Immortal Redneck is an FPS set in Egypt with rogue-lite elements. The game mixes old-school first-person shooter action with a rogue-lite mechanics. Frantic gameplay, twitch controls and an arcade-style feel meet randomly generated dungeons, a complete skill tree, permanent death and 9 classes with...
Immortal Redneck is an FPS set in Egypt with rogue-lite elements. The game mixes old-school first-person shooter action with a rogue-lite mechanics. Frantic gameplay, twitch controls and an arcade-style feel meet randomly generated dungeons, a complete skill tree, permanent death and 9 classes with different traits.
The game revolves around a redneck tourist who wakes up mummified in ancient Egypt after an accident. Why is he here? How did he survive the accident? And why the hell is he mummified?!
The answer lies within the three danger-filled pyramids of Giza, all protected by an army of monsters and huge bosses. Obviously, your mission is to get inside the pyramids, kill all the enemies and discover what's going on!
Old School FPS: frantic gameplay, twitch controls and an arcade-style
RogueLite mechanics: randomly generated dungeons, classes, skills, permanent death but with gameplay progression
Nine playable classes: all with different skill sets. Players can switch classes between each play through, selecting the one most suitable for their current run
Complete skill tree: evolve your character, buying equipment and weapons, upgrading and acquiring new skills
Over 50 different weapons: traditional firearms, magical, mythological, futuristic or just plain weird weapons including a Potato Launcher. You name it, this game has it
Over 100 scroll modifiers: Each scroll picked up in-game changes your current run, for good (convert your enemies in to chickens) or for bad (reduces your speed of movement) and everything in between!
Over 35 enemies: mummies, sarcophagus, flying skulls, humanoid snakes, big fat warriors... All willing to kill you!
Huge bosses: two in each pyramid with unique gameplay
Merchant: Buy equipment and supplies that will be maintained between different games, even when you die
Skill Rooms: hone your skills in rooms focused on platforming and avoiding a variety of traps
Twitch Quest: special mode for streamers, your community will vote on what happens next!
Häufige Erfolge
Anfänger
Erreiche das zweite Stockwerk der Pyramide
common
·
53.95%
Apis
Erlange Apis Gunst
common
·
42.37%
Seth
Erlange Seths Gunst
common
·
31.42%
Suy
Der Händler hat seinen Laden geöffnet
common
·
30.56%
Pro Skillz
Schließe einen Herausforderungsraum ab
common
·
39.58%
Extras
Avatar
Hintergrundbild
Systemanforderungen
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Warum bei GOG.COM kaufen?
DRM-FREI. Keine Aktivierung oder Internetverbindung zum Spielen erforderlich.
The game timer says I've got about 10 hours on the game, so here's what I've got so far.
Over half of the skill tree is filled out. Still not seeing how it's even possible to beat the first pyramid, much less the other two.
The game's actually alright if it's used in small doses. I get the feeling it's really meant to be played in 30 minute bursts, like a lunch or coffee break.
For long multi-hour plays, it's actually pretty bad. It's the same 10ish enemy types over and over. After a couple hours, you recognize all the room layouts. (The pyramid layout is random, the room layouts are repeated.) The largest annoyance is the gold reset every time you reenter the pyramid. You have no way to save up the several thousand gold needed to unlock some larger items. You either get lucky or not. Getting a bad scroll is a game ender, however you need scrolls to get anywhere. Really, luck is more critical than skill. Also, adding insult to injury, the prices of everything increase at every purchase. So, you'll need to get lucky repeatedly.
Anyway, interesting concept. So-so execution. Really don't think this was worth my $20 bucks.
I ran across this game on Steam and got it on impulse a while back and ended up liking it quite a bit.
If you liked most of Ziggurat but thought the levels were too flat and simple, or the movement didn't let you be as agile as you would have liked, then this is pretty much your game.
Compared to Ziggurat, Immortal Redneck has bigger and more complex rooms and more of them.
Rooms in Immortal Redneck are often very vertical compared to Ziggurat, with quite a number of them actually being taller than they are wide.
They're also a lot larger on average with a lot of them having a few "sections" and "sub-rooms" inside of them. Overall they seem to have a more deliberate and handcrafted feel than Ziggurat levels.
I also feel they handle room "rarity" better than Ziggurat does, as some of the rooms seems to be more uncommon than others to prevent them from becoming stale too fast.
There's quite a LOT of platforming in Immortal Redneck. The game actually has really forgiving jumping and it takes advantage of it at every opportunity. There's DOOM 2016-ish fast mantle/climb here and it's paired with intentionally exaggerated air control, so climbing towers and landing on platforms that would feel small in most other FPSs is fairly smooth and painless here. That's good because the game expects you to dodge projectiles while platforming, which works out better than expected because of how the game's jumping works.
It does have sort-of "classes" and persistent upgrade/unlock system where you use money you've gotten from runs to buy upgrades and new power sets, somewhat like Rogue Legacy. The "classes" are more different sets of powers you can pick at the start of each run, and it gives you a bit of a bonus for trying different ones.
The game is also quite a bit longer and has more content than I expected, though more of it is held back at first than I'd like.
I finished the first pyramid and unlocked the second pyramid one thinking it would mostly be more of the same but harder, but it wasn't quite like that.
The second pyramid actually had a very different aesthetic theme compared to the first, with its own set of new rooms, new enemy types, new weapons that felt rather different from those in the first pyramid.
It was quite a nice surprise, and judging from the fact that none of the promotional videos and screenshots show the second pyramid's content, it seems that the devs intended it to be a cool surprise for people who stuck with the game long enough to unlock it.
That said, given that a common complaint with these types of games is being short on content, I question the wisdom of holding back half your game's content, even if it does help longevity.
On the other hand, there are a couple issues with the game that do stick out a bit.
One is that I find the guns sounds and firing effects a bit on the "mild" side. It's definitely been improved a lot since release to the point where it works OK, but it's definitely not a Painkiller or DOOM in this area.
A lot of the games guns do have to be reloaded. It kind of justifies this in that there are guns in the game that are different because they do not need to be reloaded, so whether or not a gun needs reload is another point in weapon variety. Still some old-school FPS purists might find this off-putting.
The game also has "negative powerups" that may be a bit frustrating to some players. You get powerups by scrolls and while the vast majority of them are positive, there are some negative or trade-off ones in there that may be a bit off-putting to some players.
I got this on steam, so I cannot speak to any technical differences that may exist between the GOG version. The combat is simple, and mobilitiy is good and air controls never fail or feel clunky. Much like rogue legacy, you get gold on each run that can be used to unlock what amount to classes and unviersal upgrades. Random powerups/modifiers exist in scrolls, and can have good or bad effects that change gameplay. I had a hard time stopping a session, always wanting one more playthrough.
Own this one on steam, Improves on the Ziggurat formula, and has excellent performance.
if you want to have exclusive fullscreen, add the following launch command "-window-mode exclusive" with no quotes
has controller support, lots of video options, fov slider, ultra wide support.
Great devs, lots of updates.
I can't say for certain that Immortal Redneck will become a FPS fan favorite but it should be. With all the dull new titles being cranked out by the major studios, this indie game stands out. I've just spent the weekend playing it on my brother's laptop and am deciding on whether to buy it for my gaming desktop. Immortal Redneck is fun and addictive but be warned. It's brutally difficult, even for a player like me who has over 20 yrs. of FPS experience. The theme is clever and gives us a chance to play as a cool and tough anti-hero who quips funny dialog along the way through fictional Egyptian pyramids. The matching music is upbeat and charming. But the star of the show is the visuals. Bright colors, randomly generated rooms, and the game runs as smooth as silk. Beautiful to see. The single player bots are well designed and come at you like in Serious Sam, including from behind and above. That's what makes Immortal Redneck so challenging and, at times, frustrating. I haven't yet completed a pyramid. So for you hardcore FPS guys, this game is a must-buy. For more casual FPS fans, give it a shot and see how far you can go in it. From the viewpoint of presentation, though, I thoroughly recommend it.
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