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Wizard of Legend
Description
Wizard of Legend est un dungeon crawler à l’action intense qui met l’accent sur des combats magiques dynamiques. Les déplacements rapides et l’utilisation encore plus rapide de sorts vous permet d’enchaîner les sorts pour déclencher des combinaisons dévastatrices contre vos ennemis !
Débloquez plus...
Wizard of Legend est un dungeon crawler à l’action intense qui met l’accent sur des combats magiques dynamiques. Les déplacements rapides et l’utilisation encore plus rapide de sorts vous permet d’enchaîner les sorts pour déclencher des combinaisons dévastatrices contre vos ennemis !
Débloquez plus de 100 sorts uniques et découvrez de puissantes combinaisons de sorts ! Une grande variété de sorts élémentaires vous permet de créer une main adaptée à votre style de jeu. Foncez dans le tas tête baissée ou restez en arrière et laissez vos sbires faire le travail à votre place. Le choix vous appartient !
Jouez avec un ami pour affronter ensemble les Épreuves du Chaos grâce au mode coop local de Wizard of Legend ! Foncez dans l’action de manière offensive ou équipez vos magiciens de manière stratégique avec des sorts et des objets complémentaires correspondant à leurs styles respectifs. Le combat n’est pas terminé si votre ami succombe pendant la bataille. Battez de nombreux ennemis grâce à vos compétences pour accorder à votre partenaire une chance de reprendre le combat !
Fast-paced, spell-slinging combat with solo and local co-op play
Use powerful spell combinations to destroy your enemies!
Procedurally generated levels mean a new challenge every time!
Endless customization with hundreds of spells, relics, and outfits to unlock!
This game is great as long as you don't go in expecting a ton of story, atmosphere and the like. This is game is about combat, and the replayability comes from trying different spell and item combinations. I easily got 30 hours of play from it and still go back and do some runs when I feel like it.
Unfortunately the game is held back by how simple the dungeon feels once you learn it. Within your first ten hours you will likely have learned all the enemies and their patterns and after that your just discovering new ways to get god runs.
When you start out you will likely gravitate towards the crit/vampires glasses combination as it gives you survivability with decent damage. You will probably find a set of spells you like and use them until you beat the game the first time. If you're like me you will do this until you consistently beat the game. Then at some point you will find a gift chest which will drop a set of spells that fit a theme. For me this was "Jump" spells. This is when you discover how fun it is to vary your builds. You no longer seek to beat the game, you seek to find out how many different ways you can beat the game.
My point is that this game is amazing IF you understand what it is. It is a game with a fun but basic story and atmosphere, great art, great combat, and great variation in the ways that you can get powerful. For reference there are many ways to one shot the final boss of the game, some of which you can get from finding a single item.
GOG reviews don't have enough space.
It seems the updates over time, while adding a lot, changed a lot of important things on the backend for the worse. Skill has gone down and luck dependency has gone way up.
This is a nice kickstarter game but the fact it is one shows. Most of these reviews only beat it once or never did. One reviews after only 1 hour. That's disgraceful to everyone.
The game's sole appeal stems from all the relics, spells, cloaks and thus, builds, that you can make. They are creative and stylish. So while the presentation is good, the real gameplay, how you actually interact with game the most, sucks due to some core, opposing, design issues.
There is too much. While it seems cool on the surface, with such a huge pool of offense, defense, misc, and cursed items, as well spells of 6 elements, the RNG makes it impossible to make a build you want during a run, let alone have enough gold for it. And that's on top of discovering your build probably won't be successful as the final boss is a mess requiring excruciating trial and error given how rarely you make it to him and how briefly he is vulnerable.
The camera angle makes some things like attacks, distances, and platforming, inconsistent.
There are some bad hitboxes/detection, instant attacks, no invincibility frames, and healing is hard. So it's easy to get spammed to death fast. So, naturally you will be forced to use the few items that actually work. Rogue RNG on a big pool ensures you won't get them. Every hit matters and with how often the screen fills up with SFX it's critical to have precision. Good game sense can only do so much.
Tried an earth/armor/hp build because they synergize; game never gave me one earth spell, not even a bad one. There is nothing worse than suffering so much wasted time and effort when it's not your own fault over and over.
Bosses are not hard except final; mobs in tiny rooms are the problem. Do you build for mobs or final boss? Can't do both.
Too annoying.
EDIT: GOG added more space.
Wizard of Legend is cool and has great creativity, but suffers from some severe flaws. It's less about skill and more about the RNG like all rogue games. You either get good spells and relics or you don't. There are so many companion pieces that I have never seen show up in a run. NEVER.
There is only one dash in the game with iframes, and gameplay is you get tagged once and stunlocked to death. So it's a touch of death game, you or them, nothing in between. The game is also almost only based around power. Kill them fast before they get you. And they will get you because you have cooldowns and are frequently locked in small spaces with enemies that are far too fast and attack instantly.
Technically, this enemy power escalation only happens in the last third of runs where the speed and instant attacking wtih hyper armor becomes ridiculous. You simply are not programmed with the kit to deal with things skillfully when so much is coming at you and one tag equals death. Building to make it to the final boss is not the same as building to fight the final boss which is bothersome. It's also annoying how you can't save and quit a run and comeback to it. You must commit at least 45 minutes to a run. Looping more than once is out of the question due to this.
I only played the game for one night, after which it kept "stalling" everytime on startup, right after the devs/publisher logo, no matter if i run as admin, disable other programs, or turn off and restart the machine as people say on the Steam forums.
The game has also some serious controller issues which can be seemingly only be fixed with the "Steam overlay"... but oh, right, there is no Steam overlay on gog.
It's almost as if the publishers have dumped this game on gog without bothering to fix it for it beforehand.
It's really a shame, from what i experienced before it broke, the game is actually pretty good and fun to play.
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Posted on: November 13, 2018
Jeux: 0
Avis: 2
Fun elemental action makes it a treat
Wizard of Legend is a rogue-lite - in the same vein as the Binding of Isaac - that focuses around outfitting yourself with 4 unique elemental spells and then crawling through 6 dungeons and beating 4 bosses.
Wizard of Legend thrives in the rogue-lite, dungeon-crawling genre because its arcana selection and the initial depth of spell selection is exciting. You unlock more spells with each attempt, and slowly figure out the "puzzles" of each boss, dungeon, enemy, and so forth.
The problem is that Wizard of Legends initial shine wears off around the 5 hour mark. You realize a lot of spells aren't that good, and the customization is shallow. The bosses soon become repetitive, and the enemy types are limited. The "meta" elements of Wizard of Legend drag it down.
It's still worth it for a game that takes approximately 8-10 hours to beat. There's not a lot of replayability, but I don't think there's a game that made me feel like Avatar Aang until now.
Check out my full review here!
https://www.youtube.com/watch?v=l6U2kYD-FhE&t=199s
Short sighted developers put the axis of design in the game around co-op only. Repetitive, monotonous combat chews through health then player must Buy health in only one area of the level at prices beyond reasonable especially when first starting the game. The best dungeon crawlers always have health as pickups that result from combat victories. Having to go all the way back across a map to get health kills the flow and immersion of the game. I get that it's these guys first game but balance is key and it's just not here. Unfortunate because I was really looking forward to a great throwback to some of the fantastic similar games of the past.
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