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VERLIES II Torrent Download [hacked]

Updated: Mar 12, 2020





















































About This Game "Come into my dungeon, and show me your strength... I will crush your sword and bones in return. Many so-called heroes tried to plunder my treasures and their skulls are now part of my impressive collection... Run away while there’s still time!"VERLIES II is a ruthless dungeon crawler game. The player embodies a hero he can select from eight brave adventurers willing to enter a mysterious dungeon filled with ancient forgotten treasures. The game revolves around a village where the player is offered many different services (blacksmith, merchant, magician, inn, money games etc.) so he can get ready and go as far as possible in the depths of the cursed dungeon. Relentless monsters, numerous treasures, ferocious traps, immersive puzzles, many dangers await him inside, especially as death is final.Unlike many games that only offer quests that are easy to solve, everything that stand on the way of the player in VERLIES II was conceived to stop it. Only the bests and most determined will feel the pride of experiencing the end!- Beautiful and immersive comic style graphics - A gigantic dungeon with completely randomly created floors- Several millions of randomly created stuff to loot!- Permadeath- Numerous game mechanics to discover and mastering- Come to challenge a hundred of monsters specifically designed to kill you - Solve many quests and puzzles- Many heroes to unlock- Nervous and addictive combat system- Original skill system, which requires optimization and tactical decisions- And many secrets and things to discover! a09c17d780 Title: VERLIES IIGenre: Adventure, Indie, RPGDeveloper:Koya GamePublisher:Koya GameRelease Date: 25 Sep, 2015 VERLIES II Torrent Download [hacked] When you rage quit from a game and you immediately want to give it another try, you know you've got something special.Verlies II is a first person dungeon crawler, with real-time combat and grid based deplacement. And it wants you dead. Yep, according to the Master, death is the only thing you rightly deserve.Let's prove him wrong, shall we?In order to do that, you'll have to master combat precision, actively aiming at the monsters, and timing, to block with your shield and manage breath\/endurance. It's a fun and solid system and you may soon try to block "frame perfect" in the vain hope it will mitigate more damage :p or you will die miserably for it was obvious this 5th strike in a row was dumb.You'll have to master the odds in a game of dice for you'll need tons of money to buy keys, health potions, repair your so fragile stuff, cure poison, sharpen a blade, ID artefacts way too high level for you but rejoice! The smith can "standardize" it (remove the level restriction) for a mere 30 gold coins, less than a night at the inn! That's one of the only "gift" in an otherwise harsh and tight economy.You'll have to take lots of risks. The boss is down, should you delve deeper straight away for an XP boost or should you take the chance to go back to town as it's the only moment it's free of charge? On the brink of death, do you tail back in the middle of a floor with XP loss or do you pick up that probably trapped healing basket? Yeah, you should have trekked back...You'll have to die, over an over, for there's no tutorial and the game is mean and nasty. But like in the best rogue-likes where exploration and experimentation are key, it wraps up in the long run and I dare say Verlies really shines, carrying the torch of classics with strength.You'll probably have to specialize. There's not so many level ups and there's a lot of skills, actives and passives. Classics like shield bashing or alchemy for instance, and not so classic ones, like a heal paid by XP or an instant kill spell that eats up your total mana pool. Floors layout, monster population, loot and traps are all randomly (procedurally?) generated. Level tone and design change every 3 floors and while there's no lush vistas nor DX12 features, the comic-style graphics are lovely (though I miss the naked blacksmith from the first opus^^)! Sound is good, atmospheric and creepy, or dumb and funny like that cash register trading sound.So, this review's a mess... I hope it stills shows of much I enjoy this love letter to the genre! I cannot recommend it enough. Two blue thumbs up out of a puddle of blood. N'cha!. 1. See game in the Store. Art looks great. It's a roguelike? I'm in!2. See mixed reviews. What are they complaining about? Difficulty too hard? No problem! Unskippable intro animation? Boo! Annoying puzzle minigame? Ugh. Needless delays in the dice game? Boo!3. See patch notes. The developer has fixed all the complaints! You can now turn off the unskippable animation, skip the minigame, and play the dice game instantly. Wow!4. Realize that this is a developer that cares about the players and responds to community feedback. Realize that the issues raised in the negative reviews have been fixed. Yay!5. Buy game at full price.6. Play game. It's fun. Horray!7. Game crashes. Boo!8. Restart game? Nope. Game leaves some processes running and won't restart.9. Reboot.10. Restart game? Yes!11. Play game. It's still fun. Horray!12. Game crashes. Won't restart. Reboot. Restart game. Crash. Reboot. Crash. Reboot.13. Request refund.. I saw someone beat it and the developer actually said congrats. This was after people complaining it was hard and so forth. So much so that I had to try it, the amount of "talk" about this game sold me.This is what I liked:The game felt immersive, it's small and not built by some huge studio but the maker captured a pretty cool feeling with it for me. The art, the ambiance, the lone dungeon hole before you go inside. Heck the finding of a pick ax in a shadow of the wall. Ohhhh I like this, I can feel myself in the game, lost in this dungeon. I enjoy this.The game makes you feel as if your all alone having come to some small town on the verge of nowhere to find only a handful of small time town's people who can offer basic aid. But the best feeling is leaving town to that lone dungeon, just sitting there all silent with just the sounds of the surrounds begging you to come inside and explore.I feel also that the developer of the game is around and adding stuff to the game making me wonder what is to come next and that is exciting!What I was meh on:Yep it's hard, the death comes fast and starting over is fun for a bit, then sucks as you want to progress but find you die and lose that run. The enemies hit your shield and you still take too much damage, while your rewarded for blocking, I didn't feel it was enough and died to fights I should not have, as I had a nice rhythm going on slash, block, slash.The Modding (I am going to call this what it is, replacing core files with your own art or music or words) is fun for silly things, like making a pic you like the new intro, but it's not true modding, it's just changing the interface for funzies. One use of this I want to try to play with is to see if I can change the main character (as characters are unlock able this might not work), but will see in time if I can do this.. This game is great and achieves exactly what it sets out to do.Very easy to pick up and play, tempting to jump in and try another run.The combat system, while a little funky, is actually fairly tense at times - interesting way to handle it.Fun marriage between old school dungeon crawler and roguelike.Interesting skills let you build your own custom character each try.Surprisingly in depth item system.Broken english is endearing.I don't understand the negativity from others in reviews, not everything can be a AAA epic and I think this little project was a huge success.. Just requested a REFUND. The dev seriously needs to re-think how certain aspects of the game should work. As for being a difficult game, I can live with that,\u2665\u2665\u2665\u2665\u2665\u2665\u2665I grew up playing Wizardry I on the Apple IIe and then the PC, talk about unforgiving and difficult? I beat that game multiple times and it was very difficult compared to today\u2019s games.The problem with Verlies II is NOT it's gameplay difficulty, but the ridiculous and annoying controls, plus highly illogical rules that limit the player. Let me explain.1. Using the 'F' key to move forward instead of the standard 'W' key as in most games, you know the WASD control.When you are in the dungeon, you face one of four possible directions just like in most other games of this type, yet to move forward you HAVE to focus your cursor over the opening and then press F and not W, that is ridiculous! Now, saying that... IF the opening in front of the hero had something like a shut, or locked door, then placing the cursor over it, and pressing 'F' to unlock (if you have a key), or to turn the knob to open a door would be understandable, but so far in the time I played, all the openings are simple black passages to simulate the darkness leading into the next chamber. Since the openings are unobstructed and as easy as walking from one room in your house to the next via an arch or opening, a simple press of the 'W' key to move forward would suffice. Also, if perhaps a single direction had more than a single exit, or path\/door then placing the cursor over the proper door, or opening you wish to exit through makes sense, but in all the time I've played I've only seen a single opening\/path in any one direction. Again a simple press of 'W' would suffice.2. Exiting the DungeonWhen you enter the dungeon, you CAN NOT simply turn around and exit, even though when you do turn around, you see the cavern exit and the forest (trees, grass, etc..) on the other side of the exit. Essentially, there is nothing to keep you from simply turning around and walking out, especially if you've wandered around a bit and took a beating and need to get back to town for supplies or to heal. When you try to leave you get some BS excuse that you have too much pride to leave the dungeon. COME ON! If you are really set on such a ridiculous rule (not allowing the hero to exit via the opening they just entered from, use a little imagination and get creative. For example... "You enter the dungeon and look about the first chamber. As you are examining the chamber you hear a deep, rumble... the room begins to shake and then a loud crash... then darkness! You spin around to see the entrance to the dungeon\/cave has caved in and there is no amount of digging that would allow you to leave this place from whence you came! Tis up to thee hero to find another means of escaping this dunjon!" Wala, instant logical explanation and more realistic method for keeping a player from leaving the dunjon whenever he, or she wishes to.3. No control customization!How many games have you played where they use a modified WASD control scheme where Q and E actually turn you left, or right? Well, in this game, the 'E' key = drink a health potion. Do you know how many times I've been in the dunjon and tried to turn and my sub-conscious simply hit the 'E' key because two of the other games I play use the 'E' key to turn right? Well, it's safe to say I've wasted countless potions by accidentally hitting E instead of D to turn right. This can be simply remedied by allowing the user to customize their movement and function keys.There are a few other issues that irk me... Here is one more...4. Using a shield to block.This game's combat is not turn based, but real time. The monster moves from left to right, and vice versa all the time you must position your cursor over the creature before swinging your weapon or you'll end up missing the target. Combat is really a timing game because you need to see how many strikes you can get in before you must press the other mouse button to raise your shield and defend the monster's attack. This so far is fine and can be quite enjoyable, but there is a problem in that even using the shield properly doesn't negate the damage taken by the monsters attack. It may lessen it, but if you are low on health, have no more health potions, and a simple hit or two is going to kill you, then you might as well restart because there is NOTHING you can do to survive the next encounter, and you aren;t going to move more than a room or two before that next encounter happens. Remember as per issue #2 above, you also can't turn around and head back to town and rest, heal, or stock up on supplies, so once you are in the situation just mentioned, your game is OVER even though you aren't quite dead yet. The next fight and a single hit or two regardless of whether blocked or not, ends up killing you. A better way to have implemented the shield would be one of the following...A) Have the monsters movement and strike timing alternate between 1 or 2 speeds during a battle, so you can't simply get used to a creatures timing and then strike\/block without danger of harm. With this method, you can have a shield block all damage from a strike that is successfully blocked with the shield. The slight randomness to a monster's attack pattern can trip up a player who may miss a block with the shield and thus the monster makes a hit that realistically kills the hero. That would be acceptable.B) Have the shield only able to block a certain amount of strikes before the hero MUST repair it himself in the dunjon, or purchase a replacement shield to replace the now broken one. For this to work, the dev needs to either a) allow the hero to repair a shield with materials found in the dungeon, or b) Allow the hero the option of exiting the dunjon when he needs to go to town to have the smith repair or sell the hero a new shield.Well, there are a few other things not worth mentioning because they will make this already long review even worse. I have requested a REFUND and will not purchase this game until some changes are made. I only hope the dev listens to this review and similar complaints in the forums and makes the right choices. I know I would have no problem returning to Verlies II, if these issues are remedied. As it is i would NOT recommend this game to anyone.. This game may not be for everyone.The game is difficult (at least the first few levels are- once you get some abilities and better equipment things get abit easier).Its a challenging rogue-like with randomly generated levels, monsters and loot.I was abit frustrated with it at first, but I think I'm starting to learn how to play and am quite enjoying it.. Just requested a REFUND. The dev seriously needs to re-think how certain aspects of the game should work. As for being a difficult game, I can live with that,\u2665\u2665\u2665\u2665\u2665\u2665\u2665I grew up playing Wizardry I on the Apple IIe and then the PC, talk about unforgiving and difficult? I beat that game multiple times and it was very difficult compared to today\u2019s games.The problem with Verlies II is NOT it's gameplay difficulty, but the ridiculous and annoying controls, plus highly illogical rules that limit the player. Let me explain.1. Using the 'F' key to move forward instead of the standard 'W' key as in most games, you know the WASD control.When you are in the dungeon, you face one of four possible directions just like in most other games of this type, yet to move forward you HAVE to focus your cursor over the opening and then press F and not W, that is ridiculous! Now, saying that... IF the opening in front of the hero had something like a shut, or locked door, then placing the cursor over it, and pressing 'F' to unlock (if you have a key), or to turn the knob to open a door would be understandable, but so far in the time I played, all the openings are simple black passages to simulate the darkness leading into the next chamber. Since the openings are unobstructed and as easy as walking from one room in your house to the next via an arch or opening, a simple press of the 'W' key to move forward would suffice. Also, if perhaps a single direction had more than a single exit, or path\/door then placing the cursor over the proper door, or opening you wish to exit through makes sense, but in all the time I've played I've only seen a single opening\/path in any one direction. Again a simple press of 'W' would suffice.2. Exiting the DungeonWhen you enter the dungeon, you CAN NOT simply turn around and exit, even though when you do turn around, you see the cavern exit and the forest (trees, grass, etc..) on the other side of the exit. Essentially, there is nothing to keep you from simply turning around and walking out, especially if you've wandered around a bit and took a beating and need to get back to town for supplies or to heal. When you try to leave you get some BS excuse that you have too much pride to leave the dungeon. COME ON! If you are really set on such a ridiculous rule (not allowing the hero to exit via the opening they just entered from, use a little imagination and get creative. For example... "You enter the dungeon and look about the first chamber. As you are examining the chamber you hear a deep, rumble... the room begins to shake and then a loud crash... then darkness! You spin around to see the entrance to the dungeon\/cave has caved in and there is no amount of digging that would allow you to leave this place from whence you came! Tis up to thee hero to find another means of escaping this dunjon!" Wala, instant logical explanation and more realistic method for keeping a player from leaving the dunjon whenever he, or she wishes to.3. No control customization!How many games have you played where they use a modified WASD control scheme where Q and E actually turn you left, or right? Well, in this game, the 'E' key = drink a health potion. Do you know how many times I've been in the dunjon and tried to turn and my sub-conscious simply hit the 'E' key because two of the other games I play use the 'E' key to turn right? Well, it's safe to say I've wasted countless potions by accidentally hitting E instead of D to turn right. This can be simply remedied by allowing the user to customize their movement and function keys.There are a few other issues that irk me... Here is one more...4. Using a shield to block.This game's combat is not turn based, but real time. The monster moves from left to right, and vice versa all the time you must position your cursor over the creature before swinging your weapon or you'll end up missing the target. Combat is really a timing game because you need to see how many strikes you can get in before you must press the other mouse button to raise your shield and defend the monster's attack. This so far is fine and can be quite enjoyable, but there is a problem in that even using the shield properly doesn't negate the damage taken by the monsters attack. It may lessen it, but if you are low on health, have no more health potions, and a simple hit or two is going to kill you, then you might as well restart because there is NOTHING you can do to survive the next encounter, and you aren;t going to move more than a room or two before that next encounter happens. Remember as per issue #2 above, you also can't turn around and head back to town and rest, heal, or stock up on supplies, so once you are in the situation just mentioned, your game is OVER even though you aren't quite dead yet. The next fight and a single hit or two regardless of whether blocked or not, ends up killing you. A better way to have implemented the shield would be one of the following...A) Have the monsters movement and strike timing alternate between 1 or 2 speeds during a battle, so you can't simply get used to a creatures timing and then strike\/block without danger of harm. With this method, you can have a shield block all damage from a strike that is successfully blocked with the shield. The slight randomness to a monster's attack pattern can trip up a player who may miss a block with the shield and thus the monster makes a hit that realistically kills the hero. That would be acceptable.B) Have the shield only able to block a certain amount of strikes before the hero MUST repair it himself in the dunjon, or purchase a replacement shield to replace the now broken one. For this to work, the dev needs to either a) allow the hero to repair a shield with materials found in the dungeon, or b) Allow the hero the option of exiting the dunjon when he needs to go to town to have the smith repair or sell the hero a new shield.Well, there are a few other things not worth mentioning because they will make this already long review even worse. I have requested a REFUND and will not purchase this game until some changes are made. I only hope the dev listens to this review and similar complaints in the forums and makes the right choices. I know I would have no problem returning to Verlies II, if these issues are remedied. As it is i would NOT recommend this game to anyone.. PRO TIP: The crosshair of the mouse is where you are attacking. If it's not on the enemy when you attack, you will miss! It's a very simplistic game but it's fun. I look forward to spending some time with it.I hope there is a Verlies 3.. Great and simple game, i enjoyed the first one a lot. (and it was ugly as hell).. Great game if you have patience and are willing to learn the tricks. I finished it in 44 hours. The trick is to dice yourself to about 500 money then buy some armour points and a good light sword. Sharpen sword and enchant items when possible.Get to about 250 HP and unlock Torrek. He is much easier to play.

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