About This Game Runers is a top-down rogue-like dungeon shooter where you explore a vast underground labyrinth and face fierce monsters and bosses. As the game advances further into the dungeon, you will gather Runes, which will be used to combine into 285 unique spells. Discovering new spells will unlock their entries in your Runedex; unlock them all! But be careful – if you die, your playthrough is finished. We wanted to make a game that had a lot of replayability, customization, and discovery. Almost every design choice we made focused on furthering those three goals. We want the player to be able to choose the playing style that suits them: long range sniper, mid range run and gun, or an up close brawler. There are many features to facilitate this level of customization. When you earn enough experience you will level up and be able to choose from 4 random traits to make you even stronger. Each floor is procedurally generated, so the enemies, rooms, event rooms, and bosses you face are all randomly chosen, making every playthrough different. You will not encounter everything in the game in one playthrough, or even five: there is always something new to encounter.Each floor and room is completely randomized – each run will be a different experience Choose from 20 Races and 20 Classes to customize your runsRunes have unique stats that modify the spells you create with them Choose from 285 different spells to build your own unique spell loadoutsUpgrade your spells to make them even stronger50 different traits to choose from when leveling up 10 procedurally generated floors to explore and fight through 15+ random bosses and 100+ random enemies to fightNumerous Challenges, Event Rooms, and Achievements to completeDefeating enemies unlocks entries in your Beastiary5 difficulties to increase the challenge a09c17d780 Title: RunersGenre: Indie, RPGDeveloper:LGK GamesPublisher:MastertronicRelease Date: 2 Sep, 2014 Runers Activation Code And Serial Key Runers is a great game for folks who want a challenge and a multitude of strategies to defeat it. My recommendation to first-timers is to do the tutorials once before you start, then again after a few hours of gameplay. You'll be grateful you did since coming up with your own winning build requires a good understanding of the mechanics, the more advanced of which are best learned once you have a good understanding of the basics. The game is challenging, both in gameplay and in build-creation.Here's a quick example of the diversity of the game. There are 285 possible spells, of which I have discovered just under 100, and already I have 3 or 4 high-powered builds that are capable of winning (at least on the easier difficulties). Throughout the game, you will complement these skill-builds with a set of unique abilities you acquire from accomplishing various in-game feats (e.g. completing a floor, defeating a boss, succeeding at an "event room", leveling up). You can base the abilities your spells or your spells off your abilities, but certainly you will want to think about how they will pair with each other to make your character perform best.As far as the enemies, I haven't counted, but I would say there are well over a hundred unique types. Developing a strategy on how to approach each enemy type is another critical part of succeeding. The game is not easy to win, even on the "easy" difficulties, so be prepared for a challenge. Once you get to know the majority of the mob types, you will find yourself laughing in the face of enemies that you used to curse for their ridiculous difficulty! Except for bosses... Boss fights are just as diverse as the "normal" room fights, with what seems to be at least a few dozen different bosses that you can encounter. These will range from "Oh, I can easily beat this guy when he does such-and-such" to "I'll never beat this guy!" (don't worry, you can definitely beat him, the question is are you resourceful enough). All of them are distinctly different experiences which is what kept me coming back to replay it again and again.As far as the different difficulties, well, I haven't beaten it above the first two difficulty levels, but that is mostly because I've only tried the harder ones a couple of times at this point (the game is pretty new, after all). As I said before, even the "Wimpy" mode presents a challenge and I would recommend sticking to this mode until you've honed your skills and developed several effective combos that you can be prepared to deploy. You have to be ready to be effective regardless of what rune types start dropping from the enemies you dispatch.All in all, this is a pretty stellar game. I quickly grow weary of a game that either feeds me an easy win or sits me in a rail-car and doesn't let me deviate or forge my own chosen path to victory. Runers does neither of these things, and is winnable with literally thousands of different builds\/strategies. And just when you think you're a master, you realize you're playing on "Wimpy" and it's time to up the ante and break into the higher difficulties.Runers has been fun so far and hopefully some of the remaining spells I discover will give me the edge I need to beat it on Apocalypse. Rune ho!. Runers is a top-down, may-as-well-be-twin-stick shooter with roguelike qualities, including permadeath. Contrary to what you might have expected after glancing at the screenshots, the game does not feature traditional loot, consumables, equipment or an inventory system, other than what\u2019s required to craft spells. With this in mind, I didn\u2019t expect it to have much depth but was pleasantly surprised to be proven at least partly wrong.The main attraction here is the magic system that lets you combine a catalyst with one to three runes from eight elements to create 285 different spells. Most results are unique in both animation and effect and generally fall under buff, debuff, direct single-target damage, area of effect, or some combination thereof. Spells can be further upgraded in power by dragging duplicate runes of the same element onto them, which augments their damage, knockback, cooldown, bullet size and speed. Runes, and the catalysts needed to combine them, drop from enemies and destructibles and are presented as a reward option when descending floors.Spell quick slots are limited, maxing out at six after you\u2019ve beaten a few minibosses, and excess spells must be in one of two storage slots or discarded. Two primary spells can be set to autofire so that they blast toward your cursor each time the cooldowns are up, which really makes casting feel like a twin-stick shooter without actual twin-stick support. Spell quality varies wildly with a few feeling overpowered, many feeling useless, and most falling somewhere in between. Casting does not consume resources and is only limited by cooldowns, so it\u2019s fun to experiment with different builds.Adventuring begins with choosing a difficulty, a racial passive ability, a class that determines your activatable special ability, and a starter spell (or, in roguelike fashion, just hit \u201crandom\u201d and let the game decide these things for you). After this, you\u2019ll be placed in a ten-floor dungeon with a toggleable map overlay that shows which rooms you\u2019ve visited and any items you\u2019ve left behind.Enemies often feel just as, if not more, powerful than you because they cast the same spells available to you and can quickly fill your debuff bar. Combat involves a lot of running in circles as a result, dodging projectiles like you\u2019re in bullet hell while slinging your own spells toward the pack of enemies that\u2019s chasing you. Emerging as the victor will unlock the exits in that room and let you progress to the next. Rinse and repeat. The bulk of Runers\u2019 depth and imagination went into its magic system and there isn\u2019t much in the way of surprises outside of that. There are really only three room variants in the game: rooms containing a throng of enemies, a boss or miniboss, or a challenge (which is often just another throng of enemies whose conditional defeat rewards you with a perk).Upon leveling up or completing a challenge room, you get to choose between four perks that are drawn randomly from a huge pool. With a few exceptions, these bonuses are more about augmenting your spells to be as deadly as possible and less about traditional character stat building. Even though death is permanent, a runedex keeps track of all the spell combinations you\u2019ve unlocked thus far and a bestiary does the same for all the enemies you\u2019ve encountered. There are also leaderboards for each difficulty and 30 optional, standalone challenges.As long as you delve into Runers with an open mind and no expectations of it cleanly fitting into a particular genre\u2014and you\u2019re prepared to deal with the difficulty of projectile hell\u2014you should enjoy the ride.. Runers is a game of surprising depth. While not the most hectic Shmup, it is a very tactical one; every choice of spell is worthy of consideration, and the replay value is huge. You begin with a single spell, but as you uncover new rune combinations over the course of your playthoughs, you can optimize and strategize your favorite abilities. Some spells are crap, but with the right bit of luck you can stack a stat to astronomical levels and change the way an old familiar one will play. This game is absolutely worth the price of admission normally, but it's on sale: you have no reason not to pick this up.. Runers is a roguelike very much reminiscient of The Binding of Isaac. You slowly power up as you venture, through rooms, deeper into the meat of the game.Runers is challenging. Heck, it is downright brutal. After three hours I finally beat the first boss (and mostly because I fought one of the easier bosses) only to die right away in the next area because it introduced stuff I'd not yet seen. That's what makes these games great, when they can hit you with a curveball just as you begin to think you can hit a homerun. The rune system of developing spells is pretty intriguing, albeit very tricky just starting out. I am noticing that entire runs can be dedicated to trying different combinations of runes hoping to find that one spell that really accents my playstyle. The rune system is interesting, furthermore, because it challenges you to decide between upgrading your current spell and building a new one altogether which, if you're a newbie, is kind of like playing a slot machine.There are definitely flaws with the game, however. It doesn't have that level of polish that the Binding of Isaac has, nor does it really feel flushed out and well balanced. The art is consistent and classic-style, which is great, but it gets lost in the level design. The maps are pretty much all the same, on the levels I played. Rooms are slightly different looking but there are only a handful of room types and things that might happen in those rooms. You've got the boss room, normal rooms, and challenge rooms. All of which might spawn as an aura room, but for the most part you're looking at only three room variants. Hopefully in a future patch we'll see this expanded upon, as it is certainly one of the major lowpoints for the game right now.The music is solid, and the controls feel well thought out. There is currently no controller support which is a bummer, but it plays just fine without. I do have one complaint, however, with the keybinds for hotkey spells. With all the frantic action it is incredibly frustrating to stop what you're doing to hit a hotkey. If you're using your mouse buttons to fire your primary spells then the hotkeys will not (at least not for me) activate properly. You've got to stop moving or stop firing to shoot off the hotkey spells which makes them near-useless.Great game and I'm sure we'll see my concerns addressed in future patches.. Runers is a game of surprising depth. While not the most hectic Shmup, it is a very tactical one; every choice of spell is worthy of consideration, and the replay value is huge. You begin with a single spell, but as you uncover new rune combinations over the course of your playthoughs, you can optimize and strategize your favorite abilities. Some spells are crap, but with the right bit of luck you can stack a stat to astronomical levels and change the way an old familiar one will play. This game is absolutely worth the price of admission normally, but it's on sale: you have no reason not to pick this up.. Runers has high hopes, and a fantastic spell crafting system, but is held back in just a few too many ways.The game is full of strange design decisions. For example rune combiners are needed only for new spells. This means that early on in your play of Runers you will find yourself unable to create many complex spells, and once you have died a few times and unlocked a lot of spells, you find yourself with combiners falling out of your pockets. My question is why? Surely the game would play better if combiners were always required but were more common? Then you'd have to be careful about which complex spells you created, and would make each run more varied.Then there's the fact that drops are completely random. I can kill an air mage and get an earth rune! There's no rhyme nor reason for anything, and as such each run tends to blur together.Sound levels are also just strange. Some enemies are much much louder than others. Some barely audible, others annoyingly loud. And this happens on every single 'I got hit', not just for special attacks or anything. Oh, also, your character doesn't have a 'I got hit' noise. That's rather important, and yet entirely missing. The music is really quiet. Again, this is odd because they sell a soundtrack edition, so clearly they're proud of it.You can rebind keys*. You will want to do this, since hitting 1-4 while using wsad to move is rather lethal. *Caveat: However, you can't rebind the left and right click spells. Which is odd, because they end up being the spells you click the least often, since they have an autofire option.The whole pace of the game is bloody fast. It's a test more of reaction speed than skill, most of the time. The main thing is movement speed. You move fast, your enemies move fast. So fast, in fact, that it's hard to control. The game suggests that you can use destructible objects as cover, but I genuinely had a hard time stopping behind them with any sense of consistency. It's that fast. I don't think this is a good thing, not at all.There can be a lot going on in fights, and you just don't have the time to comprehend it. After level three there's a miniboss, called the bombadier. He throws bombs. Makes sense, right? Except that he also throws fans of knives. And he also summons randomly spawning rocks throughout the room. And also there's at least four different types of bombs he spawns. Also he can run very fast, and spends most of his time off-screen while you're frantically trying to figure out if this bomb explodes in a + or an X, so you can't even throw incidental damage at him while dodging. And this is just a miniboss!Enemies can spawn in huge clusters right near the doors, giving you no time to react. If you get mobbed you're kind of in a spot. Unless you have a knockback spell equipped then you have to physics your way out of them. It's nice that you can push enemies around, but the game is so quick that often it's all you have time to do.When you level up, the game waits to tell you until after the fight. This is pretty great. It automatically pops up the box that gives you the choice of perk and you don't have to worry about getting mobbed the moment you click one. However, the game also doesn't let you click anything until it finishes playing the 'you levelled up' ditty. It just... stops for a moment.The spells. My goodness, the spells are so good. You can make one-, two- or three-element spells, with repeats allowed. The game tells me that's a total of 285 spells, and I believe it. You start off knowing all of the one-element spells, and I have crafted all of the two-element ones and a half-dozen of the threes, and they're very well varied. There's direct damage spells, aoe spells, buffs, debuffs, you name it.This is where the wonderful variety of statistics comes into play. You have damage and bullet speed and bullet duration and size and dot damage and knockback to name just a few that appear on spells, and then characters have movespeed and health and armour and elemental skill and crit chance and density and so many others that there is just a whole heap of room for spells to be different in! It's great!The game makes you feel like a pretty badass wizard, and I have to commend it for that. It's really fantastic in that respect. It's one of the best games I've ever played like that.Level design is good and varied. Each arena is different enough to feel interesting, and the enemies with zones of effect are just the right size to have an impact and let you play around.Enemy AI seems pretty smart. If you go invulnerable then they run away from you. They can try to dodge bullets, especially elites.Bosses are hugely varied, but, again, perhaps a little too busy. There is an awful lot going on in any boss fight, and it gets very hard to follow very quickly. This was my experience in the first boss I encountered: "Oh, so he's immune to damage? Okay, I'll wait it out. It's not ending. Oh, so I can stand on his head to hurt him. King of the hill, no problem. Okay, so those are knockback attacks bouncing around. Makes sense, this is the storm boss. Okay, so bouncing off the walls deals damage? or is it those red areas? Okay, so dodging is hard when his face covers the spells, but almost down to the last quarter and- oh. Dead. So he shoots lightning at the end, centred on his head, where I had to have been standing to damage him up until this point. Well that's good to know if I ever have to fight him again. Back to floor one again." And this hasn't been an isolated incident, this has happened with just about every boss. There's just no way of knowing what the attacks are going to do, or what hurts or where to stand. There's no telegraphing.I encountered a fair number of bugs, but the devs seem to be working on most of them. It's a small team, so this is entirely understandable and I don't hold it against them.And now for the nail in the coffin. My final comment: The art is... There's no two ways about this: it's really bad.There is a grand total of one, yes: one, casting animation. In a game about casting spells. A firepit is a reddish smudge, a mudslide is a brownish smudge, ice is, you guessed it, a bluish smudge. An air elemental, a creature, is a whitish smudge Every other creature in the game is done in pixel art, but not the air elementals. This is probably my biggest gripe with the game. I think that hiring a professional artist could double, perhaps even triple the quality of the game.Now you could argue that it's going for a "retro pixel style", but that doesn't stop it from being a terrible example of such. The only animations that you ever see are: walking in the four cardinal directions, walking while shooting in four cardinal directions. And notice that that's the direction you're shooting. The animation's the same no matter which way you're going if you're shooting, say, to the right. That's it, that's all there is. And it's not even a particularly good walk animation, just leg up, leg down. Standing still is even just a still frame from the walk animation, as far as I can tell.So, the verdict. Is it worth your money? Not at the moment. Perhaps after a few patches, and preferably a makeover, then I could recommend it, but not as it currently stands.I will edit this review if anything changes.
untrinocbiaheat
Runers Activation Code And Serial Key
Updated: Mar 10, 2020
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