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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 1075eedd30 Title: RunersGenre: Indie, RPGDeveloper:LGK GamesPublisher:MastertronicRelease Date: 2 Sep, 2014 Runers Download Direct Link One of the best rogue-likes i've played in recent history. It's a nice combination of bullet hell, dungeon crawler, rogue-like, perma death. The basic idea is that you pick a race and special ability. Then you crawl the dungeon as you gain perks and runes. Runes can be combined with other runes to form spells.Highly recommend to anyone who likes Rogue Legacy, Binding of Isaac, Mojo, Rogue, etc.. 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.. Runers is a great game for folks who want a challenge and a multitude of strategies to defeat it. My recommendation to first-timers is to do the tutorials once before you start, then again after a few hours of gameplay. You'll be grateful you did since coming up with your own winning build requires a good understanding of the mechanics, the more advanced of which are best learned once you have a good understanding of the basics. The game is challenging, both in gameplay and in build-creation.Here's a quick example of the diversity of the game. There are 285 possible spells, of which I have discovered just under 100, and already I have 3 or 4 high-powered builds that are capable of winning (at least on the easier difficulties). Throughout the game, you will complement these skill-builds with a set of unique abilities you acquire from accomplishing various in-game feats (e.g. completing a floor, defeating a boss, succeeding at an "event room", leveling up). You can base the abilities your spells or your spells off your abilities, but certainly you will want to think about how they will pair with each other to make your character perform best.As far as the enemies, I haven't counted, but I would say there are well over a hundred unique types. Developing a strategy on how to approach each enemy type is another critical part of succeeding. The game is not easy to win, even on the "easy" difficulties, so be prepared for a challenge. Once you get to know the majority of the mob types, you will find yourself laughing in the face of enemies that you used to curse for their ridiculous difficulty! Except for bosses... Boss fights are just as diverse as the "normal" room fights, with what seems to be at least a few dozen different bosses that you can encounter. These will range from "Oh, I can easily beat this guy when he does such-and-such" to "I'll never beat this guy!" (don't worry, you can definitely beat him, the question is are you resourceful enough). All of them are distinctly different experiences which is what kept me coming back to replay it again and again.As far as the different difficulties, well, I haven't beaten it above the first two difficulty levels, but that is mostly because I've only tried the harder ones a couple of times at this point (the game is pretty new, after all). As I said before, even the "Wimpy" mode presents a challenge and I would recommend sticking to this mode until you've honed your skills and developed several effective combos that you can be prepared to deploy. You have to be ready to be effective regardless of what rune types start dropping from the enemies you dispatch.All in all, this is a pretty stellar game. I quickly grow weary of a game that either feeds me an easy win or sits me in a rail-car and doesn't let me deviate or forge my own chosen path to victory. Runers does neither of these things, and is winnable with literally thousands of different builds\/strategies. And just when you think you're a master, you realize you're playing on "Wimpy" and it's time to up the ante and break into the higher difficulties.Runers has been fun so far and hopefully some of the remaining spells I discover will give me the edge I need to beat it on Apocalypse. Rune ho!. quite the fun game! still could use some tune ups here and there but for someone looking for a fast paced run and gun-ish experience its solid! the powers combination is what got me hooked (im hoping they make "combiners" a more frequent drop, only because it has felt like i crawl from floor to floor just hoping to find one) as of right now expect a solid gameplay but a barebones experience, this experience will be a nice addition to your rogue style games. 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 an interesting one.... easily one of the stranger games in this genre, but it comes with alot of really interesting and unique mechanics that truly set it apart from everything else. The basic gameplay is what you'd expect out of this. Twin-stick shooting, while dodging a bazillion enemy projectiles and other things. Clear each room to continue through the labyrinth. Beat a boss every few floors. You know the drill.Where Runers goes off the track though is.... everything else. The core of the game is it's unique spell system. Instead of having some single basic attack to shoot with as in many of these games, there are nearly 300 different spells to use against your foes. There's all sorts here... rapid-fire bullets (that most basic of shot types), debuff fields, supernovas, and all sorts of very screwy spells for you to find. The sheer variety on offer here is pretty amazing. In addition to that, before each run you'll select a character race and class, each doing something different, and there are a TON of them. All of this means that you can have an incredibly different experience each run.The core mechanic is focused on the runes that you'll find as you wander the maze. A varitey of elements from air to force to speed or whatever. When you combine runes with each other, you get a spell that you can then place into one of your available casting slots. When combining, most of the time you'll be using two or three runes at a time... as this is how you get the really interesting stuff.... but even just dropping one rune into the combiner will give you another super-basic shot to use, and those are important too. With so many different rune types, there are boatloads of combinations to find here. However, you cant just throw these things in and start combining right away. Not at first, anyway, and this is where we get to the permanent progression aspect of the game. At first, all spells except the one-rune ones will be locked. Try to smash together a locked combination of runes and it wont do anything at all. You need to find either a double or triple combiner, which will allow you to slap together runes into a combination you have not yet tried yet, permanently unlocking whatever the resulting spell is. Once a spell is unlocked, you can then create it whenever you want without needing combiners, and this carries over through all of your runs. This means that early on, you're going to have a very hard time getting new spells, as combiners dont drop very often. The more you play, the more spells you'll unlock, and the more spell crafting you'll be able to do. You'll really be able to dive into the spell mechanics the further you get. However, this unlock process could create some frustration for you when you're starting out, just because you'll have so few options. But, it also creates an easier learning curve... the game isnt just dumping a list of 300 spells on you and saying "GOOD LUCK!". The slow unlocking makes sure you have time to really get a handle on what each one does, and the progression is satisfying. But yeah, the difficulty will definitely be higher when you have few spells unlocked.Speaking of difficulty, there are many to choose from, so the game can range from "hard" to 'bloody absurd". This is a tough game no matter how you put it. There are LOTS of enemies, and they fire LOTS of bullets and spells and screwy things at you. Having some 30+ monsters in a single room is definitely not a rare occurance. Fortunately, you still have lots of room to dodge, as both you and most monsters are pretty small. The game can definitely have a bit of a bullet-hell feel to it, due to the sheer lunacy that the combat can produce. And you'll have to get to know the enemies, too. Enemy attack patterns are.... fairly simple. Yet even despite this, each type stands out, and you'll have to properly learn to deal with each. Entropy mages for instance are one of the more irritating things you'll find early on; they fire bizarrely inaccurate spells that hit you more BECAUSE they're inaccurate. Or there's bats, with their wonky arcing movement that make it easy to crash into them. Or the Sucky Werewolves (that's what I call them anyway) which dash up near you, and create a vortex centered on themselves, pulling you in and making you easier for other enemies to hit. Some enemies get extra creative, like skeletons, which collapse into a heap of bones when defeated, which you must go and then stomp on to finish them off or they get back up. Or treants, which turn into trees when killed, but the trees can take damage and if they pop, they become a monster again. The bosses are creative too, which is a nice thing to see. For the most part these fights are well done, and stand out quite a bit from the rest of the gameplay. Minibosses though are the foes that can be a bit of an issue. These guys are rare, and encountered in unexpected places, and while they'll be the only monster in the room, they'll cause so much utter chaos that there may as well be 50 mages in the room. These guys are BRUTAL, perhaps a bit too much, and that could be cause for some major frustration. Some tweaks could have fixed these, but those wont be coming.And the game definitely has some screwy balance issues like that. I dont mean the spells. I mean other things. For instance, bonuses that you can choose from upon levelling up range from "Wow that's great" to "it's like I'm not even getting anything". This is one of those games where the developer doesnt seem to have grasped the art of handling percentages when dealing with stat changes. Getting something like a levelup bonus that gives you a whopping 2% movement speed increase isnt uncommon here... and a number like that means that the effect isnt even going to be noticable. Wheras other bonuses might almost be too good. The same goes for races, classes, and other things. And there's some types of event rooms that are a little broken as well (you'll learn which ones these are really fast). Fortunately THOSE are optional, you dont have to start the event if you dont want to.Actual spell balance is better. Alot of that is going to be up to you and your own personal playstyle. A spell that one player thinks is good, might be one that you just hate. Yeah, it's that sort of game. Experimentation is key here, and there are plenty of spells that will be situational, so choosing the right ones for your current setup is very important. On top of that, there is a mechanic in place where you can stick runes into spells you already have to power them up, which is even more decision-making for you to do, and even more ways for your build to be customized as you play. It's an excellent mechanic that works well, and gives you ever more things to do with all of those runes you'll be filling your inventory with.Balance issues aside, one other thing I need to mention is the graphics. I personally dont really give a fart about graphics, but if you're the sort of player that does, this game absolutely is not for you. And the final negative thing is actually the controller support. It is... a little borked. There are two problems with it: 1, there's this bizarre tendancy for your aim to "snap" to the 4 cardinal directions... it's very hard to explain, but you'll see what I mean the moment you start the game. And 2, there are some spells that target the cursor, and while that's absolutely fine with a mouse, trying to control their placement with a controller is like trying to herd cats. You can get used to these things, but one way or another, a mouse/keyboard is the way to go here.Overall, Runers is a criminally overlooked game with tons of fun and depth to offer you. It's one of those ones that I'm going to keep constantly coming back to, and honestly.... it's just alot of fun. Really though those entropy mages are jerks. So are the bats.. This game seems simple but you can put an incredible amount of time and get an incredible amount of fun out of it. The creative method of making spells that this game uses makes it fun to discover new spells every time you play and encourages you to think out what spells you'll use each playthrough. This game I would recommend to anyone.. A word of warning: I think the devs have pretty much disappeared several months back, so treat this game as frozen in its final state.They weren't kidding about the number of unique spells and the variety of classes & races available, and the game definitely has replayability thanks to the random generation of floors, and the different traits available on each level up. The RNG may be a bit too skewed against the player, especially in terms of rune drops, but personally I find it on par with BoI:R. Apart from the usual dungeon crawling, the tricky side challenges test your proficiency in using specific spells or fighting specific enemies.Admittedly the joy of discovery wanes once you earn all of the spells and encounter all of the enemies, but I reckon it'll be quite a long while before you reach that point. And a UX design gripe: there's no "quick restart" option like in many other rogue-likes\/rogue-lites, so you have to navigate from the starting menu again to select the same options as for the previous run if you want to.Still, I think it's worth getting this interesting time-killer, especially now that it's on sale. If you don't mind the once-in-a-while crash.

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