7767

EAT
Trial Moderator
Uploader
Aug 5, 2016
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Overview:
Demon Lord Qaron had defeated the Sundista Kingdom in his war of conquest.
While the Queen, with her valuable time-reversal skill, remained missing,
Sundista's most powerful mage Shalith was captured and locked deep inside the dungeons.
Despite their losses, those loyal to the Kingdom have not yet given up hope.
Among the resistance, there is one individual whose name alone strikes fear in every demon and monster: Shunral the Silver Wolf.
This elven assassin, known for eliminating countless demons and monsters, is now determined to infiltrate the Demon Lord's castle, assassinate Lord Qaron, and bring an end to their subjugation!​

Thread Updated: 2022-09-03
Release Date: 2022-08-22
Developer: Hide Games -
Censored: No
Version: Final
OS: Windows
Language: English
Other Games: Escape Dungeon
Genre:
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Installation:
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Changelog:
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Developer Notes:
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Last edited:

Suit

Member
May 11, 2019
302
1,165
Nice anyone knows when the full game is estimated to be released?
Steam says the full release is on the 16th of December.

Honestly the game seems pretty good. It's simple enough to understand while also presenting a challenge. It looks to be a roguelike, at least from initial impressions levelling your stats persist through runs. Scenes can be unlocked either by losing to monsters or simply by killing them enough times which is also a plus.

From a quick glance at the first game, the art style here is much improved, along with the game being 3D this time around. There's also this gem:

1631281095490.png

If the game was available elsewhere other than Steam I'd buy it.
 
Last edited:
Apr 7, 2020
22
377
A few thoughts after the demon:
-It's actually unfortunate how simplistic this appears to be; the only stats that appear relevant are 3x vision up (the game appears to be unplayable without at least 1x vision up), 2x accuracy up, 1x fear OR 1x dash (either-or, don't need both, and these are only ever necessary for misclicks or the boss) and attack upgrades.
This is especially galling considering there are so many different skills and effects (such as rebound) that are ultimately simply useless. What's the point of "Hawkeye", a skill that increases your vision by 3 for one round, 2 for the next, and one for the last over a skill that just permanently gives you +1 vision? You only need 3 vision anyway, and the aforementioned temporary buff has use limitations as well as cooldown.
Using choke points, you will never get overwhelmed, you will never take damage, you will never face any challenge.

-Another point against the game is the skill use counts; you won't be using skills for anything other than misclicks, streaks of unfortunate misses or bosses, and you'll have 'em full charged whenever you need them. So having them appear in chests what feels like 33% of the time is entirely unnecessary as the enemies drop way too many of them.

-A third point against the game: Enemies walking over drops destroy said drops. This doesn't do much for difficulty - again, you'll just range kill everything and have nothing to worry about - but is incredibly annoying for meta-progression as well as keys being destroyed.

-Finally, the treasure chests. Most of them contain healing, which is useless. The majority of the others contain skill usages, which is even more useless if you don't have a usable skill.

So how to fix this thing in four easy steps? Simple:
1. REMOVE bad skills and INCREASE skill choice. Ideally, have there be three CATEGORIES of skills, of which the player is offered one each level up.
This would mean that the player is offered one DEFENSIVE (+armor, +hp, etc), one ACTIVE (Brutal Arrow, Dash, Fear) and one OFFENSIVE (+Accuracy, +Damage, +Vision) each level up, making the game much more consistent and much less frustrating when you get bad skill RNG (and to those wondering, no, you CANNOT win with just Hawkeye upgrades).
2. Remove skill usage counts, and replace all skill refill drops with cooldown reductions. Replace skill count refills in chests with something more useful, such as metacurrency.
3. Enemies should not be able to destroy metacurrency, keys, or healing when they are at full HP. Also, the player shouldn't destroy healing when at full HP either.
4. Chests should offer healing ONLY WHEN BELOW FULL HP. Otherwise it should just be metacurrency.

And finally, a suggestion for improvement:
-Add special munitions, found in treasure chests, which are limited use but offer powerful effects. Serrated arrows can apply a bleed for 33% of the damage each round for 3 rounds. Cold Iron Arrows can disable movement abilities for 3 rounds. Blunt Arrows can stun the enemy for a round. Piercing Arrows can ignore enemy defense. Poison Arrows can prevent all healing (contingent on there being enemies that can heal later on). Etc.
This would add depth to the game while maintaining simplicity, and would also offer SOMETHING INTERESTING to be found in chests, rather than "Oh hey, here's the 16th chest in a row offering me healing when I haven't taken a single point of damage yet".

When the game will be released I'll put up an official review.
 

FreeZytler

Newbie
Sep 4, 2018
71
17
so far this looks really nice
and to unlock the scenes via kills not only defeat is nice
sad its only a demo but game is fun tiself even without ecchi

would recommend
 

Furabia

Well-Known Member
Donor
Jun 23, 2019
1,035
1,421
Just a shame that it seems to be turnbased, if it was action like diablo or something it would be great
 
4.10 star(s) 19 Votes