now deals ice damage
• Minor cosmetic changes to some character visual effects
Fixes:
• Some secondary, tertiary, and quaternary abilities would use the wrong damage type in rare situations
• Banner glossary left/right buttons were broken
• Newly discovered prophecies wouldn't immediately fill in other glossaries with the names of in-progress unlocks
• Addressed an obscure crash related to using the Magnum Magnet in specific situations
• Hitbox for "continue" button on tutorial window was a few pixels off
v2015.08.22
Additions:
• Genie--powerful hero with melee, ranged, and lightning immunities
• Human Street Rat--agility-based hero with higher defense and lower attack than a standard fighter
• Mischievous Monkey--high agility, low health and damage; this "hero" will actually drop loot and growth when it hits your units
• Ifrit--floorless demonic genie with melee, ranged, and fire immunities
• Lavish Lamp--usable relic that summons an Ifrit with a five-minute cooldown
• Wishful Thinking Banner--Slays first three heroes to enter the Sanctum
• "Spirit" trait--like other traits, this holds no inherent meaning; it will be used for ability and item effects later
Changes:
• Legacies won't reset if the Tyrant is somehow killed before a game has properly begun--this should not happen, but I've had one report of a lone hero somehow surviving the dungeon's destruction, so this is a safeguard
Fixes:
• Repaired another cause of the "staring contest" bug; please let me know if you are still experiencing this!
• VSync toggle incorrectly required a restart before taking effect--it should kick in immediately now
• GPU usage would max out if the game were left minimized with full-screen enabled
• Characters that drop tiles in combat would fail to drop tiles if their attack animation was cut short
• Some popup icon tooltips would bleed through the opened codex
• Character "poof" effects could appear in the wrong location in specific situations
• Could no longer click champion portraits to jump to their place in the dungeon
• Character-related particle transparency wasn't always handled appropriately
v2015.08.08
Additions:
• Charred Charnel (Bonehoard + Portal--produces Effigies)
• Unethical Unearthing (Bonehoard + Workshop--produces Exoskeletons)
• Flaming Skull banner (Undead gain fire immunity and a bonus point of fire damage)
• Jolly Wrencher banner (Undead gain construct trait--so construct abilities and items will work on them--, and constructs gain one health)
Changes:
• Character particles are now drawn in the codex, champion portraits, and even while dragging them (this does not include static images of characters, such as the character buttons or generic codex entries)
• Several minor icon image and label adjustments
• Character tooltips are now always as long as the longest trait label, so the box won't resize over and over, as the game cycles through trait labels
• Character health and armor may be displayed on the same line of the tooltip, if it is wide enough to accommodate both
• Extended "blink" functionality to support other flickering colors on characters
• Champion portraits didn't fit with wide UI margins, so they have been made slightly narrower (about two pixels thinner)
Fixes:
• Champion particle emitter properties were not being fully updated upon promotion
• With the sound muted, it was possible to hear *very* quiet sounds that occurred off-screen, due to some funny math
• Some banners and artifacts were not properly affecting champion units (Kibble, for instance)
• Ghost button icons were not properly transparent
• Some character accessories were not being colored appropriately
• Several minor particle fixes
• Clicking a resource legacy lock while it was over the Hoard would jump the view down to the Hoard (as though you had attempted to grab a tile)
• Fixed a bug where the Tyrant wouldn't appear at all, if you messed with tutorial settings at the wrong moment
• The "Fire Marshal" failsafe ending (maximum Sanctum capacity breached) would not trigger if the Tyrant didn't exist
• Minion death didn't prompt an immediate character button re-sort
• Boost abilities *appeared* to affect other boost abilities (they did and do not boost other boosts)
v2015.07.28
Additions:
• Characters always have faint outlines now (red for heroes, blue for minions)
• New banner: Mystic Kunai (+1 shadow damage added to minion ranged attacks)--this banner now unlocks with the Sisterhood, as the Brotherhood already had a banner
• Recovery traits; these explain how characters recover health/defense once every so many seconds while out of combat
• Ability slot icons now appear over characters who are taking or about to take a turn in combat, hopefully improving the clarity of how abilities line up with each slot
Changes:
• Scaling change; game smoothly scales pixel size instead of play space to resolutions that are unevenly divisible by the game's actual resolution
• Reorganized a lot of assets and code
• Character buttons are now ordered by number of units being bought, so full packs are always on top
• Legacied champions can no longer be killed; they will be whisked away to pillage if they drop below 0 health, giving them some time to recover
• Darkened tooltip background some more
• Improved some codex and UI tooltips (especially on character entries)
• Altered Timepiece entry for clarity
• Changed a couple of icon appearances
• Trolls and slimes recover faster outside of combat (1 point every 10 seconds)
• When grabbing a row on the actual Hoard (not the DHV), the camera will scroll to the bottom, so you don't accidentally think you're already there and miss out on extra tiles
• Some resource tile art has changed
Fixes:
• Resolved one source of the "staring contest" bug--could be more to it, though
• Broken plots would sometimes appear that just said "Plot:!"
• Sometimes, blocking floor wouldn't be reported properly
• Tutorial window "blip" could appear on the left at some resolutions
• Completed prophecies would stop appearing in the prophecy glossary until the next time the game was launched
• Fixed several instances of UI bleeding, where tooltips or other feedback would reflect the wrong UI element
• Outlined characters had an almost imperceptible transparency added to them
• Blinking caused character outlines to flash momentarily
• Clicking a champion portrait over the surface would cause the champion to go pillaging (it should just move the camera to the champion's position in the dungeon)
• Dropping an item on a champion portrait that was over the surface would not deploy the item to the champion's location
v2015.07.15b
Additions:
• Sable Sisterhood floor; requires Guildhall + Study and produces Nightblades (agility, high shadow damage, ward fatigue)
• Rickety Rookery floor; requires Sisterhood or Brotherhood and offers Murder of Crows trap (melee damage + Flesh drops, armor negates)
• "Inventory full" tutorial message
Changes:
• Reduced upper-tier minion counts to three; first-tier floors will continue to produce four units, and nothing has been bumped back down to two
• Shortened many plot names
• Made a couple of small legibility improvements to the "signature" font
• Black Brotherhood now requires Guildhall and Dwelling
• Assassins buffed (more health/defense/melee damage, and deal poison damage when backstabbing)
• Silent Scavenger banner moved to Rookery prophecy (from Abattoir)
Fixes:
• Scrolling while hovering over a floor or reinforcement button wouldn't update the buttons until you moved the mouse away
• Some trait-based deployables weren't functioning correctly
• Addressed a couple of rare achievement glitches
• Floor button preview overlay didn't look quite the same on the DHV as on the actual Hoard
• Repaired some minor errors in various floors
v2015.07.13с
Additions:
• Floor overlays appear on the Hoard when hovering over a floor button, allowing you to see how large a floor is
• "Offers" and "Leads To" have been added to tooltips for ghost floor buttons, as well
• While dragging a minion over another minion, the other minion will be outlined (useful when trying to target a combat swap)
Changes:
• "Alternative Floor UI" is once again the one and only floor UI
• "Offers" floor tooltip now displays a key trait icon for minions on offer (such as "Draconic" or "Undead"), rather than a generic minion icon
• Right-clicking in the codex works the same as left-clicking (for consistency with right-clicking things outside of the codex--which opens the codex to that thing's page)
• Removed slight offset from "ghost" floor buttons
• Toned down warning klaxon volume
• "Send [trait] Pillaging" plot now only picks traits for characters whose floors you own (previously, it was possible to be given a goal for a minion you had gained by pillaging, making it more difficult to hunt down a character with the correct trait)
• Legacied champions are now disassociated from their home floors after a game, allowing you to get a full pack of fresh minions from a legacied floor that previously birthed a champion
• Resource cap pillaging rewards are selected more intelligently
• Clicking a "heroes built a new checkpoint" message will jump to the offending checkpoint
Fixes:
• "VIPs Only" achievement has been revised; it was inadvertently made more difficult (unintuitive but do-able) by the recent drag/drop changes--it is now awarded for simply having four of your champs in a single battle
• Minion pack costs were not listed when viewing a specific minion--only when viewing a generic minion entry
• Some characters had inappropriate "Biped" and "Living" traits
• Floor button font and icons could remain partially transparent after becoming available
• Floor button resource requirements "have/need" didn't update if the update wouldn't result in changing the button's status
• Screen stopped shaking during destruction
• Hovering over a character would indicate advantaged/disadvantaged characters throughout the dungeon, rather than in the immediate surroundings (overwhelming)
• When sound was completely off (not just turned down), looped sounds would play at full volume
• Codex font would appear faded if opened from the pause menu immediately after opening the game
• Overhead champion icons wouldn't move while the game was paused (looked funny if you were moving champions around while the game was paused)
• Outlined characters were running emitters more quickly
v2015.07.11
Additions:
• "Ghost" buttons listed for unaffordable floors on Alt Floor UI
• "Rows required" icon and tooltip added to Alt Floor UI buttons
• Blocked floors highlighted on Alt Floor UI buttons
• "Offers" and "Leads to" added to tooltips for Alt Floor UI buttons
• You can now scroll up and down with W and S, in case you naturally have your hand on the keyboard there
Changes:
• Slightly steeper ramp in hero wave strength at higher waves
• Organized credits a bit more
• Plenty of underlying UI support changes
Fixes:
• Usurp/Restart confirmation was being skipped, so the option would immediately terminate your Tyrant without question
• Tooltip icon glitch
• Character lights were not being deactivated when the character was off-screen
• Characters leaving "embattled" floors were non-selectable for a short time
• Champion icons would disappear sometimes
v2015.07.09
Additions:
• Floor shuffling (costs two of each resource per move)
• Tutorial entries for hoard refills and checkpoint floors
• New message pops when a checkpoint floor has been built
Changes:
• Hero wave strength diminished
• Basal hero champ rate diminished
• Heroes don't automatically get promoted at checkpoints; they have a greater chance if they've seen combat and lived to tell about it
• Bumped population counts up by one (lots more minions at high levels, so there are fewer empty floors with heroes walking straight through them)
• Reduced many prophecy requirements (especially early ones, so initial content unlocks more quickly)
• Added item requirement to prophecies that had item use objectives (so they won't appear unless you have the right item)
• Dwarven-slaying prophecy objective now refers to all dwarf heroes (not just fighters)
• All hero names now follow the format "dwarf/elf/gnome x" rather than "dwarven/elven/gnomish x"
• Tutorial entries always pause the game (with two necessary exceptions)--previously, tutorials only paused on Casual Mode
• Tweaks to increase character movement speeds--particularly in combat
• Elevator AI changes
• Rendering performance improvements
• Minor cosmetic changes to the cellar and catacombs
• Small UI color and wording changes
Fixes:
• Could click Hoard Refill through some UI elements
• Music track selection bug
• Corrected some tutorial text
v2015.07.08
Additions:
• Hovering over a character will now point out opposing characters that have an advantage or disadvantage over them (based on weaknesses/immunities and damage types), to aid in dragging and dropping appropriate minions into combat (I will expand on this later, to include more complex abilities like buffs/debuffs and point out allies that are complementary)
• Hoard refill button
• Traits and attack types are now displayed on character tooltips
• Poof effect when dropping a minion on to a new floor
• Checkpoint Floor: Challenging Checkpoint (actually has randomized names, as multiple can exist in a single dungeon)
Changes:
• Changed some tutorial and help texts, and added a few new ones
• Some underlying rendering changes were made to the engine (these types of changes have been volatile in the past, so please let me know if you notice any strange graphical glitches)
• Abilities that deal more than 5 damage now read "[icon]x[amount]" rather than showing that number of damage icons
• Reduced hero wave numbers slightly, adjusting for the new checkpoints
• All minions can now be instantly dragged and dropped on to other floors
• Minions can be tagged in and out of battles using this system
• Many small changes to minion patrolling AI
• All characters now regenerate fatigue and health over time when not in combat (currently, about one point every 15 seconds)
• Can no longer tell a champion to flee by clicking their battle icon (simplifying a mechanic that isn't strictly necessary and which many players didn't realize existed--you can instead drop the champ elsewhere and instantly remove them from a battle)
• Characters can be dropped on champion portraits to move them to the champion's floor or to send them pillaging (if that champion is pillaging and the dragged character is also a champion)
• Removed follower mechanics
• Removed "Throw [x] a Party!" plot (no longer possible)
• Fleeing heroes can regroup at checkpoints (they will not level up again, however)
• Trap costs reduced to original prices (about 2 resources less than in 2015.06.29)
• "Humanoid" trait has been changed to "Biped," as that is essentially what the trait is for (so necromancers don't raise wolves as bipedal skeletons)
Fixes:
• Fixed another potential crash
• Fixed characters becoming stuck in combat when dropped in specific ways
• Fixed checkpoints in subsequent rounds with legacied floors
• Fixed elevator count in subsequent rounds with legacied floors
• Disabling the tutorial before the "make a move" entry could prevent you from moving tiles until you re-enabled the tutorial and completed that step
• Fixed graphic artifacts on construction UI scroll bars
• Checkpoint floors were not being maintained across games in a single session with legacy floors
• Elevators were not being replaced appropriately after legacying a lot of floors
• Fixed a crash involving dragging/clicking floors, minions, or heroes in specific situations
• Fixed a crash related to scared heroes in certain combat positions
• Fixed a couple of incorrect sound effects
• Legacy items could load into different inventory slots than they were saved in
• Worker champs could continue working after being stationed on other floors
• Numerous performance tweaks and improvements (the vast majority of which should not be directly noticeable)
v2015.06.29:
Additions:
• New Hero: Dwarven Trapper (can disable traps, also fatigues agile characters with his crossbow)
• New Hero: Faithful Hound (the first Beast hero)
• "Trapped" icon to trapped floor nameplates
• Traps can now be disabled by special heroes
• Each trap has a defensive exception that allows a hero with that type of defense to ignore the trap's effects
• Added option to disable the tutorial (disabling and re-enabling it will effectively restart the tutorial)
• Added failsafe loss condition: if the Sanctum reaches a maximum occupancy of 50 characters, the game will end (Fire Marshal ending)
Changes:
• Increased brightness of potential matches while sliding tiles, and made them flash a little
• Reduced resource cap to 50
• Reduced cap bonus for completing rituals by one point
• Reduced some floor prices that were over the default resource cap
• Limit of 10 legacy floor and 10 legacy champions
• Slightly increased cost of traps
• Rebalanced some banners (most were nerfed slightly; some effects were expanded to affect heroes as well as your minions)
• Difficulty ramp skips ahead a bit every 5 levels
• The Tyrant is now always included in a Sanctum fight (previously, you could throw all your champs down there and hope that the Tyrant was never "picked" to be in a fight)
Fixes:
• Fixed a few more legacy loading inconsistencies
• Corrected some formatting issues in the Codex
• Removed some test entries from the help topics glossary
• Addressed a cosmetic transition glitch in the lava layer of the background
v2015.06.27:
Additions:
• New trap floor: the Dreadful Deadfall
Changes:
• Lots of little adjustments to the "handwritten" font, to improve legibility
• Moved "close codex" to top of bookmarks, to be closer to the upper right, where people expect close buttons to live
• Legacy candidates now display a gray lock icon rather than a gold one, when they have not yet been locked into your legacy
Fixes:
• Legacied champs could bring their fatigue and some other statuses into the next game; they should now be restored to normal
• Pool prophecy wasn't appearing at the right time
• Inconsistencies with legacied resources, between continuing a new game or relaunching the game
• Legacied resources that were are less than the starting minimum were not getting restored to the starting minimum at the end of the game
• Controller input was still being processed sometimes, causing some things to wig out a bit, as controllers are not currently supported (they will be again in the near future)
• Frightened characters were not behaving as intended
• Game wasn't booting up with the view quite centered, causing a small camera jump to the left after hitting "Play" for the first time
• Hoard tiles weren't fully colored in the title screen when first starting up the game (only noticeable with DHV enabled)
v2015.06.25:
Additions:
• New Floor: Pulsating Pool (Requires Dwelling--trap floor that deals shadow damage and inflicts fear)
• Alternative Casual Mode tutorial entry that disables Casual Mode after four or five games--you are then free to turn it back on, if you prefer a more leisurely pace
• Added a few sponsors to the codex/credits
• New achievement: Formidable Fortress--build a 20-floor dungeon (this will automatically pop if you have already ever done this)
• New achievement: The Oracle of Stuff Unlockage--fulfill 75 prophecies (this is not possible quite yet, but everything is in place for it to work once two more prophecies are available)
• New achievement: Master of Machinations--complete 20 plots in a single session
• New achievement: Have Some Pamphlets--recruit 5 minions through pillaging in a single session
Changes:
• No more four-member starter hero party when bringing in legacied floors/champs (made for kind of a slow start)
• Characters drop more tiles when the Hoard is emptier
• Reduced some early prophecy requirements so new players unlock things like the Cordial faster
• Most tutorial entries now pause the game when they are triggered
• Closing tutorial entries resumes the game
• The "Close" button on tutorial entries is now a "Continue" checkmark (a better visual cue that you are meant to click it)
• Revised the wording of many tutorial entries
• "Top Off Your Resource Pools" plot is now easier--you don't have to max everything, just get close
• Cheapskate Challenge achievement now only requires 10 waves instead of 20, to reflect that it is now considerably more difficult to reach wave 20, let alone while only purchasing full packs of stuff
• Tweaked difficulty curve slightly (should be a smidge easier if you've legacied some stuff)
• Condensed "explosive," "tool," and "device" item types into "equipment"
• Minions and traps are automatically bought on legacy floors at the start of a new game
• The first wave is now always just four heroes, no matter how much legacy stuff you have
• Elven Druid now has a different secondary from Human Druid; she deals poison damage and fatigues agile minions with brambles that grow up around them
• Revised lots of in-game text for size, typos, and clarity
Fixes:
• Some UI interactions could bleed through the dedicated Hoard view when it was over the Surface
• Floors were using standard pricing to determine visibility in the Floor UI, even in Casual Mode where they cost less (they were charging the appropriate amount, though)
• The game now unpauses when restarting (previously only happened if you paused and then Usurped)
• Manually positioning the codex could cause it to behave strangely for a moment after closing the pause menu with the codex open
• When dedicated Hoard view was disabled, it was sometimes still possible to grab tiles on the left
• If a legacied champ was out pillaging when the game ended, the pillaging timer continued to tick down, even though the champ is instantly moved to the Sanctum
• Starting up the game with several legacied floors caused the tile queue to play catch-up for a few moments
• Changing to casual mode with a plot in progress will remove the plot immediately, rather than waiting it out
• Follower types were not clearing from legacied champions at the start of a new game
• Legacy floor build order was not preserved upon starting a new instance of the game
• Item collection plot was auto-completing in most cases
• Legacy champions could sometimes be killed during destruction
• Pillagers could still become stuck in the left elevator shaft
• A few other minor issues with plots
v2015.06.23:
Additions:
• Casual Mode (More leisurely pace with a low difficulty level)
• Single-Session Plots Completed leaderboard
• More clicky sound effects when interacting with various buttons
• Some more visual feedback on a couple of UI elements
• A couple of new tutorial entries
• Maximum of three Prophecies in play at once
Changes:
• Legacy Resource Plot reward was too rare
• Several tutorial revisions
Fixes:
• By pillaging, it was possible to be awarded a minion that isn't actually available yet (like a Dragon Priest or Spidertaur)
• Up/Down arrow backlighting when dragging a column was overlapping the tile queue sometimes
• Nameplate stuttering when a fleeing-to-pillage champ left a floor with only heroes on it
• If you had several Prophecies active, the game could fail to generate a new Plot
• It was possible for a "dead" legacied champion to come back in the next session
• Champ-oriented tutorial entries couldn't keep up with pointing at the Champion portraits
v2015.06.22:
Additions:
• Added scoring to a few actions
• Free follower pillaging reward
• Sound effects for plot appearance/completion/failure
• New tutorial entries
• Sound and visual effect for returning champs
• Legacy saving
• Legacies spent/earned UI
• Plots (19 to try out)
• Legacies (Item, Floor, Champion, and Resource)
• Pillaging
• Characters now shake a bit when hit
• Trading Cards (not really added by the update itself, but still a new feature)
Changes:
• Tweaked several sounds
• Tooltips now obey upper and lower UI margins
• Game saves every time you complete a prophecy
• Minions returning from pillaging should now be given elevator priority
• Surface can now be highlighted on the minimap
• Surface now called "Safe Surface" (appears in only a couple locations)
• • Slightly increased strength of hero waves
• Increased cost of floors
• Increased resource cap bonuses for completing rituals by 1
• Increased combat movement speed a bit
• More improvements and fixes for the floor-building UI (still some stuff in mind)
• Limited the number of prophecies in play at one time to 3
• Champ icons won't re-sort if you are hovering over one, so you don't accidentally click the wrong champ
• Removed heroic champion defeat message--folded this into champion promotion messages, to cut down on message log bloat
• Hovering over an item in your inventory will now offer a tip on what to do with it (hold on to it, click to use, drag over floor to deploy)
• Increased potency of 'Sploder and Mit
• The floor-building UI has seen some minor mechanical changes and will see a few more soon, to improve its usefulness
• Druids (Human and Elven) have poison immunity now
• Taskmaster and Butcher champs have been visually beefed up
• Adjusted lighting on a few floors
• Changed some tutorial language and positioning
Fixes:
• Returning pillager AI caused them to remain on the surface longer than intended
• Pillagers could return without a message
• Fixed tooltip range for Legacies earned UI
• More emitter improvements
• Fix for pillaging item reward variety
• No champ promotion effect at start of game (if loading Legacied champs)
• No pillaging before kicking off the first wave
• "Impossible" floor combinations from Legacied floors would ruin floor restriction determination
• Can't use items on pillaging champs (because they can't deploy to the Surface)
• Minions sent pillaging while riding the left elevator could become stuck, as they tried to make the elevator go to the surface
• Floor frames and foregrounds were overlapping other floors (due to some recent rendering changes)
• Yellow minimap frame didn't scale evenly as the view scrolled
• Some minimap highlights were cut off
• Ability emitters weren't always firing appropriately
• Tile queue was starting a row higher than intended--minor cosmetic thing
• Characters could occasionally survive the destruction phase
• Codex was rendered behind the minimap and champion icons
• "Champion cap reached" message should only display once per time you hit the cap, rather than every time a champ could have been promoted
• Mouse over height of characters was a little too short
• Banner glossary wasn't alphabetized
• A couple of floors had some visual artifacts
• Some tutorial entries could glitch out

Claim and defend the titular Tomb against waves of greedy adventurers by matching tiles to construct and fill your deadly dungeon with traps, minions, and more! In an unorthodox blend of Tetris, Dungeon Keeper, and Sim Tower, clearing tiles rewards you with resources and space for vertical expansion, putting distance and dangers between invading hero-types and your squishy Tyrant.



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Если хочешь увидеть прямую ссылку на торрент - зарегистрируйся и набери 3 репутации.


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Комментарии игроков (49 шт.)

От: krilis [0|1] | Дата 2016-12-20 14:17:18

Репутация
0
Довольно оригинальная игра, особенно понравились "ритуалы" и "наследие". Действительно богатый выбор к пути создания игры, начальных установок и прочего. да и к определённому моменту её уж точно лёгкой не назовёшь
От: jaikab [0|0] | Дата 2016-11-14 06:48:40

Репутация
0
Игра прикольная, такого я ещё не видел!
От: ksmm319 [0|2] | Дата 2016-06-11 19:59:37

Репутация
0
Для 32х разрядной системы не пойдет?
От: EvilSantaYT [0|0] | Дата 2015-12-17 07:54:59

Репутация
0
Если кому интересно , вот обзорчик на игру - https://youtu.be/G2ygQb9MXuo
От: This_New_Sparta [80|79] | Дата 2015-09-22 06:52:25

Репутация
80
Куда ей ещё обновляться !?
Как 3 в один, так и 3 в один !!!
ЧТО ОНИ ТАК ЗАМОРАЧИВАЮТСЯ !?
По-моему проект залетает в мечты, не знаю что выйдет...
От: Epicval [0|0] | Дата 2015-09-04 16:31:07

Репутация
0
Балин, столько обнов что хоть в пору покупай игру) Игра хорошая, время убивает на ура. Этакий хранитель подземелья + 4 в ряд. Имхо, русификатор не нужен, там все и так понятно. Английский легкий, тем более текста не так много.
От: sakowitch2012 [0|2] | Дата 2015-08-31 13:21:13

Репутация
0
будет ли русик?
От: Marovag1 [188|19] | Дата 2015-07-30 09:39:55

Репутация
188

Elektra сказал:

Скоро будет ссылка


Благодарствую.
От: Elektra [7322|138] | Дата 2015-07-30 09:28:24

Группа: Редактор
Репутация
7322
Скоро будет ссылка
От: GAVS911 [0|0] | Дата 2015-07-30 08:59:35

Репутация
0
Залейте на Unibytes пожалуйста
От: warkzent [-2|15] | Дата 2015-07-19 15:55:55

Репутация
-2
каждые 2 дня обновления задолбали
От: Marovag1 [188|19] | Дата 2015-07-16 09:56:52

Репутация
188
Когда унибутес? Заинтересовало, а экслоады с литтлебуйтами оч-чень долгие!
От: MrSpok [1|3] | Дата 2015-07-09 23:26:10

Репутация
1
Как было сказано ниже - эта игра лучшая убивалка времени.

И тут ЕСТЬ тактика. От того какие комнаты вы построите в начале зависит какие комнаты вам дадут построить в будущем.
(и от этого зависит играющая музыка. и тут больше 2х треков)
Вы также можете отдать приказ своим миньонам для определенного этажа: патрулировать, защищать, обходить мимо.
(Внизу каждого этажа есть кнопки. По умолчанию это "G" - патрулировать)
У всех миньонов свои способности (thief'ы- при ударе крадут золото, necromant'ы воскрешают скелетов ), а также они могут повысить свой уровень и стать чемпионами (доп. урон и плюхи).

MrSpok подумал несколько секунд и добавил:

Совет: для защиты Tyrant'а, миньонов лучше ставить не в его комнате, а этажом выше. И лучше не игнорить доступные доя постройки комнаты, чем больше миньонов, тем меньше шанс что вас убьют до того как будет побит предыдущий рекорд.



MrSpok полчасика подумал и добавил:

А если у вас есть базовые знания английского, то вы сможете понять шутки из книги Tyrant'а.
(ПКМ по объекту откроет нужную страницу)
Конечно бывают скучные моменты когда двигаешь пазлы...
Но то чувство когда приключенцы почти дошли до тебя, а ты отбился парочкой заклинаний- несравнимо.

Игра азартна, оригинальна и приятна в исполнении.
От: Dugara [2|14] | Дата 2015-06-24 22:07:59

Репутация
2
Лцчшая времяубивалка.Я конечно не до конца понимаюкаких мобов строить,что делать,но всё равно интересно :DDD Надеемся на русский
От: sanchez202 [0|1] | Дата 2015-06-24 19:51:14

Репутация
0
Ну игра вполне себе нормальная
От: Boriska-RUS [12|20] | Дата 2015-06-24 16:15:39

Репутация
12
Интересная концепция и механика распределения внимания игрока - и за этажами и за хп и чтобы три-в-ряд схлопывались. Жаль сам процесс иногда утомляет однотипностью.
От: KHAARNE [29|5] | Дата 2015-06-08 15:22:56

Репутация
29
почему перестали на юнибайт выкладывать? я только там люблю прем покупать)
От: Scotty [135|29] | Дата 2015-05-20 13:56:08

Репутация
135

BigNiga сказал:

Ни одной игры не скачать с LittleByte.


Ты с IE скачай, мне помогло.

Scotty подумал несколько секунд и добавил:

Черт, не заметил коммент аналогичный. -.-
От: Lis_vasya [8|23] | Дата 2015-05-20 13:47:00

Репутация
8
Обожаю такие игры супер пупер дупер и ещё рогалики !!!
От: Wxx [5|77] | Дата 2015-04-08 15:29:16

Репутация
5

BigNiga сказал:

Ни одной игры не скачать с LittleByte. Нажимаю "Скачать бесплатно", он открывает эту же страницу в новой вкладке и рекласку на прошлой создаёт. И так до бесконечности. Лучше бы уж по бокам рекламу запилили бы, чем такую...



Попробуй скачать LittleByte открыв его в Enternet Explorer.
Мне помогло.
От: BigNiga [18|16] | Дата 2015-03-17 19:43:18

Репутация
18
Ни одной игры не скачать с LittleByte. Нажимаю "Скачать бесплатно", он открывает эту же страницу в новой вкладке и рекласку на прошлой создаёт. И так до бесконечности. Лучше бы уж по бокам рекламу запилили бы, чем такую...
От: Eden [1|0] | Дата 2015-03-15 22:04:02

Репутация
1
Не знаю, что эту игру гнобят, крутая игра, очень затягивающая и даже вырастает уровень сложности ( обычно к волнам 12 или 15).

Eden подумал несколько минут и добавил:

Когда играть начал - 2 часа времени тупо куда-то исчезли!
От: johnon [5|0] | Дата 2015-02-24 11:55:21

Репутация
5
Чуть не заснул во время игры. Музыка медленная, спокойная. Процесс игры тоже неторопливый, пока собираешь линейки уже забываешь про существование этих героев. Оформление сначала привлекает внимание, но игра на один раз.
P.S. Обзор в описании чушь, больше необоснованных личных впечатлений, чем завлекающего описания игры. Этот, так называемый обзор, вполне можно было написать и в комментариях.
От: ruberoid [11|4] | Дата 2015-02-24 03:19:33

Репутация
11
занятная игра, но по началу очень непривычно что можно перемещать линии только по горизонтали. кстати говоря, эта игра на джаве, и после установки в папке с игрой находится честный jar файл, который абсолютно нормально запускается и работает в у меня в linux. так же я думаю без всяких проблем будет запускаться и под маком. так что игра мультиплатформеная.
От: ScrewAttack [72|213] | Дата 2015-02-22 18:29:57

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72

grizle34 сказал:

как по мне таких пикселок слишком много в последнее вредя клипают


Не нравится - не играй
От: grizle34 [0|8] | Дата 2015-02-22 16:33:36

Репутация
0
как по мне таких пикселок слишком много в последнее вредя клипают
От: HellSensei [0|18] | Дата 2015-02-21 23:05:38

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0
Жанр не по мне - 4 в ряд это такое, для планшетов сойдет, но не для ПК игры.
От: SankT [1|15] | Дата 2015-02-21 12:21:20

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1
Игра прикольная но почему нету русского языка вот это большой минус ))))
От: Slavchanin [0|0] | Дата 2015-02-20 12:17:53

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0
Хорошая игра, только малость непонятная и сложная.
От: Chpock [10|2] | Дата 2015-02-20 06:46:29

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10
Отличная штука на 1-3 вечера. Весит чуть. Советую глянуть.
От: Zobrick [1|26] | Дата 2015-02-11 10:29:09

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1
Игра очень похожа на 10.000.000. Сюжета и продвижения в игре нет, просто пазлы и маленькие процесс обустройства своего подземелья по этажам. Играл около 2х часов, на вид приятная, но 2 музыкальных трека просто отвратительны, они еще и ускоряются постоянно, если опасность близка. Обычная мини игра, набрал счет 143.031 . Приятная графика, легкое на понимание игра и самое главное повышающая сложность. оценка. 7/10. игра ненадолго затягивает и только повышения хайтскора заставляет играть дальше.

Zobrick подумал несколько минут и добавил:

LotusBlade сказал:

Никакого ручного влияния на происходящее я не почувствовал


Ошибаешься, здесь при складывания определенных ячеек может выпасть некоторые магические вещи, здесь обязательно их нужно использовать с умом, чтобы до тебя не добрались. Можно исцелить своих воинов, или отравить врагов (порядка 10+ вещей на выбор). гемплей в прямом смысле зависит от скорости складывания ячеек и улучшения послушников. Тем более здесь пазлы, а не стратегия.
От: Salaadin [2|5] | Дата 2015-02-10 11:43:01

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2
объясните мне что представляет из себя игра, а то по видео не понятно.
От: Elfin [5|4] | Дата 2015-02-10 10:21:22

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5
Кто-нибудь в курсе, есть ли у подземелья конец?
Или это бесконечная игра на "кто побьет мой рекорд"?
От: KornetBall [11|76] | Дата 2015-02-01 17:06:37

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11
Очень затягивает. Стоит только начать.
От: LerrMar [1|0] | Дата 2015-01-29 16:34:20

Репутация
1
Большие пиксели, кайф, как раньше)
От: i80r [19|15] | Дата 2015-01-25 11:56:23

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19
Довольно интересно. Есть ли подобные аналоги на андроид?
От: Sectoid [0|0] | Дата 2015-01-25 08:59:59

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0
Игра забавная, но наскучивает довольно быстро. 4/10
P.S. Нарисованная книга напомнила Master of Magic. Да и стратегии мне больше по душе, чем такие "ролевые игры", как эта.
От: ScrewAttack [72|213] | Дата 2015-01-23 12:18:51

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72
Хэй, разраб спёр мою идею 2011 года!
От: infermiko [28|50] | Дата 2015-01-20 06:56:38

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28
Конечно я такие игры не очень люблю, НО тут убил часов 6 наверно И каждый раз все по разному от эльфов до пещерных огров, до зомби с титанами!
От: Dugara [2|14] | Дата 2015-01-18 22:19:23

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2
Не по видео,не по скринам не понял что происходит,но мне кажется забавным ^^ Сейчас докачаю Crawl и начну эту

Dugara думал около часа и добавил:

Была бы ещё на русском,а то иногда времени нет изучать артефакты и комнаты что да как...Думать иногда надо.но очень забавная игра

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