Разработчик: Winged Pixel Inc.
Описание
The world has been shattered, destroyed by the corruption of the Wizard Council of old. You are one of the few remaining Wizards, it is your burden to correct the mistakes of the past. Trapped in crystal you cannot act directly, you must gather heroes to your cause and lead them in your quest to restore these broken lands.
Explore an Endless Land
Procedurally generated worlds means an nearly endless adventure. Customize the worlds you explore as small or as large as you desire.
Recruit a Team of Heroes
Manage multiple parties of heroes, recruiting only the best and bravest. Train them in dozens of classes to build the perfect party.
Build and Manage your Town
Build and customize your town to best train and equip your party and attract the most skilled heroes.
Поддерживаемые языки: english
Системные требования
Windows
- OS *: Windows XP with SP2 or later; Windows 7 with SP1 or later; Windows 8
- Memory: 1 GB RAM
- DirectX: Version 9.0c
- Storage: 1 GB available space
Отзывы пользователей
god i love this game and dev
I particularly liked the auto attack option. Made it easier and faster to go through a dungeon. You can switch to manual attack when you meet the main fight.
it's meh
Big time improvement on graphics, same style of music as the first, implements a new class (job) system. Character portraits are fun to mess around with and have a unique look, and the UI is a sharp, bright blue crystal, fitting into the theme of the game. Definitely worth grabbing in this state as it is fully playable, and will only become better as the developer keeps polishing it off for a full release.
This is a fun game, very addicting and enjoyable. For anyone who enjoys party-strategizing and building, world exploration, and turn-based, dungeon crawlers, this old-school style game (that's an absolute this labor of love from a single developer) will deliver. I played the first one and loved it, so much so that I've waited the past couple of years while this one was in Early Access for it to get far enough along that I could play it. It's not yet complete, there are small things here or there that need polish (I'm sure he has a life that doesn't involve doing this all the time, too...), but content-wise there's a lot to deliver on.
This is not a story-driven game, it's a gameplay-driven game in a procedurally-generated world of character development, dungeon exploration, and town management. Absolutely enjoyable.
I'm not sure I've left a game review before; I play enough here when life and work permit, but usually don't post. This one is just different. If anyone's on the fence and anything sounds good so far, please consider giving it a play. The discussion groups are very interactive and the Dev is very gracious and responsive, he always seems appreciative of the support and help people playing through offer.
This game deserves a review for the fact that it’s one of a kind in the genre. It combines roguelike, 3D, turn-based and fantasy style dungeon crawling in a simple way without being too streamlined or too casual. Another reason is that many of the comparable indie games use the same assets we can all buy in discounted Humble bundles. You might like or dislike the graphics in this one, but at least they are natural and unique.
In active EA development for over 3 years now you can say the developer is dedicated to the project. There are clear goals, there is content added, you can post ideas, suggestions and bugs in the Steam forum and you get a realistic answer. Sometimes it change the game for the good, sometimes it’s a no and sometimes it’s not now. Which is completely fair since only those games with realistic goals and without unrealistic promises will get a launch one day. I believe this one will be launched one day.
The game itself is very open in structure in nature. You can set size of the map, amount of parties you will play the game, there is city building like in the original Homm strategy games, there is inventory management and lot’s of skills and stats you can alter your heroes with. The dungeons and generated encounters are huge and the gameplay is pretty straightforward like the Homm RPG games. You can use the standard grid based gameplay, but you can also use your mouse to normally look around and encounter secrets, traps and monsters.
The UI, with the big crystal images is criticized by many, but it’s not the priority for the dev to change it anytime soon. I don’t think it looks that bad myself, but many of the UI elements around are not fitting the theme, is W(ork) I(n) P(rogress) or simply very low resolution. There are many art styles combined in this game and I see the logic from a developer perspective here. The 3D mazes are designed in a casual comic style like Blizzard games, the monster models very generic (could be standard assets), the character portraits randomly generated 3D images in a mediocre style but with some comical and unique or absurd results and the world map is more hand painted boardgame style.
The amount of content, size of the maps and dungeons, the replay value, the endlessness, the open world, the freedom of character and party building and the addictiveness of this game is the strong part. The storytelling, the UI work in progress and the somewhat slow development the weak. The barrier that prevents attracting more players to get into the game is the price I think.
At the moment of writing ‘events’ are added to the game. And many settings to customize your encounters for more randomness. I don’t have experience with them yet so maybe the game is even better then I describe here.
unique and fun. More after some significant hours.
Very enjoyable, even at this early stage.
Nice Game - For a Certain Type of Gamer. THIS GAME MADE ME WANT TO LISTEN TO 48 HOURS OF YOKO ONO ALBUMS. With bonus tracks! And a foldout Behind the Scenes Yoko Photo Album.
I'm giving it a thumbs up, but...
This game is pure RNGeezus, Hail Mary Hoping, and Save-Scum Tedium.
I didn't play HoaBL1, so I decided to learn the game on TRIVIAL. Watched some Youtubes. Read the starting player hints - you know; I did my due diligence. I didn't just jump in and start mashing keys. Taking a look at this very attractive game makes one think of inventory management (not so much here), loot (much here), gear upgrades (constantly), and careful potion usage (pretty much).
So, on TRIVIAL difficulty, the Boss skeleton double-swings for impressive damage, usually deadly. Despite upgrading after every single fight to make sure my gear was top notch, the very first dungeon boss (and dungeon bosses through level 2 dungeons) were consistently able to kill 4 characters (of 6) 30% of the time, 2 characters 40% of the time, 1 character 25% of the time, and somehow manage to let everyone live 5% of the time - on TRIVIAL difficulty, and no matter if you flanked them or not. There was no strategy involved except in making the decision where to save-scum. Before you open the door? Or after?
So 18 hours in, despite hundreds of saves, my progress was struggling against level 2 dungeons. I ran around and wasted time so the old Level 1 dungeon would repop and I could get better gear, level up, etc. I tried the level 2 dungeon at level 2. I tried it at level 3. Flanking, potion use, magic, skills - none of that worked. The Boss was going to consistently take out 2 characters his first double-swing no matter what I did. I'm not dense with these game, either, I dumped tons of points into Endurance and the stat that raised defense. Most of my team had a defense over 80, HPs above 35 - most in the 40s.
So this game is GREAT! If you like your guys dying every boss fight. Sure, death is easy, raise the dead ones for a gem in town. Not too big of a deal, but then you realize your dead guys coming back are that much farther behind in experience now. It's bad enough with team members who have never died - they're constantly wetting their pants over that dreaded double-swing of unavoidable death. But to gimp all of the future efforts... on TRIVIAL difficulty. Have I said that before?
So I get to 18 hours, I'm giving it all my effort to forget trying to use skill (because even skill doesn't matter much here), now I just want to save-scum past this slog of a dungeon fight at level 2.
Like death? This game is for you.
Like fights that punish your party for fun? this game is for you.
Like a challenge where skill has no noticeable effect on the carnage? This game is for you.
Like the feel of that juicy squirt to the face of RNG futility? ...
So, despite my determination to resort to the worst of methods, save scumming, 18 hours in on TRIVIAL, my last fight against the level 2 boss, 14 attempts... I gave up. Hoping, praying, moaning, bowing down to the RPG Icon and Relic I have in worship and supplication just wasn't doing it. Did I want to do this for the level 3 boss? And... on?
I just didn't want to do it anymore.
Heroes of a Broken Land 2 is the sequel to, well, Heroes of a Broken Land. The graphics and game play have been updated. I especially love the new dungeons. Items are now found on shelves and tables, and chests lean up again the wall instead of taking a whole tile. The first dungeon I went through actually felt hand-designed, and the second was devious with a light fog obfuscating the traps. I had to run away from the first dungeon I explored because the boss was a deadly Skeletal Knight who could kill two of my six characters with each attack. However, there are plenty of other dungeons to gain some experience and gear before heading back to finish the dungeon.
The game is still in early access, but it is looking beautiful already!
After countless hours playing the first one that piano music is forever burned in my skull. More you say? Why yes please
I cant wait to see how this game progresses
for those wondering how far along the "early access" is here, the game has elementals and skeletons
and thats it
so its early, but its gonna get there
I like where the game is going so if you dont mind early beta and want to join in and throw ideas at the dev and watch the game grow
come on in, theres enough here to have fun with
Hold on, sit down for a moment.
You know I can't comment the game too much (content / bugs wise) as it is just in mere 0.18 Beta.
But I still can recommend it.
Why, do you ask?
1) WInged Pixel is not new in this business and delivered previous game HOBL 1 at 1.0 in 99.99% perfection, and then kept adding content and polishing the 0.01% of bugs for few years, always listening to us, the customers and never tried to rip us off with some DLC or whatnot.
2) Winged Pixel is the book example of Indie Dev studio, where we put our last hopes, each time AAA titles rip us off and then laugh in our faces. Indie dev, honest, hard working people, competing on games market without any real marketing budget, any paid journos/youtubers. People who put their everything in the few games they sell. They can't bribe goo*cough cough*le or other search providers to boost thier titles in search results, can't afford legal ads that will bombard you on any and all pages and very few game critics or game journals do cover these games with at least some kind of equality (compared with some other titles of the same genre)
This is a beautiful chance to support one of the good fellows - indie devs - who dedicate their professional life to make us happy - the few crazy gamers who do not give a nick nolte about AAA titles anymore.
The broken land of heroes
Breaks down ever further,
And not a single achievement
Lies in the wake of its ruin either;
'Tis a shadow of its former glory,
The one trapped in crystal might say,
For the flesh adorning the bare bones
Of this wanting old world, I pray,
Will be embodied under the light of day
Within the looming year coming hither... 🗺️🐎💐
Better Graphics, new mechanics, more options. The new dungeons are beautiful. I like the animations too. There are some bugs now, but time will solve that.
Update: 6/4/2021 Game is making good progress, there's much better balance now, all the classes are in though still some spots that might need work (scholar class last ability seems empty?) I enjoyed myself back again for another 2 runs. Supposedly economy/loot updates are coming soon. Really looking forward to it.
EDIT: Gamebreaking "Cant leave dungeon" bug is fixed, will update review after testing more
The game is playable, but still needs balancing and adjustments. If you want a fully developed and playable game then just wishlist this for now.
I've explored as much as I can, but there's currently a gamebreaking bug where you cant leave a dungeon.
Much of the game seems to have been improved outside of that. Town building has smaller upgrades you can pick for your buildings, the class list is VERY extensive, dungeon objectives arent all to clear out every single monster anymore. In fact I dont think I've seen one with every monster being dead as a requirement.
Dungeon interiors look great, there's potions laying on tables, gold scattered in shelves, still hidden buttons in walls for secret areas, levels that open doors around the dungeon. The key system seems like it needs improving but its better than only needing levers. You dont know what key goes to what door so you have to try them until they work. But this is a very early build so we'll see, there's lots of ways to fix that issue, such as highlighting openable doors on the map, color coding the keys and locks.
But the simple fact that there's decorations littering the dungeon makes it easier to know where you are without using the map. Before there were empty hallways. Now there's shelves, lights, tables, chairs, boxes ect.
Character leveling and options looks great, there's a large pool of buildings available right now that offer new classes and I think that's not even all of the classes in the game, there's possibly other hidden ones you can unlock. Character portraits have expressions now, while testing I'd pick one guy over another because he was smug as heck or just LOOKED like the barbarian I was trying to find. Stats seem to have gotten some rework. Cant test that too much because of the leaving dungeon bug. But for example there's health gain progression on things that arent endurance.
Weapons seem to scale differently depending on the users stats. Some weapons use multiple stats. For example my tank fighter got less damage from a 2handed sword than my agile guy. Not sure 100% how this works yet though.
The game is looking like it'll be a global improvement over the original. Outside of some of the sound effects. I wish he'd just recycled the first game's sounds.
Дополнительная информация
Разработчик | Winged Pixel Inc. |
Платформы | Windows |
Ограничение возраста | Нет |
Дата релиза | 16.01.2025 |
Отзывы пользователей | 100% положительных (16) |