Разработчик: Legend Studio
Описание
The Story
“Luca... Luca, awaken.”"It is I, Diana, daughter of Jupiter, from the sacred grove of Nemorensis, goddess of the hunt and keeper of the moon. Hear my words.”
“Sixty years ago I created the Weapons of Virtue and gave them to mortals as a gift for prosperity. But now they have been stolen and corrupted with greed and evil by my husband, Vulcan, the God of Fire, Metal and All Things Baneful.”
“I see within you great virtue and perseverance. Claim your freedom and seek the Weapons of Virtue to wield for greater good of humanity. Arm yourself and be a slave no more!”
The Features
- Isaac style Room Exploration w/ Uniquely Generated Programmatic Dungeons. You'll never be sure what's behind the next door.
- Seven Weapons of Virtue to collect - Each with its own strengths, weaknesses, stories, lore, and flavor.
- Over 50 Upgrades to find and become massively powerful up with.
- Tons of Replayability
The Weapons of Virtue
- Comitas, Staff of Humor
- Clementia, Axe of Mercy
- Disciplina, Bow of Discipline
- Firmitas, Glaive of Tenacity
- Justitia, Staff of Justice
- Veritas, Greatsword of Truth
- Virtus, Sword of Valor
Поддерживаемые языки: english
Системные требования
Windows
- OS *: Windows 7 SP1 or newer
- Memory: 8 GB RAM
- DirectX: Version 10
- VR Support: SteamVR. Standing or Room Scale
- Processor: Intel i5-4590 equivalent or greater
- Graphics: NVIDIA GTX 970 / AMD 290 equivalent or greater
Отзывы пользователей
I hate leaving bad reviews, but I quite simply did not enjoy playing this game. The controls felt unintuitive and I found myself getting stuck on walls and objects quite frequently. For some reason I had to press down on the joystick while pointing it in the correct direction to perform joystick-bound actions, which adds an unneeded layer of complexity to most inputs. When walking your only option is to walk in the direction your controller is currently pointing, which feels very odd and makes it quite difficult to navigate well while focusing on fighting enemies. It's possible that I could've resolved these issues with a lot of messing with steam settings, but overall I suppose I felt like the game could just use more polish. I do love the artstyle and this seems like a very cool concept for a game, but in its current state I can't recommend it (and considering this game is 8 years old, I consider an update to resolve this to be quite unlikely.)
this game would be so much better if you could turn with the stick instead of having to actually spin. not tryna destroy my index cord sorry.
i would give this game another shot if they updated, but since its 5 years old i doubt itll happen
ಠ_ಠ TL;DC (Too Long; Don't Care):
Poor usability and controls make A Legend of Luca uncomfortable to play at best.
Controls for this game are atrocious. They were originally built (poorly) for the HTC Vive Wand, and do not present any way of re-binding for Index's Knuckles, which is just a shame. All of the commands are crammed into the trackpad and only two movement controls exist - slide forward and teleport forward. The other directions are used for abilities that you only use rarely, which is horrible from a usability standpoint.
I originally purchased A Legend of Luca because it required a fairly large playspace, which I had at the time. Sadly, the game was updated before I really got a chance to get into it, increasing the scale to a much larger one. It's a better and far more accessible game now, but the controls should have been updated at the same time.
There are no turning controls to speak of, so you are required to physically turn in your playspace. This can very quickly get uncomfortable on a wired setup, even with a pulley system suspending your cord. I have a greenscreen setup for streaming, but the lack of snap turning to re-orient to my camera makes it difficult to stream.
Luca's rogue-like design only serves to stretch out the game's very low amount of content - there's 5 levels, and that's it. This feels a little cheap. If there were a proper way of saving progress, people would burn through its content in a matter of hours. While its procedurally generated style could easily stretch this content out forever, it'd become stale and boring without more environments.
The procedural generation can be a little on the harsh side. My last run-through landed me on the first level with 4 locked chests, but at no point did any enemies or terrain drop keys to unlock them, so I was forced to leave them behind, leaving a bad taste in my mouth.
The aesthetics of this game are good. I like the Zelda-style upgrades, the overall cartoony feel of characters and weapons. The musical score is cliche but passable, as are the sound effects. The primary flaw of this game is its usability, which is sadly a dealbreaker here - no matter how beautiful a game is, a bad user interface drags everything else down.
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This was an early VR title, and great when there were few choices in VR.......Now that my VR library has grown I can't see ever playing this game again. I feel a little bad not recommending because there are no major flaws, but honestly it's just a highly repetitive dungeon crawler in VR.
I just purchased this game today. I've been playing it for a bit now. The game is pretty nice and I really enjoy the dungeon crawling. Full scale and room scale are done very nice. That being said, I have one minor problem.
The one problem I have with this game that maybe I am missing on how to use it in game is, I want to use the Oculus touch stick to turn, but for some reason I have to actually position myself turned around or whatever way I wanna face. and warp to that position. While this is ok, I find myself often getting my foot tangled into the headset's cable when i am actually trying to move away from enemies quickly. Is there a way to turn with the sticks at all?
All in all, this game is a nice, cute dungeon crawler. It has really great and spot on game mechanics. It reminds me a little bit of the dungeon crawling in the first Zelda from the NES days, but in a VR setting.
If you're looking for a dungeon crawler within a VR experience then you probably would want to check this out. I'd recommend this game even though I haven't been able to turn with the stick on the touch controls. If this isn't implemented, hopefully it is one of these days.
In the end, I decided to refund my purchase until the dev adds in some way to use the stick on the Oculus Touch to turn at least, even if there is a setting to warp turn at 90 degrees or 45 degrees at a time. Having to turn around all the time when there is like 10-15 enemies in a room is pretty frustrating.
Cool VR , rogue like, dungeon crawler.
Positive:
+ good graphics
+ random levels but due to simplicity of gameplay this does not hurt
+ dying means start from the beginning
Negative:
- melee combat is not good
- some game elements are not easy to understand and are not explained in a tutorial
I've had a lot of fun with this game and would recommend it to people who enjoy dungeon crawls. I'm looking forward to future updates.
A few things I think would make the game better include:
-Not having to read every scroll every session to find out what they are since many of them are harmful
-The bow is cumbersome to use, especially given how well some other games implement bows. I think a hand crossbow would be thematically appropriate and mechanically more consistent with how the bow is used in this game.
-The melee sword simply passes through creatures, which is counterintuitive. It would be great if it provided a little knockback of the target and vibrated the controller to provide a tactile sensation with each hit.
A nice rogue-like dungeon crawler that does room-scale quite well. The later levels are fairly challenging, and although it's not a game I play terribly often, it's a reliable 20-30 minutes of fun to do a single run.
The game definitely needs a revamp of its HUD/menu: it's a little too high up and isn't easy (if at all possible) to read. Sometimes you just have to go with the randomness of your sprawling inventory without actually knowing what it is, particularly at higher levels.
I haven't tried the comprehensive mod for this yet, but I imagine it'll be a refreshing take on the game when vanilla has run its course. I can definitely appreciate that the dev not only allows, but actively supports, the modding community.
The bones of a good game are in here somewhere, but there's just too much to dislike about this game for me to recommend it.
The enemy AI is prone to a boring, if claustrophobic, swarm behavior. The particle effects, though pretty, tend to make it hard to see what's going on. Both the disorienting strafe and teleportation movement methods feel jerky and unrefined. There's also the inexplicable design choice to allow players to move through obstacles unhindered but force their weapons to stay behind.
The swords-and-sorcery angle is skin-deep, because at its heart this thing is 100% a shooter. You shoot your magic staff. You shoot your axe. It's weird. It feels more like an arcade bullet hell game than a roguelike.
The 8-bit graphics and chiptune music are out of place among the smooth 3D models and realistic sound effects.
It's clear a lot of effort and talent went into the game, and the production values are quite high. I really want to like it, but it's just not one of the better VR games out right now.
Scratches the roguelite itch pretty well. Haven't played as any of the other classes, but I just finisheda run as the Paladin with like 120 keys. The extra mobility options added recently are also very welcome. Very playable in a small space. I tried the roomscale "toy size" mode but I don't think my 2x2m playspace is enough for that. Neat idea though.
Great game, one of the more replayable VR experiences so far. The first time through it's pretty crazy, you miss fire alot with button presses. Still trying to get comfortable with the controls. I'm ducking projectiles and teleporting around rooms. The monsters are very cartoony and fun. It's crazy when things are the same size OR way bigger, the first boss fight was a total blast. One of the few games so far that you can sort of explore around a bit also. There isn't much to find though. I'm hoping they add pressure plate buttons switches and other stuff like that. There are breakable blocks, so breakable walls and secrets would be nice.
Summary: Legend of Luca a a great little dungeon crawler that gives an excellent feel of an old school zelda game. There are a ton of powerups, a few fun weapons, and now even classes help shake the game up. Another thing I enjoy about the game are the perspective options, one makes the rooms full-sized while the other scales the worlds down to the size of your play area, giving a completely different feel to the game. Also a big plus- Great developer who frequently communicates and updates the game!
Pros:
+Frequent updates
+Great use of VR capabilities in gameplay/options
+Lots of power-ups/weapons/classes to choose from
+Random levels offer good replayability
Cons:
-Rogue-like element of starting over after every death could be a turn-off for some
I definitely recommend this one if you are into hack, slash and fireballs and are tired of wave shooters.
It's a Fun, fast-paced and quite unique (in the current VR market) game. It uses some of the same assets as Vanishing Realms but it is at the core a very different game.
Additional feature : very supportive and reactive devs who listen to their customers (another point it has in common with Vanishing Realms:)
one of the first games i bought for my vive and one of the best to come back to. i love the new update with a new locomotion option and adding new classes blew me away. i already loved this games feel, aesthetics, music, voice acting. but now they are adding even more than i anticipated.
A Legend of Luca is the first game for VR that recreated some of the draw that I find in roguelikes, this is why so many are comparing this to A Binding of Isaac. Be aware that this is NOT A Binding of Isaac! You will notice that the average reviewer has put in approximately 1-2 hours on this game. This is for one simple reason: for me to fail once, then complete the game took approximately one hour. This includes ransacking every single room and searching all sections of each level.
That is, in all truth, the biggest flaw in this game; it is really more of a demo of how to begin a true VR game rather than mini-game. Some other drawbacks are the difficulty many are having with making this truly room-scale as well as some of the weirdness with hit-boxes.
Even with all that said, I would still highly recommend this game as it is deeply satisfying for that one hour and, especially if you pick it up on a sale as I did, it costs less than going to a movie or grabbing appetizers with friends. It is deeply immersive with intuitive controls and a fair amount of variety considering the recycling of skins from other games.
This game needs more love!
A lather-rinse-repeat dungeon adventure where you shoot monsters, dodge magic, and fight the big boss to loot the chest? Gain upgrades, move to the next level, and do it all over again. Explore your map, fill it out, and choose how and when you move to the big boss fight.
Done in between 3 and 30 minutes.
Sounds like FTL gameplay, right?
It completely scratches that itch for a roguelike adventure. The ORIGINAL Roguelike, mind you!
Apparently there is a mod that allows you to use the same game to turn it into a multi-live dungeon exploration. I'm gonna have to check that out!
Love some Luca! Get this one!
There are good things and bad things about A Legend of Luca. You can tell that the developer listens to his audience. Originally the game was designed as being "a room-scale vr game" and after feedback, they have changed the game to teleportation controls. I originally purchased this as I was intrigued by the thought of actually having to move around the room to play a game. This wasn't ideal however when put into actual play, as the floor was set to be at waist level and you kind of felt like a god floating in the sky shooting at tiny beasts and skeletons. I gave the game a break.
The developer then came out with new enhanced controls and scaled the game to be true size. This seemed like a step in the right direction, but I had such difficulty fighting even the first boss using teleportation. It felt like it needed much more tweaking. Maybe this is just a knock against VR locomotion in regards to a fast paced action adventure game, but having to turn around after teleporting to fight a boss can get very disorienting. I want to like this game, I really do. The graphics and the amount of work the developer has put into the game is there; it just needs a tiny bit of extra work before I can give it my seal of approval.
Thank you for reading my review.
For anyone who previously tried this game and got a refund, I would say give it another try. Since the updates it plays totally different. The room scale is now fixed and the teleporting system works well. Just tried it for two levels and was really impressed. Glad the Dev listened to feedback.
Very cool unique use of VR.
They scale the in-game character's at about 1/6th the size of real life and place the floor to be at about your waist (adjustable). This results in a room that is 6 times as wide and long to run around in. This lets them put more objects and enimies in a single room. It kind of feels like you're running around on a game board with real traps and enemies, which is very cool! It's hard to explain, but very well executed IMHO. I find that I am more active (running around) in this game than any other that I've played except for maybe Space Pirate Trainer (and I've played almost all of them).
The combat is pretty straight forward. You start off with a magic staff that shoots energy balls in the direction you point it. You have bombs that blow up blocks like in Zelda. You eventually get a malee weapon for your second hand and thats when it gets real intense. That's as far as I've made it so far, but I can't wait to get the other weapons and give them a go.
I highly recommend checking it out if you're into a Zelda-type dungeon crawler that is focused on action. There isn't really any story to speak of, other than some short narration, but hardly a deal breaker in my book.
Main take-away: VERY FUN!!!
NOTE: I highly recommend having a space that is similar to the recommended gameplay area of 4m x 2.35m instead of the minimum 2m x 1.5m.
This game has some great elements that I haven't seen much in VR games. You navigate through a Zelda dungeon like map collecting treasures and new weapons with a real feeling of exploration compared to most VR games in which you teleport around that often breaks immersion.
However, my gameplay experience was very different from the trailers and screenshots. The store page says the minimum requirement for this game is 2m x 1.5m but I later found the 'Additional notes' section which says the ideal play area is 4m x 2.35m. My play area is 2.7m x 2.7m and the world was scaled down so much that it felt very different from the trailers and screenshots. This downscaling caused difficulty in navigating through the room and avoiding enemy attacks. I think the minimum space requirement should be changed so that players get the intended experience rather than compromising the gameplay by scaling everything down.
The game itself looks great and I believe it would be quite enjoyable if I had the recommended play area, but I wasn't able to get the expected gameplay experience with the space available to me.
Not what I was expecting, but very good. The game makes me feel like the world is a toy set and I'm some kind of dungeon god.
Edit:
This game is now even better, I love the new scale, well done to the developer. Keep up the good work.
Дополнительная информация
Разработчик | Legend Studio |
Платформы | Windows |
Ограничение возраста | Нет |
Дата релиза | 23.01.2025 |
Отзывы пользователей | 80% положительных (154) |