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Runers Free Download [License]

Updated: Mar 25, 2020





















































About This Game Runers is a top-down rogue-like dungeon shooter where you explore a vast underground labyrinth and face fierce monsters and bosses. As the game advances further into the dungeon, you will gather Runes, which will be used to combine into 285 unique spells. Discovering new spells will unlock their entries in your Runedex; unlock them all! But be careful – if you die, your playthrough is finished. We wanted to make a game that had a lot of replayability, customization, and discovery. Almost every design choice we made focused on furthering those three goals. We want the player to be able to choose the playing style that suits them: long range sniper, mid range run and gun, or an up close brawler. There are many features to facilitate this level of customization. When you earn enough experience you will level up and be able to choose from 4 random traits to make you even stronger. Each floor is procedurally generated, so the enemies, rooms, event rooms, and bosses you face are all randomly chosen, making every playthrough different. You will not encounter everything in the game in one playthrough, or even five: there is always something new to encounter.Each floor and room is completely randomized – each run will be a different experience Choose from 20 Races and 20 Classes to customize your runsRunes have unique stats that modify the spells you create with them Choose from 285 different spells to build your own unique spell loadoutsUpgrade your spells to make them even stronger50 different traits to choose from when leveling up 10 procedurally generated floors to explore and fight through 15+ random bosses and 100+ random enemies to fightNumerous Challenges, Event Rooms, and Achievements to completeDefeating enemies unlocks entries in your Beastiary5 difficulties to increase the challenge 7aa9394dea Title: RunersGenre: Indie, RPGDeveloper:LGK GamesPublisher:MastertronicRelease Date: 2 Sep, 2014 Runers Free Download [License] Runers has high hopes, and a fantastic spell crafting system, but is held back in just a few too many ways.The game is full of strange design decisions. For example rune combiners are needed only for new spells. This means that early on in your play of Runers you will find yourself unable to create many complex spells, and once you have died a few times and unlocked a lot of spells, you find yourself with combiners falling out of your pockets. My question is why? Surely the game would play better if combiners were always required but were more common? Then you'd have to be careful about which complex spells you created, and would make each run more varied.Then there's the fact that drops are completely random. I can kill an air mage and get an earth rune! There's no rhyme nor reason for anything, and as such each run tends to blur together.Sound levels are also just strange. Some enemies are much much louder than others. Some barely audible, others annoyingly loud. And this happens on every single 'I got hit', not just for special attacks or anything. Oh, also, your character doesn't have a 'I got hit' noise. That's rather important, and yet entirely missing. The music is really quiet. Again, this is odd because they sell a soundtrack edition, so clearly they're proud of it.You can rebind keys*. You will want to do this, since hitting 1-4 while using wsad to move is rather lethal. *Caveat: However, you can't rebind the left and right click spells. Which is odd, because they end up being the spells you click the least often, since they have an autofire option.The whole pace of the game is bloody fast. It's a test more of reaction speed than skill, most of the time. The main thing is movement speed. You move fast, your enemies move fast. So fast, in fact, that it's hard to control. The game suggests that you can use destructible objects as cover, but I genuinely had a hard time stopping behind them with any sense of consistency. It's that fast. I don't think this is a good thing, not at all.There can be a lot going on in fights, and you just don't have the time to comprehend it. After level three there's a miniboss, called the bombadier. He throws bombs. Makes sense, right? Except that he also throws fans of knives. And he also summons randomly spawning rocks throughout the room. And also there's at least four different types of bombs he spawns. Also he can run very fast, and spends most of his time off-screen while you're frantically trying to figure out if this bomb explodes in a + or an X, so you can't even throw incidental damage at him while dodging. And this is just a miniboss!Enemies can spawn in huge clusters right near the doors, giving you no time to react. If you get mobbed you're kind of in a spot. Unless you have a knockback spell equipped then you have to physics your way out of them. It's nice that you can push enemies around, but the game is so quick that often it's all you have time to do.When you level up, the game waits to tell you until after the fight. This is pretty great. It automatically pops up the box that gives you the choice of perk and you don't have to worry about getting mobbed the moment you click one. However, the game also doesn't let you click anything until it finishes playing the 'you levelled up' ditty. It just... stops for a moment.The spells. My goodness, the spells are so good. You can make one-, two- or three-element spells, with repeats allowed. The game tells me that's a total of 285 spells, and I believe it. You start off knowing all of the one-element spells, and I have crafted all of the two-element ones and a half-dozen of the threes, and they're very well varied. There's direct damage spells, aoe spells, buffs, debuffs, you name it.This is where the wonderful variety of statistics comes into play. You have damage and bullet speed and bullet duration and size and dot damage and knockback to name just a few that appear on spells, and then characters have movespeed and health and armour and elemental skill and crit chance and density and so many others that there is just a whole heap of room for spells to be different in! It's great!The game makes you feel like a pretty badass wizard, and I have to commend it for that. It's really fantastic in that respect. It's one of the best games I've ever played like that.Level design is good and varied. Each arena is different enough to feel interesting, and the enemies with zones of effect are just the right size to have an impact and let you play around.Enemy AI seems pretty smart. If you go invulnerable then they run away from you. They can try to dodge bullets, especially elites.Bosses are hugely varied, but, again, perhaps a little too busy. There is an awful lot going on in any boss fight, and it gets very hard to follow very quickly. This was my experience in the first boss I encountered: "Oh, so he's immune to damage? Okay, I'll wait it out. It's not ending. Oh, so I can stand on his head to hurt him. King of the hill, no problem. Okay, so those are knockback attacks bouncing around. Makes sense, this is the storm boss. Okay, so bouncing off the walls deals damage? or is it those red areas? Okay, so dodging is hard when his face covers the spells, but almost down to the last quarter and- oh. Dead. So he shoots lightning at the end, centred on his head, where I had to have been standing to damage him up until this point. Well that's good to know if I ever have to fight him again. Back to floor one again." And this hasn't been an isolated incident, this has happened with just about every boss. There's just no way of knowing what the attacks are going to do, or what hurts or where to stand. There's no telegraphing.I encountered a fair number of bugs, but the devs seem to be working on most of them. It's a small team, so this is entirely understandable and I don't hold it against them.And now for the nail in the coffin. My final comment: The art is... There's no two ways about this: it's really bad.There is a grand total of one, yes: one, casting animation. In a game about casting spells. A firepit is a reddish smudge, a mudslide is a brownish smudge, ice is, you guessed it, a bluish smudge. An air elemental, a creature, is a whitish smudge Every other creature in the game is done in pixel art, but not the air elementals. This is probably my biggest gripe with the game. I think that hiring a professional artist could double, perhaps even triple the quality of the game.Now you could argue that it's going for a "retro pixel style", but that doesn't stop it from being a terrible example of such. The only animations that you ever see are: walking in the four cardinal directions, walking while shooting in four cardinal directions. And notice that that's the direction you're shooting. The animation's the same no matter which way you're going if you're shooting, say, to the right. That's it, that's all there is. And it's not even a particularly good walk animation, just leg up, leg down. Standing still is even just a still frame from the walk animation, as far as I can tell.So, the verdict. Is it worth your money? Not at the moment. Perhaps after a few patches, and preferably a makeover, then I could recommend it, but not as it currently stands.I will edit this review if anything changes.. A fantastic game which hides under a quite ugly tile based surface. If you're a person which doesn't need to have great looking graphics and you're just a bit into dual stick roguelikes, please have a look at this game. You combine different spells up to three times which each other to create new and more powerful spells. From buffs, debuffs, damage over time, bolts and flares, everything is there for you to explore. The game is hard as balls but that just makes it that more satisfying when you finally beat the boss you prior always lost to. If you don't look up the spells online, the whole process of discovering them is quite exciting. You have something new to do on every run and the classes with the several masteries just add to that. The only point which could turn you down are the graphics which are really dated. I saw better looking tiles in other games but if you can get over it the game will surprise you with it's mechanics. To me fully worth the price but if you don't want to pay as much, on sale it's a must buy.. To briefly review the game as a whole:Runers is a rogue-like 2D dungeon based game (similar to Binding Of Isaac, but more fast paced). Your attacks are created through runes you find and combine, which have single, double, and triple spells. There are also various combinations of passive and active abilities that you can choose from at the beginning. Fight through 10 rooms, 4 bosses and hordes of enemies.Pros: Hundreds of spells that can be made provide tons of incentive to play and experiment. A solid tagging system for spells allows you too create spells in a create category, even if you don't know exactly what it does.High replayabilty and challenge. Many challenge modes and secrets to unlock, probably hundred of hours to unlock everything.Fun, fast and interesting spells that enemies can use (which can always be discovered by you) which create unique challenges every room.Local Multiplayer makes for great games with friends.Cons: Can be tedious to unlock tier 3 spellsBoss difficulty not well scaled. Some bosses massively more difficult than other of the same tier.Many spells are realistically non-viable, though may be better with specific buildsRNG can easily kill you (many of your death may come as a complete surprise)No online playOverall, a very fun game if you like rogue-likes with high diversity and replayability7/10. Runers is a roguelike very much reminiscient of The Binding of Isaac. You slowly power up as you venture, through rooms, deeper into the meat of the game.Runers is challenging. Heck, it is downright brutal. After three hours I finally beat the first boss (and mostly because I fought one of the easier bosses) only to die right away in the next area because it introduced stuff I'd not yet seen. That's what makes these games great, when they can hit you with a curveball just as you begin to think you can hit a homerun. The rune system of developing spells is pretty intriguing, albeit very tricky just starting out. I am noticing that entire runs can be dedicated to trying different combinations of runes hoping to find that one spell that really accents my playstyle. The rune system is interesting, furthermore, because it challenges you to decide between upgrading your current spell and building a new one altogether which, if you're a newbie, is kind of like playing a slot machine.There are definitely flaws with the game, however. It doesn't have that level of polish that the Binding of Isaac has, nor does it really feel flushed out and well balanced. The art is consistent and classic-style, which is great, but it gets lost in the level design. The maps are pretty much all the same, on the levels I played. Rooms are slightly different looking but there are only a handful of room types and things that might happen in those rooms. You've got the boss room, normal rooms, and challenge rooms. All of which might spawn as an aura room, but for the most part you're looking at only three room variants. Hopefully in a future patch we'll see this expanded upon, as it is certainly one of the major lowpoints for the game right now.The music is solid, and the controls feel well thought out. There is currently no controller support which is a bummer, but it plays just fine without. I do have one complaint, however, with the keybinds for hotkey spells. With all the frantic action it is incredibly frustrating to stop what you're doing to hit a hotkey. If you're using your mouse buttons to fire your primary spells then the hotkeys will not (at least not for me) activate properly. You've got to stop moving or stop firing to shoot off the hotkey spells which makes them near-useless.Great game and I'm sure we'll see my concerns addressed in future patches.. Great game, and easily recommended. To me, Runers feels somewhat like a mix of the overall gameplay of the original Gauntlet games, running through dungeons attacking swarms of enemies with a top-down view, and a twist of the combining spell system of Magicka, with lots of variable spells created by the unique rune system in this game, blended into one package.Add to this the customization options when choosing your character, randomized trait features to choose from on leveling up, the capability for spell upgrading with additional runes you find, and the variety of spell types - from ranged projectiles to "melee" style sword spells, to different buffs\/debuffs - and you can have a very different experience with each run of the game, if you choose. These features combined with a decent learning curve and amount of difficulty provide a great amount of replayability, and makes the rogue-like permadeath feature not as frustrating as I thought it would be. Summary: Runers is a great dungeon crawling, rogue-like shooter with plenty of features to keep you coming back for more. The higher difficulties do seem pretty difficult, but I highly recommend it!. Experience with dev support and suggestions on how to resolve technical issues with the game made me change my stance here.While the frantic pace of some of the rooms in this roguelike can be difficult to deal with, especially with the lack of rune combiners early on, the game is still pretty fun and the spell creation/discovery mechanic is something that I enjoy greatly.Certainly worth sinking a bit of time into.

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