Posted September 13, 2012
http://steamcommunity.com/sharedfiles/filedetails/?id=93144364
I mean, not to sound angry but there's been plenty of indie titles of questionable quality allowed on GOG in recent times, just because they look "hip" or "mainstream" with bright flashing colors and simple gameplay.
Explain.
Swords and Sorcery - Underworld Gold is a kickback to the 80s dungeon crawler: 1st person, turn-based, step-based and party-based. Note that the Gold version is still undergoing the final stages of testing and should be released in the coming days.
Abstract yet deeply tactical combat, with distance and timing management.
Six classes: Knight, Paladin, Archer, Rogue, Priest and Sorcerer.
Four races: Human, Elf, Dwarf and Gnome.
Characters will develop a variety of abilities and strengths that depend on these choices. Knights, for instance, learn Ambidextria, Powerhouse and Berserk as they earn higher levels.
40 spells (Priest and Sorcerer, outdoor and indoor, combat and non-combat).
100 illustrated enemies, many of which have one or two special abilities that offer varied challenges. Some, for instance will summon new enemies. Some will throw bombs, turn characters to stone or lock them in an inferno until the battle ends... If they survive that long...
250 items, many with magical or otherwise valuable properties.
Three towns to discover and travel back to for food, equipment, healing and other services offered by NPCs.
Many unique NPCs that will offer quests, help your party gain in strength, guide you or deceive you.
Traps, puzzles, slides and teleports add a variety of non-combat challenges. Puzzles are largely integrated in your interaction with the game world.
Dynamic world map illustrates 20 levels as they are discovered.
40 fullscreen story illustrations.
Optional automap.
Dear GOG staffers: I would like to know why this indie RPG isn't on GOG, I've owned the "original" S&S since it appeared on the dev's own site to buy, and on GamersGate. I find it personally offensive that a great title like this, which has the combat and party-based mechanics of the early (turn-based) Might & Magic games, hand-drawn graphics, etc, doesn't qualify for sale on GOG. Abstract yet deeply tactical combat, with distance and timing management.
Six classes: Knight, Paladin, Archer, Rogue, Priest and Sorcerer.
Four races: Human, Elf, Dwarf and Gnome.
Characters will develop a variety of abilities and strengths that depend on these choices. Knights, for instance, learn Ambidextria, Powerhouse and Berserk as they earn higher levels.
40 spells (Priest and Sorcerer, outdoor and indoor, combat and non-combat).
100 illustrated enemies, many of which have one or two special abilities that offer varied challenges. Some, for instance will summon new enemies. Some will throw bombs, turn characters to stone or lock them in an inferno until the battle ends... If they survive that long...
250 items, many with magical or otherwise valuable properties.
Three towns to discover and travel back to for food, equipment, healing and other services offered by NPCs.
Many unique NPCs that will offer quests, help your party gain in strength, guide you or deceive you.
Traps, puzzles, slides and teleports add a variety of non-combat challenges. Puzzles are largely integrated in your interaction with the game world.
Dynamic world map illustrates 20 levels as they are discovered.
40 fullscreen story illustrations.
Optional automap.
I mean, not to sound angry but there's been plenty of indie titles of questionable quality allowed on GOG in recent times, just because they look "hip" or "mainstream" with bright flashing colors and simple gameplay.
Explain.