Supports controllers, but you have to plug it in before you launch the game. GOG Galaxy won't record anything, unless you launch it from the GOG Galaxy client. I'm not sure the game tracks achievements at all in this version. How much enjoyment this game offers is dependent on why you like (2D) Zelda games. If you are looking for the feeling of being powerful, this game is not going to be fulfilling. If you enjoy being given a system and figuring out puzzles in that system, perhaps trying over and over again, this game is right up your alley. The design goal of this game is to stump you long enough on puzzles to feel like you got your money's worth. There are very few combat maneuvers to perform, even after acquiring all the items. Don't expect the combat to "open up" later on, because "later" is very close to the end anyway, and all you can do is do optional puzzles, or keep moving on. Exploration didn't feel rewarding to me, because there wasn't a big map, and the reward consists entirely of more puzzles. I personally found the puzzles difficult, or, at least I remained stumped on most of them until the end of the game and never went back. A little tip: if you are SUPER STUMPED, it is likely an optional puzzle. To give you an idea of how much "game" there is, it would likely take you longer to beat Zelda '85 with a strategy guide than to get to the credits of Ittle Dew from the title screen. My total game time is about 7.5 hours, and that includes restroom breaks. If you aren't looking for a cute Zelda game, this game isn't a necessity.
If you are not used to mouse and keyboard controls, perhaps because, like me, you are used to console, SKIP this title. If you have laptop, especially one with F keys that have alt functions, SKIP. This is a real-time action RPG taking place in Medieval European style landscape. Opening up your bags or books does not stop the action. Yes, that means you will try to cast a spell while a Giant Rat or Wolf attacks you, and they will gnaw on you while you flip pages and click the mouse. This is supposed to be less of an issue if you can press one of the Function Keys, but that still requires aiming with the mouse. So the best way to engage in combat, I figure from my experience playing video games for 86% of my living years, is to keep hitting the beasts with a sword. Or, well, you are limited to a knife immediately. Anyway, players might figure that this is straightforward, just keep clicking the mouse button until the monster perishes, but the game signals that you are missing. And it is difficult to tell if it is because you are not hitting the correct area, or if there is simply a dice-roll's chance to miss. Which means at the beginning of a game YOU PURCHASED, rats will win the war of attrition against you, and you won't know why. Losing indicates you did something wrong, but given the tools provided to the player, it is difficult to know what there is to change in your strategy. As for user interface, it is difficult to understand your equipment, because none of it is labeled with names, or even an indicator for what stats an item has. So it is difficult to know which of your stuff does which things or which pieces of equipment are stronger. None of it even has a name until you are ready to sell in the shop. Nice graphics and music. World feels expansive. Issue: Can't leave spellcasting mode [book] after engaging in combat mode [Tab], unless there is a legal target. Issue: Crashed out of my game. Interacting feels sloggy, confusing, and unrewarding. Skip :(
The idea that that there are 88 crappy superheroes meant to take on a thematic supervillain is entrancing. Which is exactly why the game is disappointing when the player first takse control of a hero. Sloshy controls; Sloppy level design; Gimmicky characters that seemed designed to die; core mechanic works against learning the game; Only-Funny-The-First-Time jokes; The game pretty much works against itself. The core mechanic in this game is that every time the player dies, or reaches the end of a level, they will switch characters. Some of the character have very fun mechanics, potentially even deserving of their own game. Others are supposed to be fun challenges, but the procedurally-generated levels make them difficult to appreciate. Even if they are granted a decent character, it is difficult to get used to a level's layout, before the player must literally switch game mechanics, and figure them out in under 88 seconds. Xbox (One) Controller works fine upon plugging in - once you launch the game, you can ignore your mouse. I recommend waiting for a sale. There's a reason it has an average of 3 /5⭐.
Played it for a few minutes. Because the game refuses to spell anything out other than some controls, it is hard to feel incentivized to continue to play. Due to procedural generation, and lack of a user interface, it is hard to feel progression, or feel that you are growing as a player. Art is nice and minimalistic. It isn't clear that there are one hit kills, but it will feel like it. If you want a straightforward gaming experience, look elsewhere. The game runs on my laptop from 2012 with an Intel i5, so it should definitely be able to run on your own system. Again, it is not very inspiring to play.
Don't attempt to play this on a laptop. This game requires a ACTUAL mouse and an ACTUAL keyboard, because this is how you interact in the game, at all times. There are left-handed controls! Silver (1999) is an Action Role-Playing Game where combat takes place on the overworld. You run around the world in this view. Then, when enemies appear on screen, combat will start without changing screens or views. After all enemies are dead, the game will allow you to click on the next objective. Exploration is performed with the mouse. You click on a part of the area, and your selected character will go walk over there. If you double click, he will run. In order to enter a building or go to the next area, your cursor will show a little door, you'll click, and then your characters will run over to enter the door/area. Combat is also performed with the mouse. Melee Weapon: click on an enemy to target them, hold down CTRL, then make a swiping motion with the mouse, and let go. Ranged Weapon: Click on the enemy, and keep clicking. Your allies will attack based on the instructions you give them during battle. On the overworld (as in, for exploring and combat), if you want to switch weapons or equipment, you will pull up a menu wheel, click to a submenu, then click the thing you want to equip, use, or eat. If you eat something, the menu will automatically close. If you want to use a health potion, you will need to access the submenu for potions, then select the potion you want to use. All of this happens in the overworld, fluidly, in real time. If this sounds frustrating or inelegant to you, that is because, it is, for the exact reasons you think it is. It's like trying to use chopsticks to kill a spider in your bedroom. On a timer. The production value is pretty high. The music is good; graphics are serviceable; voices are cringy; characters are generic. Ultimately, the whole package comes together to form mediocre storytelling.
I should note immediately, that I did not play this with a controller. There is a 5-Star review on here calling the game "bare-bones." That is because it is. I have not gotten far in P.O.D. If you read the description, this is a game that was designed to use the latest technology of 1997. It is not anything else. The story is designed to explain empty environments on the Planet of Death. I had a hard time understanding which direction to go on the tracks. The title has the gray-brown color pallet, which, obviously shouldn't be considered a big problem. Instead, the core problem is that it stands as the definition of "mediocre." If you are looking to play a 3d racing game, I suggest that you continue browsing GOG. Basically, what I am trying to convey to readers, is that POD Gold is not a must have.