Разработчик: Ishtar Games
Описание
Наступил апокалипсис…
В безрассудной попытке остановить войну, сотрясающую мир десятилетиями, маги устроили Катаклизм. Огромные сгустки чистой магии уничтожили практически все. Мир обволок таинственный фиолетовый туман, в котором затаились кровожадные монстры, выходящие наружу по ночам.
Наша единственная надежда — Последнее заклинание, которое избавит обреченный мир от магии. Его подготовка займет несколько дней, и в это время горстка отчаянных героев должна защищать несчастных магов от любых угроз.
The Last Spell — это тактическая ролевая игра с элементами roguelite, в которой вам предстоит оборонять город от полчищ смертоносных врагов
В течение дня вам нужно готовить героев к бою, тщательно продумывать восстановление оплота и размещать оборонительные сооружения. А ночью вы должны истребить всех врагов, атакующих ваши стены, применяя разнообразное оружие и навыки. Исцеляйте раненых, повышайте уровень и повторяйте весь процесс снова и снова, пока Магическая печать не будет разбита.
Особенности
Пошаговая тактическая ролевая игра:
● Все, что мы любим в ролевых играх: масса параметров, навыков, способностей, качеств… и не только.
● Множество предметов: броня, оружие, украшения и зелья… с собственными параметрами и навыками, а также случайными модификаторами по выбору. У каждого оружия — свой набор навыков и стиль боя!
● Создавайте собственные классы: улучшайте героев с помощью способностей и бонусов к параметрам, а также используйте любое снаряжение по своему вкусу. Хотите создать разбойника-мага, орудующего ружьем, максимально прокачав урон в ущерб защите? Вас ничто не останавливает!
● Управляйте отрядом своих героев: они сильны, но их мало, и у них не так уж много ресурсов. Доступ к исцелению и мане ограничен, поэтому старайтесь найти идеальный баланс.
Полчища порождений зла:
● Думайте и адаптируйтесь: вы встретите полчища смертоносных врагов, имея в распоряжении лишь кучку закаленных в бою героев. Ищите оптимальное расположение и планируйте действия: масштабные атаки по области, сдерживание толпы, усиления, отравление... Каждое очко действия может стать решающим в борьбе за жизнь.
● У врагов есть свои сильные и слабые стороны, которые вам предстоит найти. Но на этом трудности не закончатся: приготовьтесь испытать себя в бою с ужасающей вражеской элитой!
● На каждой карте вас ждет финальный грандиозный бой с уникальным и захватывающим боссом.
Защищайте оплот:
● Восстанавливайте город между сражениями. Исцеляйтесь, изготавливайте новое магическое оружие, получайте новых героев. Распоряжайтесь ресурсами мудро, командир!
● Возводите оборону: стены, ловушки, башни, катапульты… Каждое сооружение может помочь в бою.
● Защищайте Магический круг любой ценой! Если вы его потеряете, человечество обречено.
● 5 оплотов, нуждающихся в защите, у каждого из которых свои особенности — чтобы победить великое зло, вам придется менять тактику в соответствии с полем боя.
Элементы roguelite:
● Игра подразумевает высокую сложность. Вы проиграете… и не раз. Но с каждым поражением вы станете лишь отважнее, лучше, быстрее, сильнее!
● Процедурная генерация вражеских волн, персонажей, оружия и множества открываемых предметов не даст вам заскучать до настоящего конца света.
● Подстраивайте игру под свои предпочтения с помощью знамений — ограниченного набора бонусов, которые можно выбрать перед очередным прохождением. Что вам по душе: больше очков действия, больше персонажей, усиленная оборона или более ценная добыча? Экспериментируйте и находите любимые орудия разрушения.
● Настраивайте сложность по своему вкусу благодаря 6 уровням апокалипсиса: даже самые опытные игроки не останутся разочарованы.
Мощнейший саундтрек:
● Более 25 композиций ураганного электронного прогрессив-метала станут отличным аккомпанементом к веселой бойне.
● Саундтрек написан неподражаемым Реми Гальего (The Algorithm)
Поддерживаемые языки: english, simplified chinese, traditional chinese, french, japanese, german, spanish - spain, korean, russian, ukrainian, portuguese - brazil
Системные требования
Windows
- ОС *: Windows 7
- Процессор: Intel Core i5-3470 or AMD FX-8370
- Оперативная память: 4 GB ОЗУ
- Видеокарта: NVIDIA GeForce GTX 650, 2 GB or AMD Radeon HD 7770, 2 GB
- DirectX: версии 9.0
- Место на диске: 2 GB
- ОС: Windows 10
- Процессор: Intel Core i5-8400 or AMD Ryzen 5 2600
- Оперативная память: 8 GB ОЗУ
- Видеокарта: NVIDIA GeForce GTX 660, 2 GB or AMD Radeon HD 7870, 2 GB
- DirectX: версии 9.0
- Место на диске: 2 GB
Отзывы пользователей
Very challenging game which will bring out the tactician in you. You'll spend 95% of the time thinking and assessing options, to better optimize the economy during the day, and make the right moves by night. Outstanding little gem that will be constantly asking you for just one more night before bed! Problem is, each night can take hours to complete!
Very challenging tower-defense, turn-based RPG, Roguelite mix with great meta progression and fun mechanics. Gets updated constantly. Worth to grab even without sale.
Do not get me wrong. This is a very cool game and I really do like it. The issue is the length of the runs. It takes multiple play sessions to get through a single run. By the time I get to the end of a run, I find myself bored and take multiple day breaks before finally mustering up the will to try and finish the run.
Not for the faint of heart, The Last Spell forces you to rethink your tactics and manage your playstyle on a whole new level. Most tactics games balance the player and enemies fairly, but here, the opposition is relentless, aiming to overwhelm you with a tidal wave of mist-bound foes. The limited resources push you to make every decision count, balancing between the dread of the incoming horde and the triumphant relief of scraping through by the skin of your teeth. If you’re looking for a deeply challenging, rewarding tactical experience, The Last Spell will keep you on the edge of your seat.
My most memorable run of The Last Spell was:
The first three nights were about building up the defenses, with my tank MVP, Rockfoot—a hammer-wielding juggernaut—holding down one side while my other two heroes took the opposite flank. Each night, I fought to keep the walls intact, my mage Shama spreading poison like wildfire to thin the horde. By night six, I had grown my team to six, balancing just enough firepower to survive but never with room for error. The defenses began to strain under the constant onslaught, but Rockfoot and Shama pulled us through every time.
Then, on night eleven, disaster struck. Poor positioning at the beginning of the night cost Shama her life, leaving us exposed just as the walls started to crumble. I nearly lost two more heroes that night, scraping through by the narrowest of margins. I was careless, and the game reminds you that if you let your guard down for one moment, all can be taken from you.
The city was in ruins, and with just enough resources left, I hired a new recruit with barely functional gear, hoping he’d survive the final night.
The last night brought an endless horde and a boss. I stationed a hero on each wall, with 2 teleporting defenders ready to reinforce weak spots. But when the boss emerged on the north side—where my under-equipped recruit was stationed—I realized he’d have to face it nearly alone until the 2 teleporters arrived. Rockfoot held the southern wall, buying us time. The eastern defenses began to falter, forcing me to split forces as the boss entered its second phase.
At the city’s heart, Rockfoot regrouped to defend the magical seal. Quick crawlers slipped through, but Rockfoot stood fast, refusing to let the defenses collapse. The final phase of the boss starts.I wanted to ended it quickly, so I rushed towards the it to deal as much damage as I can. In a desperate final push, the northern wall broke.
The 2 that went to support the recruit had fallen trying to finish off the boss, leaving my recruit face-to-face with the bloodied and battered boss and a flood of enemies. My heart sank as three foes surrounded and clawed at him... but miraculously, he clung to life with just a sliver of health. He landed the final blow on the boss, dispersing the mist and bringing victory.
Conclusion: This heart-pounding, nerve-wracking experience is exactly why The Last Spell is unforgettable. If you enjoy tactical games that demand every ounce of focus, where every loss feels personal and every win hard-earned, then I can’t recommend The Last Spell enough.
Really fun game.
went through five stages of grief almost every fight.
there will be times where all hope is lost, but the come back from hopelessness is what makes it fun
This game is looking to be WAY longer than I originally thought. I thought that it was gonna repeat maps endlessly, but If you survive 7 days on the first map you get access to the next map which is MAD HARDER. It's unfortunately off sale rn. I got it at 50% off and bought the dlc with it. Off sale and bundled both cost $30 (without the sound track). I was unsure at first (which is why I waited for a sale), but now that I've played for a bit and see that it goes WAY deeper than I thought... I think $30 is actually worth it.
The game is challenging. It's real nice to find something that actually taxes my abilities in a way that is challenging, yet isn't excruciating. I don't like to lose (who does), but knowing that my progress is saved (sorta) from run to run and knowing that I don't have to endlessly regrind the same thing over and over is nice. Plus they have a way of making things "new" each run (referencing sorta).
I genuinely dig this game and like physical games of old, I do not mind paying for a game that is worth it.
-following is not spoilers, just game mechanics-
About (sorta)
The way the game works is, you have one save. ONE. Every time you start a map, that run's main progress (perks and things you earn) will be right where you left it. Including any unspent points. Here is the catch... And this is also why the game sorta keeps itself fresh. You DO NOT keep the progress you make on heroes, AKA the games "main" source of defense, nor do you keep any gear you may have gotten during a run.
Each run you get new, what seems to be generated heroes, that start fresh at level 1. The perks you have earned in previous runs is how you progress in the game. As far as gear is concerned, yes you have to get new gear each time, but as you might expect there are perks that help with that.
Love the pixel graphics.
You can dump hours and hours in this game and when you are finally done with your run, you want to start another one.
Was really happy about the dwarf dlc. Can't wait to see what more is to come!
The game has come a long way since I first dabbled with it in EA. It's simple to learn and will keep you engaged. Most importantly, it's good fun but doesn't require you to commit yourself to hours of playing at a time (although, you can easily find yourself doing just that)
Really cool, super depth, excellent meta progress and a vast array of weapons, armor, trinkets, siege tools and castle building. Bunch of monsters. Its awesome.
Only stipulation is it can be very dense and runs are an investment of time and brain power. If you are geared for it, the game is great, but it may be a bit much for some. Try it out, see what you think. I am very glad I did, and that is only a fraction of the way into my journey.
Holy moly, where did the time go? 6 hours in a single setting. Addictive and engaging gameplay, relatively easy to understand gameplay concepts without too much handholding, and an ear-bleeding soundtrack. Love this game.
Actually really engaging. Lots of replayability and meta progression. Unforgiving difficulty (optional). Easy recommend.
One of my favorite defense games that I've played from recent memory. A great mix of tactical, turn-based combat, RPG, town management, and tower defense. Would highly recommend for anyone interested in this genre
Bought game with DLC, downloaded it, played it for 6 hours without blinking. No regrets. I literally was like "there's no way I beat this night" almost every night, and somehow did. It's difficult, makes you think, and makes you realllly appreciate lucky rolls on items and stats during the day. I'm gonna spend, a lot more time on this game. I highly recommend it. The DLC weapons are also bananas. Had a ton of fun with the war shield and cannon.
Absolutely loved the game and would recommend it if the newest DLC hadn't destroyed my in game performance. Went from 60+ frames a second to barely scraping 10. Can't find a fix and no one on their discord or subreddit has any ideas even after speaking to community leads as well as who I believe was a developer. They have no idea how to fix it and its such a shame that I paid for the DLC and all I got was a broken game.
If this problem appear for you then you should just refund immediately it will not go away and they cannot fix it at this moment.
Very challenging game. Think "Into the Breach" but with city management elements (kindof like Darkest Dungeon, but not quite as painful, but still choices matter and resources often feel very limited--especially on harder difficulties, you never feel like you have enough resources to do everything you want or prepare "ideally."
Level design is pretty creative, it ironically has a strong RTS feel despite being turn based (likely because of the variety of units and unit abilities). Enemy waves and tactics, as well as variations/adaptions in tactics reminded me of some of the more difficult Starcraft levels tbh.
Overall, I would rate this an 8.5 or 9 / 10, skewing higher if you like this genre. For new players to the genre, I think this game may have a higher barrier of entry and will be less "new player friendly" than other games. That said, it's by no means obtuse or unintuitive, rather it feels like a good challenge.
Great array of weapon to choose from.
Simplified yet interesting talent trees for your heroes.
Fun Hero turn based defense builder, where your heroes doing the heavy lifting.
There is something to be said about the garguantous size of monster waves coming at you, leading to epic last stands.
It's fun try this roguelight out.
This game is nice and enjoyable. At first I was concerned with replayability but with the different towns identity and their bosses it is not an issue.
Tactical rougelite, a mix of genres I have yet to find a better example of other than this game. I might be a coward playing in boundless mode, which removes the limits of power-ups (so I have like 60+ activated instead of 3 to 5), but I can still feel the difficulty spikes of certain waves. Even without dlc there is a lot of content (maps, meta-progression upgrades unlocking new buildings and weapons). I also find it fun that some unlocks require stacking up from a certain statistic, like solo kill count, hp, skill range, which can prevent some of the boredom playing in boundless mode can cause.
What I have been appreciating recently is the ability to save ANYTIME, then continue later. Granted, it might take some time to figure out what I was doing in the previous session, but that is what Steam notes are for :)
I loved Final Fantasy Tactics back in the day and this scratched the itch for that combat. Of course it's not the same, but this has a lot of new/different mechanics that make decisions interesting, such as in combat and progression. It also feels much better to have more than one action per turn, and that system feels balanced.
I also enjoy the base building where you can choose to invest your resources into your economy, defense, or your heroes. Also the strategy of where you place buildings and defenses, with a bit of tower defense strategy. The game is primarily focused on the heroes, but having this layered in adds to the depth of strategic choices.
Lots of great aspects with this game.
-Music kicks ass (I would love more tracks, even for some of the earlier levels)
-Combat is very satisfying to play. I love strategy games and this one routinely has me scratching my head. Difficult but not impossible. Definitely requires getting good.
-Base building is fun, which is weird because that's usually the part I hate in other games
-The story is such a cool idea and it has so much potential for more lore if they went that route
-The graphics are simple but still bring a nice grit to the aesthetic that fits perfectly
-The leveling system is easy to understand, but I wish there were more skills that could randomly assigned to heroes
Overall a great game and I'm excited for this new road map! Keep the great stuff coming Ishtar!!!
Very challenging tower-defense, turn-based RPG, Roguelite mix with great meta progression and fun mechanics. Gets updated constantly. Worth to grab even without sale
I don't like a lot of turn based or roguelite games but this one good
Excellent game that will keep you saying 'one more day' until you notice it's 4am
The Last Spell - A Deeply Engaging Tactical RPG
Pros:
- Challenging Gameplay: The Last Spell demands strategic thinking and careful planning. Every decision feels impactful, making for a deeply engaging experience where you must consider the long-term effects of your actions.
- Progressive Difficulty: The game nails the slow-build RPG elements. Each level you conquer feels like a genuine achievement, rewarding your time and effort with a satisfying sense of progression.
- Atmospheric Pixel Art: The 2D pixel art style not only brings a nostalgic feel but also enriches the game's dark, apocalyptic setting, enhancing the overall immersion.
Cons:
- Pace of Play: This game is not for the impatient. Each session requires a significant time investment, as rushing through can lead to frustration rather than enjoyment. It's best enjoyed in longer play sessions.
- Learning Curve: The unforgiving nature might deter newcomers to the genre. However, for those who stick with it, the payoff is substantial.
Stream-Friendly: While the game's slow pace might not be for everyone, it shines in a streaming environment where interaction with viewers can make the experience more dynamic and enjoyable. Chatters can engage with the decision-making process, making each session unique.
Overall Experience:
The Last Spell is not just a game; it's a tactical journey that requires patience, strategy, and time. If you're looking for a quick gaming fix, this might not be for you. But if you're ready to immerse yourself in a world where every choice counts, and you enjoy sharing that experience with others, then The Last Spell offers a rewarding adventure. Set aside a few hours, dive in with the mindset of a strategist, and let this game's depth and challenge captivate you. Highly recommended for fans of tactical RPGs who appreciate a game that respects their intelligence and time.
I can best describe The Last Spell as a cross between a tactical turn-based RPG and a tower defense game. It uses many classic tactical RPG mechanics (such as a grid-based movement system, movement points, and action points), but instead of your party of adventurers taking on a handful of similarly powerful foes, your crew is severely outnumbered as hundreds of mooks claw their way towards your base. Your goal is to equip, train, and command your heroes to slaughter waves of cannon fodder, punctuated by specialized enemies, and protect the mages at the center of your base as they complete their ritual.
Each character is procedurally generated in terms of both their stats and the skills they have access to. There are no classes, per se; a character's skills are governed almost entirely by the weapons they wield. A "build" arises from the combination between a character's equipped weapon, the traits available to them, and the randomized stat bonuses offered with each level up. Selecting successful combinations of traits, weapon skills, and stat bonuses results in a satisfyingly overpowered character that may be able to bring enemy movement on a whole side of the map to a standstill, slowly wear down a wave with poison, or deliver powerful strikes behind enemy lines to eliminate the strongest foes.
While I consider the complexity of building an effective team to be one of this game's strong suites, it can also become overwhelming in later waves, when the player has more characters to manage and more resources to draw from. It's entirely possible to spend over an hour optimizing one's team in preparation for a single battle. This may not be the game for someone who cannot push through a moderate degree of "analysis paralysis."
Although this game is technically a roguelike (or roguelite) with permadeath, meta-progression, and procedurally generated aspects, it does not always feel like one because a single run may span dozens of hours. For perspective, the 4th map (out of 5) has 14 nights (waves) and took me around 55hrs, although I play at a leisurely pace.
In typical roguelike fashion, the story is bare bones. The premise is that the world has been overrun by twisted magical creatures, save for a few isolated towns. In a last ditch effort to save humankind, the remaining mages attempt to cast The Last Spell -- the spell to erase all magical influence from the world and banish the hoards of beasts clawing at the gates.
The pixel art is cool. The orchestral metal soundtrack is also rad.
Overall, this is an incredible game that I would highly recommend to anyone looking for tactical, squad-based roguelike that they can really sink their teeth into. I thoroughly enjoyed growing my small groups of misfits into fine-tuned, OP instruments of death capable of melting hoards of enemies. For those interested in a closer look at the game before they buy, check out the first impressions video on the Splattercatgaming youtube channel.
This game is sick. One of the most polished titles I've seen.
It is a tactical turn-based game. You're pushing back hordes and you're going to feel like a badass when you've got things going right. Then the next round and even bigger horde comes at you and you think this one for sure will do you in, but with tight play you figure it out... or you don't... and die.
Turn-based tactics games are a dime-a-dozen, often rehashing the same tried-and-true concepts that came to surface back in the 90's. The Last Spell feels like it breaks new ground by simply polishing every worthwhile mechanic until it's diamond.
The game progression (rogue-like style) is better than possibly every other rogue-like I think I've played.
All in all a really well-made game! I will look for other titles by the same team in the future.
Not usually a video game soundtracks guy, but this one absolutely *rules.*
Simple enough to be fun, complex enough to be interesting. Great turn-based fun.
TLDR : Corpse farmig is not fun.
TBH Finished the game but damn... first 5 days waiting for mob to slowly walk to magic loot square or baiting one over is sooooooo boring. Good intention BAD Mechanic.
PRoblem is if you dont corpse farm, its FOMO and no econ makes it quite easy to lose in a rogue like its a big no-no
If there's one thing it excels at, it's making you feel hopeless yet determined - over and over. "Oh man, this is it. There's too many, there is no way I can actually survive this night..." and then "Wait, what? The horde is thinning? Wow, maybe..." and then "Impossible. We actually survived?" and then, the next night "Okay, NOW it's over. There's no way..." and so on.
What The Last Spell actually is, though? Final Fantasy Tactics but They Are Billions, semi-roguelike and with a banger of a soundtrack that mixes heavy metal, darksynth and some harpischord. And yes, the music IS important here: the game is difficult and cerebral, you'll spend a lot of time listening to it while carefully planning your next move over the course of the night.
All night, every night
The idea is simple. Defend your little town for a set amount of nights. You'll always know the general directions where the enemies will be coming from and in approximately what force, so you can place your warriors and defenses where they're needed most... and those are arguably the most difficult decisions in the game.
That's because there's never enough. How many heroes to defend this one side? Which side will have to be manned by just one person? How do I allocate the precious few materials I got, do I reinforce the walls' weaker spot or build a balista? You'll have to make some tough choices, and then later adapt your strategy to these choices.
But there's another, more important layer of strategy to be found here.
I'm holding out for a Hero 'til the morning light
Your fighters. More specifically, the way you build and equip them. This isn't the kind of game where higher numbers = automatic victory. This one is a bit of a doozy so let me explain...
For one thing, not every perk is available to every single hero, and you will not know which ones exactly will you get until you buy the hero. So builds will always have an element of improvisation to them. Ah, but you need to be very careful with your choices, because if you don't build your hero right, they simply won't pull their weight, and probably just die.
And while you can mark which perks you're planning to take (more games should have this feature!), you will never know which level up stat choices you'll get and what sort of gear you'll find. So chances are you'll have to adjust course of action.
He's gotta be fresh from the fight
Different weapons and builds have different purposes. Some are good at crowd control/AoE. Some are good are good at picking off these swift flanker type enemies. Some are good at dealing with armoured enemies, some are good at assassination (swift elimination of powerful enemies), some are good at debuffs and poison. Even a roamer build is viable, so a character that moves a lot to aid others.
But to construct these builds, you have to understand the unique stats this game has. Crit chance and crit power are simple enough, but how exactly does armour work? What is Opportunism? Isolation? Momentum? Multi-hit? Resistance reduction? They're stats that use mechanics not really seen in other games.
Opportunism is a damage multiplier against debuffed enemies, benefitting from a debuff-centric style. Isolation is a damage multiplier against enemies that don't have an adjacent ally, which will probably end up being elites and bosses. Momentum is a damage multiplier you get for every tile travelled (unless teleported). Different weapons have additional multipliers for these stats on top of these; daggers and rifles for isolation, certain magic weapons have an opportunism bonus and so on. Make sure you read the skills and damage calculations carefully so you understand.
Do it again, do it right
But don't worry. The game is hard. The odds seem insurmountable, at first; but every defeat will be a lesson. There unfortunately is one difficulty spike that is a little much - and it's not even at the end of the game... but otherwise, the pace at which the game throws new challenges at you is exciting yet ultimately reasonable.
If you fail a mission, the next time you try won't be exactly the same. The initial setup will be the same, yes, but you'll have completely new heroes, the waves will be completely different, the one thing that will remain is that the boss is going to be the same (even if their angle of attack will obviously be different).
Oh, and there is meta progression, which also contains some story bits! Some of the writing is pretty atrocious, but otherwise I liked the plot and the slow drip of info of what's really going on. A friend of mine called it nonsensical and a bit of an a** pull, and it kinda is, but eh, I liked it. There's also a pretty clear message, but as we all know, we gamers are awful at media comprehension, so chances are you won't even notice it until someone points it out.
Cleanse the blight
There's a lot more to say, but I think you're informed enough by now, dear reader. Let me just bring up some statistics.
60% is the magic number; it's the amount of players that progress through each stage. So 60% of all players get the first meta unlock, 60% of these beat the first mission, and so on; that ends up resulting in only 4% of players beating the game. That's pretty low, you might say. Why is that?
Well, the game is quite a time investment, it's difficult, and pretty methodical. I think it looks great, but you wouldn't call it flashy. It most definitely isn't a power fantasy, either; you'll feel like it's your last stand for the better part of the game.
But to me, the satisfaction of surviving yet another night, of annihilating a group of clawers, of stopping a powerful enemy before they could reach the walls... addicting like a drug. When I first got the game, I played for 34 hours in 2 days. Admittedly, I was feverish and bedridden at the time... but it's still an excellent game. Even as I write this, I'm considering getting the DLC, or replaying it on harder difficulty.
And if nothing else, the music REALLY SLAPS.
Curator page
This game is a horde survival game disguised as a rogue-lite. Unless you have autism you won't beat the first map until you power level through bullshit difficulty. I really really want to like this game but the difficulty curve has been achieved by many other better games.
This game got many things right. Build customization is one of the best out there, plus it nails the tactical aspect. On top of that, its aesthetics is top notch.
However, this is a roguelike, and it is a disaster as one of that genre. Progression is way too grindy. Runs are so long that you need multiple play sessions to complete one.
Sometimes I miss playing it and pick it up again. Only to remember why I put it aside at the first place. The game dies in the middle of a roguelike and a campaign/management type of game. It tries to be both Hades and XCOM at the same time, but falls short at reaching the excellence of those games in their genre.
Super underrated chill game to have in the background or kill time
a fun and interesting game with a decent but short/simple story - a bit grindy/time consuming but i never felt like i wasn't getting anywhere progression wise and everything seemed reachable.
overall i enjoyed the game and could recommend it to others who like this type of game it can be a little challenging at times and had some nice surprises. I cleared all the content and eagerly await more :)
Amazing turn-based strategy game. Difficult but rewarding and what a soundtrack. Still a couple bugs tho.
A Tactical Strategy Roguelite game that I've followed closely since 2021, watching it evolve and adapt over time, making it more beginner friendly.
As a Roguelite, it is expected you won't be able to beat it on your first try or at least a run won't be the same as the last one, but... While there are RNG elements in it, they can be mitigated towards a favourable outcome or preferred playstyle, making it still possible to have a gameplay loop using only the best things that are needed for higher difficulties, making it pretty repetitive and stale in the end.
My overall experience would be 8/10
Love the pixel art, the whole system of base building and turn-based combat. The soundtrack is superb.
SUPER FUN, DEVS DID A GREAT JOB, BEATING DOWN MONSTERS AND THE FEAR OF HAVING 200 ENEAMIES ON THE SCREEN AT ONCE IS GREAT
Absolutely awesome soundtrack! How it lays down on the game state changes, its really good example of sound design in this aspect at least.
The game is very good too.
It's hard to say enough good things about this game. Very deep strategic and enjoyable gameplay. The depth guarantees a different experience every time you play. If you're on the fence, you should try it.
Really fun tactical turn-based rogue-like.
Absolutely wonderful game if you like StratRPGs, one of my favorites since FFT and Disgaea.
The Last Spell is a very interesting take on a turn-based tactics game that takes some cues from town management sims and tower defense games, mixes it with some solid turn-based staples and a few very unique new ideas. The result is fun and refreshing take that is both approachable at first and rewarding for long-time players.
Scenarios in TLS involve two phases. During the day phase, you'll use workers to clear out ruins and corpses and work at various buildings you can construct to offer better equipment, healing, or other bonuses to your heroes. At night, you use your team of heroes to fend off seemingly endless waves of night creatures who are dead set on raiding the center of your town and smashing everything on the way.
I think where The Last Spell is most unique is in it's approach to combat. Compared to some turn-based games like XCOM, Battle Brothers, or other popular ones, you'll be dealing with hundreds of enemies simultaneously. Of course, a lot of them are zombie-like shamblers that will crumble in a single hit but you'll find quantity has a quality all its own in TLS. Of course, there are also elite monsters, ranged threats, enemy spellcasters, and other unique monsters mixed in too. Thankfully, all the enemies take their turn in one big swoop and you can fast forward as needed.
In turn, your heroes in The Last Spell can typically move farther and take many more actions per turn than playable characters in a lot of other turn-based games. You can freely move between heroes and use their actions in any order as you like (move one guy, have another use a ranged spell, have the first guy move more, have someone else buff him, then have the first guy use an attack, etc.) This means you can (and will on harder difficulties) get REALLY creative in combo-ing weapon skills, hero perks, and consumables like potions and scrolls. The name of the game is balancing crowd control with enough flexibility in target selection and damage to still take out major threats.
The story in The Last Spell is to me, secondary to the great core gameplay mechanics but still interesting enough. Think fantasy post-apocalypse where the old warring kingdoms' use of catastrophic spells of mass destruction have kickstarted a total end of the world event, and now you control the united survivors as the recalcitrant mages attempt to cast "the Last Spell", sealing away all magic forever.
The games' presentation is also rock solid. The pixel art is pleasant and some of the spell effects are really impressive, especially the giant AoEs and the spells that grapevine through enemy crowds, like chain lightning. I will say this game has a banging prog-metal/djent - inspired soundtrack. Day phase music is appropriately chill and atmospheric, but when the night falls, the combat bangers kick in and do a great job keeping you engaged. The music is definitely a plus for me!
I think most fans of turn-based games will like what they see here. I very much enjoyed the different take on turn-based combat that The Last Spell provides. The city management side of the game is engaging but not overwhelming; it's definitely more about the combat. Individual scenarios can run long, so expect to either have a 3-4 hour play session for some of the later ones or be prepared to take a break and come back another day for some. I easily got 100+ hours out of this game (for me, this was enough to wet my feet in the post-game content but by no means a full clear of the game) and plan on returning as more content is released.
If you are a fan of Darkest Dungeon, Plants vs Zombies or Bloons Tower Defense, this game will definitely feel familiar to you while at the same time being its own entity of chaos. Cobbling together a group of Heroes to fend off hordes of monsters night after night may feel repetitive to some, but this game is a definite win for me. The pixel art style is beautiful and simple and the soundtrack is very atmospheric to the game.
The Dwarves of Runenberg DLC is also an interesting addition with new items and a new Race of Heroes to play as.
I was hooked the moment I first played. brought on switch at first but recently got a PC and its the main game i play.
If you're a fan of Roguelites and likes and the Tactics games of FF renown i can say its right up your street.
Looking forward to more content but there is enough re-playable life in here any way.
I can't recommend this game more if you're a fan of tough turn-based tactical strategy. It's essentially what you'd get if you combined Final Fantasy Tactics with Dynasty Warriors and They are Billions, but wrapped it all around a Hades Rogue-like core loop of trying your best, getting wrecked, then spending resources to permanently improve aspects of your future attempts; taking what you've learned from previous runs and new-found power forward and seeing how better off you fare next time.
The game's difficult is pretty tough, or at least it feels like it is at times. The amount of times I'd been unsure as to whether I can come out on top of a very overwhelming situation only to just about scrap through in good nick is pleasingly frequent, provided you think and plan carefully on how best to optimise your crowd clearing potential every single round.
The RNG with damage ranges, hit chances, enemy wave directions and wave compositions can be harsh at times but it's nothing out of the ordinary for the genre and it doesn't stand out as a particularly punishing offender compared to a lot of other games.
The soundtrack's very catchy if you're into heavy metal, as each track perfectly compliments the pacing and mood of both grim battle at night and the more pensive contemplation of base building and party management during the day.
It's wild that I accidentally stumbled on The Last Spell while browsing Steam and have't heard any noise about the game from any other media sources. It's deserving of far more coverage than I feel it's been given.
Really great tactical RPG. I breezed through the first few levels and was worried it wasn't going to be much of a challenge, but eventually I did lose to a boss which forced me to rethink my strategy. Every boss after that also kept things fresh and forced me to try different builds or prioritize differently.
+ The game is very save friendly and you can stop at any point which makes it great to pick up and put down for short sessions.
+ The visuals and soundtrack are both really good.
+ The skills and weapons all play very differently and keep things fresh. The upgraded versions are also meaningfully more powerful and can open up different playstyles.
+ Losing feels good. Not every roguelike feels good to lose, but there's often enough upgrades earned from each run that you can feel like the odds are better for the next one. Also there seem to be enough tools to cover for the problem the next run.
+ There are options to exclude weapon types from appearing in your run. You have to bring a minimum of 4 of each type (melee, ranged, magic), but this helps if there are certain weapons that you want to avoid or others you prefer.
Things I wish it did better:
- Improve enemy visual diversity. There are a few levels that get so big and so full of enemies that it becomes difficult to monitor every threat. It would be nice if certain enemies stood out a bit more or were at least more different from the standard ones. I lost too many melee characters to an enemy that can pierce armor and look very similar to normal enemies.
- Improve objective tracking. There are a few levels where you need to complete several objectives and on such a large map it was a pain to search the whole thing to make sure I didn't miss any.
- Make the "enemy in the base" warning a little clearer. On some of the larger maps I'd lose track of one area and find that my base was suddenly overrun. With so many enemies, its easy to speed through the enemy turn because it takes so long and not see where they are attacking.
- Some weapons need a little more love than others. Most characters have 6 action points which are spent to activate weapon skills and other things. With the vast number of enemies you'll fight doing more damage to more things is usually the better strategy which favors some weapons more than others.
- Poison is a little OP. Most enemies have specific weaknesses or strengths depending on your damage type and defenses, but poison seems to affect everyone the same and there were a lot of perks and stats that could improve it.
- More control over builds. The ability to exclude certain weapon types and to overload the town perks is great, but being able to control hero perks or armors would also be nice to have more control when testing builds or strategiess
If you have read the Manhwa "The Tyrant of the Defense Game" and love it's concept then this is the game for you.
There's a lot of similarities and it's the game closest to what the manhwa does/
I'm not a fan of turn-based games but this game is something else, It would take me hours to finish a stage and I wouldn't notice the time goes by.
It's a hard game for sure and you need a lot of brainpower playing this but man the satisfaction when you finish a stage hits different.
Hands down one of my favorite games already, and i'm proud to say I don't dislike turn-based games as much as I did before.
After playing couple of runs it has started to become really repetitive especially the micromanagement part of the turn based battle. You have to clock every one of the enemy and kill them one by one. So I found myself playing in 10x speed and clicking randomly on enemies. I wish there is an auto attack option to attack the nearest enemies and cue your skills, so I keep myself entertained with the other aspects of the game. If you don't mind clicking 100 of enemies in every battle so this is a game for you.
FF tactics style combat, mixed with roguelike meta progression and tower defence.
Pretty good music to boot.
Challenging to get into, but once you understand the importance of secondary stats and talents and how they can correlate to weapons you unlock, and accept a bit of adaptability to roll with what you find, it becomes a smoother experience.
I kind of wish there was more to the production cycle part of the game however, since right now all you really do is rush workers and then goldmines.
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Дополнительная информация
Разработчик | Ishtar Games |
Платформы | Windows |
Ограничение возраста | Нет |
Дата релиза | 17.11.2024 |
Metacritic | 82 |
Отзывы пользователей | 93% положительных (5351) |