The Last Spell
Rank #647 on PlayPulse
Rank #647 on PlayPulse
. . In a desperate move to end all wars that have been rampaging the world for decades, the mages provoked The Cataclysm. Massive balls of pure magic obliterated nearly everything. A strange purple mist propagated everywhere, with hordes of bloodthirsty mutants coming at night.. . Our only hope is now to banish all magic from this accursed world by casting The Last Spell, requiring several days of uninterrupted incantation whilst a few strained Heroes try to protect those damned mages.. . The Last Spell is a tactical RPG with roguelite elements in which you have to defend a city against hordes of deadly enemies. During daytime, prepare your Heroes, carefully choose how to rebuild your Haven and position your defenses. Over the night, exterminate all the monsters coming at your walls with a large range of weapons and skills. Then heal, level up, and repeat until the Magic Seal is broken.. . . . Turn-Based Tactical RPG: ● The whole RPG package: a flurry of stats, skills, perks, traits… and more. ● Tons of items: armors, weapons, trinkets and potions… with their own stats and skills, as well as optional random modifiers. Each weapon has its own skillset and playstyle! ● Build your
The game is good but very, very badly needs a "restart day" button there is no worse feeling than getting to like day 11 of your run and messing up ONE thing and losing like 7 hours of progress. The core gameplay is strong but i imagine a lot of people just drop the game after their first big wipe
Absolutely love this game. I just have one BIG criticism. I don't like how insanely heavily you are punished for unlocking all the weapons and items. It creates a massive pool of items that are largely useless for most of your builds. It rewards you for not unlocking items and instead only unlocking certain ones. Id really like an option to disable some of my unlocks. I don't want to feel penalized for progressing the meta unlocks. Awesome game.
This game is a bit of a mix. On one hand, it's an indie title and I feel like expectations are managed from the small team size. The complaints you're about to read should be kept to consideration of the team size. On the other, we got some serious design flaws on what otherwise would be one of the best takes on a Tactcis style game I've played in a long time. The fights in general feel pretty ok. There's an expectation of failure, I'm ok with that. What I'm not ok with are the unnecessarily drawn out roguelike runs that culminate in boss fights that mostly aren't even hinted at. There's often no hints, just "ok here's the boss, figure it out", and look... if the runs were short it would be one thing, but one run can go tens of hours. That's a lot of time invested to fail and start all over. And that's really my chief gripe. The game doesn't need to be nearly as long as it is. Each roguelike run could be cut by at least 1/3 and I don';t think the player would notice or gripe. This is a shame, cause otherwise, you can tell this is a tactics game shaped by people who enjoy tactics games. It's not a puzzle, it's tactics. Stark difference, and this game understands the difference. Can I recommend the game? Tough question. If you're committed to understanding systems with a deep love of tactics games and an understanding that you might likely fail a lot in some runs before you succeed.... , I think this game holds a large amount of things for you to discover. If you aren't even one of those things, it might be a tough sell.
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