Разработчик: Aaron Arcand
Описание
Features
- Unique hand drawn artwork.
- Six slot inventory system.
- Weapon Evolution! Saint's musket will change it's appearance based on how many hero coins you have.
- Easy to learn, play how you want! Keep your items and build on your attacks OR transmute them and use the skill coins to upgrade passive and active skills and abilities.
- A variety of one time use items, kuna mods and other items to find.
- An amazing game soundtrack by Stellardrone.
- Steam Achievements!
- Steam Leader Boards!
- Save System
Listen close child for this story tells of your destiny,
Many years ago, the magical floating city of Pithia drifted high above the clouds.
A peaceful city filled with thousands of magical beings,we were known as the "Pithians".
We built wondrous floating machines and were the greatest of inventors.
The city and our people were protected by a group of wise mystics.
They trained in the art of inner spirit and wielded ancient weapons known as Kuna Muskets.
The mystics lived on the edge of the city on platforms we called the "Sky Ways".
Thought to be built from magic these platforms kept balance and if were ever lost the city would fall into eternal darkness.
They caught us off guard... floating demons inhabiting bodies of metal stormed the city under the light of the two crescent moons.
We fought long and hard but their numbers were many, we could not hold them.
They made their way into the city killing any in sight, thousands of Pithians slain within hours.
I watched helplessly as my own mystic brothers were cast down in blood.
Luckily I was able to make it to the docks... me, your pregnant mother and and a couple hundred badly wounded Pithians escaped via airship.
We would fly east to the floating mountains of Kiatu where we would remain in hiding for many years.
We now live in seclusion here on Kiatu, waiting for the day when the prophecy would be fulfilled.
It is foretold that one day a young mystic would travel back to Pithia and reclaim it for his people, avenging his ancestors and ridding the city of evil.
He would light the ancient beacon and signal the great exodus back to our home.
Contact: [email protected]
Поддерживаемые языки: english
Системные требования
Windows
- OS *: Windows XP, Vista, 7 or Windows 8
- Memory: 512 MB RAM
- Storage: 128 MB available space
- OS *: Windows XP, Vista, 7 or Windows 8
- Memory: 1024 MB RAM
- Storage: 256 MB available space
Отзывы пользователей
No
This is a great solid game. I enjoyed a lot of the mechanics. Probably due to my own inability to look at everything, I missed a few of the controller tips (middle mouse button to "reload") but it was otherwise good. I have spent way more money on substantially worse games.
My only few suggestions would be:
Have numbers over the item slots to show the key it is mapped to - had to fiddle around to find that "5" was the first column, last row.
Not sure if it's an engine limitation, but I often swapped context on a multimonitor system by clicking near the edge of the screen and out of the game. Upon switching back, the direction keys I had pressed down are still feeding input into the move system.
Like I said, though. Great game, fun story items, and impresive art - all by one guy? Good deal!
This is a thumb sideways review. I enjoyed playing Trigger Saint but I feel it has some serious flaws. I liked this game enough that I will probably be buying any future games from this developer.
The controls work perfectly, the hitboxes are perfect. I've played too many indie games with sluggish, imprecise controls to not appreciate when somebody gets it right. Unfortunately, there is no key rebinding or controller support. This doesn't bother me, but it could be a problem for others.
The hand drawn graphics are beautiful, but there is not much to look at. The game takes place on a flat featureless plane with a few kinds of destructible scenery. the primary difference between levels is the color pallet.
The music is good, but it doesn't always fit what is happening on screen. It also doesn't quite hit the video game goal of being engaging without being distracting. It if frequently distracting.
The challenge levels of the enemies seemed off. The mobs were too easy to kill and didn't pose any real danger. The mini bosses felt perfect. The level bosses felt way too difficult. None of the enemies have lifebars. This really only matters with the level bosses. Dying half a dozen times to a boss without knowing how close you are getting to destroying it is frustrating. This is especially problematic for the final boss. The final boss can only be damaged in one small area. I lost track of how many times I died before I figured this out. The 8th level introduces an immobile, indestructible turret that fires faster, and has faster traveling bullets than any other enemy in the game. This changes the entire feeling of the game from an atmospheric exploration game too hectic dodging.
The biggest problem I had with this game is the limited field of view. The Trigger Saint has very poor vision for somebody whose job is shooting a rifle. The whole game feels a bit claustrophobic. The enemies begin reacting to your presence before they are even on screen. Dodging enemy fire frequently moves the enemy firing at you off screen. It's not a game breaking problem, but it certainly feels weird.
Trigger Saint is a fun, but flawed game. I'm looking forward to future titles from this developer.
have played 20 minutes or so as of now and have to say this is one of the most plished and interesting little early access games ive played. The art is awesome and i can tell its gonna provide me a ton of fun. Id recommend youd pick it up especially since it has such a low asking price.
Really enjoy the combat and movement in this game. Even through you have only two attacks, mods and destructible scenery keep combat interesting. Only issues I have had is that non-combat enemies do lots of damage and life is very scarce. The fact that areas inbetween save points are very long only make getting hit by something you can't fight back against even more punishing. I hope the devs can balance the damage of these enemies as I think they are a little to strong during the early game.
it feels quite nice the game itself. quite inmersive too. but ill like if in future updates, the devs add some auto generated levels in order to make it more unpredictable the whole thing. its a promising game, but in my opinion needs to have more.
This game... I like it! Another!!!
In all seriousness in an age where games more or less copy past of the same games; it's good to see something interesting. But Not only is it interesting it's really darn good. Not to mention it's currently in early access, so it only can get better from here! Looking forward to seeing what the developer will do!!
AMAZING!!! I've been with the game since the demo on gameMaker: studio. This game rocks! I love it! (still not a big fan of the perma-death though)
The things I love:
-The soundtrack
-the artwork. It's hand-drawn and amazing.
-the lore. It's interesting and pretty unique.
The things I don't love
-the perma-death. This is only because I'm bad at this game though
*edit: Another great thing is how involved the deve is in the communtiry of his game. He is very open to suggestion and is a great guy. The perma-death isn't so bad unless you're terrible at the game(like I was).
Дополнительная информация
Разработчик | Aaron Arcand |
Платформы | Windows |
Ограничение возраста | Нет |
Дата релиза | 15.01.2025 |
Отзывы пользователей | 75% положительных (8) |