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The Rise of Synthetic Gemstones as a Modern Alternative to Natural Stones

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Synthetic gemstones have become increasingly popular due to the demands for environmentally friendly, quality, and cheaper stones than natural ones. Synthetic diamonds and artificial opal, which are gaining more popularity, look lovely and sparkly as compared to the actual gems but have no effects on the environmental issues connected to the mining of gems.

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Exploring the Most Addictive Online Gambling Games

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Casinos have a storied history, starting as physical establishments wherever persons collected to savor activities of chance. Early kinds of gaming can be tracked back again to historical civilizations, but the modern casino appeared in the 17th century, with Venice's Ridotto usually cited as the very first government-sanctioned casino. Over time, renowned locations like Las Vegas and Monte Carlo turned gaming right into a gorgeous affair. The increase of engineering, however, has changed the… Continue

The Sorceress Hacked


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About This Game

In a fairy-tale kingdom evil forces are attacking citizens. The monsters appear suddenly and nobody
knows from where they are and who leads them. The best knights o 5d3b920ae0



Title: The Sorceress
Genre: Action, Adventure, Indie, RPG
Developer:
Karabas_Studio
Publisher:
Karabas_Studio
Release Date: 1 Feb, 2017


Minimum:

  • OS: WindowsXP
  • Processor: Intel Pentium 533Mhz
  • Memory: 4 GB RAM
  • Graphics:

English



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Waste of money for a 'game' that looks worst than most free games out here. No RPG elements here whatsoever. Looks more like a MMO and plays like one. A really bad one. I had much more fun playing Runscape for a whole 2 and a half hours mining some iron, silver and gold ores to craft some weapons and utensils to sell in the market than 5 damn minutes of this horrible joke of a game. Whatever you do, please don't waste 5 bucks on this bad joke unless you: a. Want to buy this game if you like wasting money or want to review it online; b. Want to collect as many games as possible (only god knows why); c. Are a masochist and like to suffer / have no soul; d. Don't know how to read (would be kinda sad though). Welp, that's my warning. Wanna waste money? Wanna slowly poison your soul? Wanna have no fun whatsoever while wasting precious life time (without godmode you're life has a limited lifespan, sorry. And no respawns allowed.. Mouse camera controls are completely off from every other game of this type, and the dev can care less.. Not too long ago I talked about The Sorceress, a game so good that it fraudulently touted itself as winning numerous awards and promptly banned anyone who dared to say otherwise. But how bad can a game be that, in a theoretical alternate universe, managed to take home best graphics, best atmosphere, best action, the Indie World Award, and the Dev Gamm award that hadn't even happened yet? Pretty bad. The sorceress tells the story of a world torn asunder by bad creatures, and you the sorceress are the only one that can stop them. The game tells you this through broken English narration and recorded video of the main character hitting things with her sword while numbers pop out. You'd be forgiven if you mistook this for a bad fan-made machinima project, all it's missing is the five frames per second video and the 'unregistered bandicam' logo splashed at the top. You often hear game critics talk about developers not bothering to put any effort into their quests, but I think Karabas Studio should be claiming a patent on the concept. The second quest you receive in the game is from an innkeeper and literally just says "I need to kill 2 Skeletons. Can you kill the skeletons for me, please?" So you kill the 2 skeletons, come back, and receive a healing potion. Your next quest? "I need to kill 10 skeletons. Can you kill the skeletons for me, please?" It has nothing to do with the broken English, that I could at least have some sympathy for. After you kill the skeleton king, the game gains more of a semblance of plot, but not really. There are monsters in a nearby dungeon and they want to destroy the town. If you want to stop them from doing that, you're going to have to kill them. That's pretty much it. The controls and mechanics in the game are an utter mess, almost as if it was developed by someone who didn't have the faintest clue on how to create a video game, from the action hotbar that doesn't work much of the time to the health/mana potions that are button operated and have no cooldown between use. Your first interaction will likely be wondering why the hell none of the NPCs are interactive until you figure out that the developer has mapped that button to I. Yes, I, the universally accepted interact button. The dungeon that makes up the breadth of the game is a one way series of corridors randomly dotted with a small assortment of lazily cobbled together generic fantasy mobs. Enemies in the game respawn so quickly, including bosses, that by the time you've cleared out a room the one behind you has repopulated. That's assuming of course that they don't just immediately respawn where the previous one dropped. That's also assuming that you can manage to stay locked on to an enemy, since the tab targeting barely functions and using the mouse to target is like trying to walk a cat on a leash. There are a ton of little things here and there that should be second grade knowledge when building a game, but somehow still managed to be missed. Inventory management is, well, nonexistent. You can't move items to different slots, you can't drop stacks, and the button disappears whenever you do something. In order to drop the stack of 20 'sculls' (their spelling, not mine) that you've collected, you need to click the skull, click drop, rinse, and repeat. And be sure to drop them in a place you'll never go back to, the items stay on the floor forever, even after shutting the game off, and you pick them up automatically by walking near them. By the end of the game, your inventory is a cluttered mess of teleport gems and keys that are forever placed at the earliest spot you had an open inventory space. The teleport gems, presumably a workaround to the game's awful spawning system, teleports you deeper into the dungeon since you respawn at the front when you die. There is a five minute cooldown, however there wasn't a visible countdown that I saw. You just have to keep using the item until it works. Characters and enemies in the game are a mixed bag of store bought assets, including your player character who appears to be a random stock anime girl. You pick up palette swap armor and weapons over the course of the game that don't affect your appearance, since that would require someone with modeling knowledge and thus be far beyond this game's technical budget. Armor and weapons are just six color swaps of the same items, and there's only a small handful of enemies that the game reuses prolifically. Enemy AI is, expectedly, idiotic. Since mobs respond based on your proximity alone rather than to damage received, it is entirely possible to set yourself up with longer range spells and just keep peppering them from afar. In fact, this is how I beat the final boss. A sad, but not unexpected end to an equally sad and not all that unexpected game. You should keep your eyes open, for a game with early 2000's graphics and not a hint of atmosphere, the draw distance is disgustingly short, rarely going as far as the length of the room you're in. I managed to beat The Sorceress in under five hours, because part of me wanted to finish the game and prove some semblance of "it wasn't all that bad," but I'm not going to turn this into a cost analysis based on the seven dollars I paid because it was five hours of pain and frustration. In a world where one-man games are becoming increasingly high quality, where Steam is getting piled on like a landfill with trash, games like The Sorceress don't have a place, not even for the people who like the 'so bad it's funny' aspect. It's not funny anymore. One thing I didn't mention about the game is the graphics, since they are Unity assets and it doesn't seem right to pass judgement on something the developer didn't make. It's like praising your dad's baking skills over the Marie Callender pie he picked up at Wal Mart and moved from the tin over to a fancy looking plate. What I will say is that the assets are the gaming equivalent of a ransom note made out of cut up newspaper clippings, with characters that look like they were hastily ripped from a dollar store toy box and thrown together without much thought to consistency or quality. The best we can hope for is that games like this continue to be smothered in the white noise that is the current Steam release climate.. https://youtu.be/RTrD9uVp0bs The Sorceress is an MMO style-based single-player experience without any of the concepts that make an MMO worthwhile. Bland and overly generic gameplay that is marred extensively with broken english showing that the Developers couldn't even be bothered to hire an English translation service outside of Google. The game is so boring I couldn't even be bothered to suffer past the first 1/2 hour of gameplay. Nothing about this game is good. The controls are exceptionally counter-intuitive. The "I" button to engage dialogue, are you kidding me!?!?! Note to Dev: Standard practices for most video games denote a certain intuitive control scheme for most games. These are typically dictated by minimal movement of the entire hand to be able to control your game. That makes your control scheme objectively bad. But, to be fair it's indicative of the entire experience. This game is a chore. Not a game. The $7 price tag makes me want to punch my screen. It is an insult to any gamer to actually expect money for this crap.. Not too long ago I talked about The Sorceress, a game so good that it fraudulently touted itself as winning numerous awards and promptly banned anyone who dared to say otherwise. But how bad can a game be that, in a theoretical alternate universe, managed to take home best graphics, best atmosphere, best action, the Indie World Award, and the Dev Gamm award that hadn't even happened yet? Pretty bad. The sorceress tells the story of a world torn asunder by bad creatures, and you the sorceress are the only one that can stop them. The game tells you this through broken English narration and recorded video of the main character hitting things with her sword while numbers pop out. You'd be forgiven if you mistook this for a bad fan-made machinima project, all it's missing is the five frames per second video and the 'unregistered bandicam' logo splashed at the top. You often hear game critics talk about developers not bothering to put any effort into their quests, but I think Karabas Studio should be claiming a patent on the concept. The second quest you receive in the game is from an innkeeper and literally just says "I need to kill 2 Skeletons. Can you kill the skeletons for me, please?" So you kill the 2 skeletons, come back, and receive a healing potion. Your next quest? "I need to kill 10 skeletons. Can you kill the skeletons for me, please?" It has nothing to do with the broken English, that I could at least have some sympathy for. After you kill the skeleton king, the game gains more of a semblance of plot, but not really. There are monsters in a nearby dungeon and they want to destroy the town. If you want to stop them from doing that, you're going to have to kill them. That's pretty much it. The controls and mechanics in the game are an utter mess, almost as if it was developed by someone who didn't have the faintest clue on how to create a video game, from the action hotbar that doesn't work much of the time to the health/mana potions that are button operated and have no cooldown between use. Your first interaction will likely be wondering why the hell none of the NPCs are interactive until you figure out that the developer has mapped that button to I. Yes, I, the universally accepted interact button. The dungeon that makes up the breadth of the game is a one way series of corridors randomly dotted with a small assortment of lazily cobbled together generic fantasy mobs. Enemies in the game respawn so quickly, including bosses, that by the time you've cleared out a room the one behind you has repopulated. That's assuming of course that they don't just immediately respawn where the previous one dropped. That's also assuming that you can manage to stay locked on to an enemy, since the tab targeting barely functions and using the mouse to target is like trying to walk a cat on a leash. There are a ton of little things here and there that should be second grade knowledge when building a game, but somehow still managed to be missed. Inventory management is, well, nonexistent. You can't move items to different slots, you can't drop stacks, and the button disappears whenever you do something. In order to drop the stack of 20 'sculls' (their spelling, not mine) that you've collected, you need to click the skull, click drop, rinse, and repeat. And be sure to drop them in a place you'll never go back to, the items stay on the floor forever, even after shutting the game off, and you pick them up automatically by walking near them. By the end of the game, your inventory is a cluttered mess of teleport gems and keys that are forever placed at the earliest spot you had an open inventory space. The teleport gems, presumably a workaround to the game's awful spawning system, teleports you deeper into the dungeon since you respawn at the front when you die. There is a five minute cooldown, however there wasn't a visible countdown that I saw. You just have to keep using the item until it works. Characters and enemies in the game are a mixed bag of store bought assets, including your player character who appears to be a random stock anime girl. You pick up palette swap armor and weapons over the course of the game that don't affect your appearance, since that would require someone with modeling knowledge and thus be far beyond this game's technical budget. Armor and weapons are just six color swaps of the same items, and there's only a small handful of enemies that the game reuses prolifically. Enemy AI is, expectedly, idiotic. Since mobs respond based on your proximity alone rather than to damage received, it is entirely possible to set yourself up with longer range spells and just keep peppering them from afar. In fact, this is how I beat the final boss. A sad, but not unexpected end to an equally sad and not all that unexpected game. You should keep your eyes open, for a game with early 2000's graphics and not a hint of atmosphere, the draw distance is disgustingly short, rarely going as far as the length of the room you're in. I managed to beat The Sorceress in under five hours, because part of me wanted to finish the game and prove some semblance of "it wasn't all that bad," but I'm not going to turn this into a cost analysis based on the seven dollars I paid because it was five hours of pain and frustration. In a world where one-man games are becoming increasingly high quality, where Steam is getting piled on like a landfill with trash, games like The Sorceress don't have a place, not even for the people who like the 'so bad it's funny' aspect. It's not funny anymore. One thing I didn't mention about the game is the graphics, since they are Unity assets and it doesn't seem right to pass judgement on something the developer didn't make. It's like praising your dad's baking skills over the Marie Callender pie he picked up at Wal Mart and moved from the tin over to a fancy looking plate. What I will say is that the assets are the gaming equivalent of a ransom note made out of cut up newspaper clippings, with characters that look like they were hastily ripped from a dollar store toy box and thrown together without much thought to consistency or quality. The best we can hope for is that games like this continue to be smothered in the white noise that is the current Steam release climate.. TLDR at bottom if you just want the bullet points. The following is my impressions of the game after about 3 hours of gameplay. I would really suggest you try the demo. If you do enjoy it, the rest of the game is more of the same. The graphics aren't mind blowing, but I find them to be really charming, and it kind of feels like a throwback. The gameplay is very basic and straight forward, kill things to get exp and gear to make your numbers bigger, so you can kill bigger things and get more bigger numbers to fight even more bigger things.The quests are basic kill/fetch quests and it's basically a grindfest. The English in the game isn't perfect and will make you crindge if you're a grammar nazi or intolerant of poor English. By pretty much all standards this game is bad. It's got the addictiveness of a clicker in that you are basically doing nothing, but seeing your numbers get bigger is fun; The narrative is weak (if there is one, feels like every quest is just side missions), all items are just "whites", your next chest piece will have more armor, and your next sword more damage, but that is all they're good for and there is no visual difference; sections of the game are poorly balanced and frustrating (around level 13 you have to go through a room of level 2 spiders, but there are so many that if they get off a volley of venom you get one shot unless you're drastically over geared, boss that spawns adds continued to spawn adds after death, etc.); spells feel uninspired, and so far seem to be featuring "enchanted" melee attacks and various bolts (fire bolt/lightning bolt/etc.); and lots of interface issues (you can't hotkey potions, all of the interfaces such as your bag, character screen, etc. can only be closed by clicking the X and can only be opened by physically clicking on them). Despite all this I just find the game damn charming and nostalgic. I'm not sure if that is what the developer was going for, but it truly feels like something I would have been playing as a kid about 15-16 years ago and has the same sort of issues as games of that time. Definitely not a game for everyone, but if a pointless grindfest sound like fun, you like clicker-esque games that are just all about getting bigger numbers, or you just want to remember how far games have come. Try the demo, it's a good representation of the whole. TLDR: The game is bad, but bad in a way that I think it has an audience. Ultimately, if you think this might appeal to you play the demo. Don't even finish it. If you don't like the game in the first 5 minutes, you're not going to like it. The Bad: Rehashes age old bad design decisions, bugs, imbalance, uninspired combatloot, interface, grindfest, graphics, poor English, Comic Sans. The Good: Rehashes age old bad design decisions, bugs, imbalance, uninspired combatloot, interface, grindfest, graphics, poor English, Comic Sans.



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