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Runers Download Cracked Pc





















































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 Cracked Pc 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.. Runers is an amazing combination of discovery and rogue-like gameplay. You use 1-3 of 10 different types of runes to create hundreds of spells. Of the 285 spells you can only discover a handful per run, and runs can take hours. In other words, this game's element of discovery can last hundreds of hours. The spells are incredibly unique and versatile. You'll find that they fit into general categories and serve similar purposes, but that no two spells are the same. You can also upgrade the spells you have created by using additional runes on them. This doesn't simply upgrade damage or cooldown time though, but any of a number of aspects of a spell including but not limited to: buff duration, radius, force, speed, knockback, stun duration, and even "leash elastic." Clearly not all spells will have every one of these and more aspects, but how a spell can be upgraded is just as important as how it first appears.For me the best thing about this game is that it is a rogue-like with meaningful general progression. Usually in rogue-likes, once you die you start over and very little will have changed other than your knowledge of the game. In this game you might discover a very useful spell on one run and feel great about your progress even without winning or performing well.A really important thing to understand about the mechanics of this game is the meaning of "discovery." Creating a spell for the first time does not simply mean adding a new "recipe" to your runedex that you could have just looked up on a wiki. You need combiners to create spells for the first time, afterwards you can create those spells using only the required runes. Combiners have another possible use though, in that you can break them to gain experience. I can't stress enough how important it is to be aware of this aspect of the gameplay. If you look through the discussions you will find many, many people who didn't become aware of this until they had put many hours into the game.I definitely plan on completing my runedex so there's no way I couldn't recommend this game.I should also add that this game has a pretty cool soundtrack.. 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. 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.. 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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