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Rift Keeper Portable Edition

Updated: Mar 11, 2020





















































About This Game Embark on your journey, travel through rifts and restore the balance as the 5d3b920ae0 Title: Rift KeeperGenre: Action, Indie, RPGDeveloper:FrymorePublisher:FrymoreRelease Date: 14 Jan, 2019 Rift Keeper Portable Edition rift keeper game. rift keeper pc gameplay. chaotic rift portal keeper hasabel. rift keeper wow. rift keeper review. rift keeper igg games. rift frostkeeper. rift keeper steam. chaotic rift portal keeper. rift keeper xcom. rift keeper pc. rift frost keeper's build. rift keeper vr. rift keeper xcom 2. rift find keeper phaedrus. rift keeper download. rift keeper gameplay. rift keeper If Sultan Suleiman was still alive, he would definetly play this game.. A reasonably good (albeit simple) rouge-lite game in the vein of Dead Cells. Here is my simple point-by-point review:- The gameplay feels very much like Dead Cells in how the player-character moves and attacks. The player-character comes standard with a double-jump, and a Dark Souls-style broken roll, but there are no additional movement abilities as far as I can see. - There is a surprising lack of progression systems (except gold and a special currency which carry over on death). Your mileage may vary on this but I actually sort of liked it. - The levels are fairly short and have a time limit for bonus items at the end--just like Dead Cells with the time-locked doors. - The music is a handful of simple synthwave tracks. This goes suprisingly well with the saturated colors of the game, but I wish there were more tracks.- Plenty of enemies, but enemy AI is really weak. The second you're on a platform with them, they will just savagely bumrush you (even if they're facing away from you or completely off-screen). On to flip side, if you're not on their level, it's like they're completely unaware of your existence and will not even react to plunging attacks. It's almost like they're the worms from Tremors; only able to sense you by vibration but otherwise blind. It's not bad, but could be vastly improved. - There is certainly a lot of equipment: two rings, a charm, a spell item, a necklace, weapons, and armor, etc. Vendors seem to rotate their inventory each time. This is pretty casual for a rogue-lite even, but it's not a bad thing. Just a nice cheap game to mess around with. Easy to recommend if you like something like Dead Cells, just dont go in expecting that quality.. I've pretty much seen it all a few mins in, but even with so little time, half of it was starting the game, seeing the low FPS, coming back to menu to change the settings, and doing it again. My machine should run it flawlessly, I'm well above the requirements (playing without V-Sync makes it go over 200FPS so why can't it keep it at a set 60FPS???).But ok, that was just a little thing, I lowered the resolution and it was cleaner. Now onto the gameplay. as I said, I've pretty much seen it all on my first attempt. You start with no equipment and a chain-whip as weapon (it's not an actual weapon equipped, but the default, weird design choice IMO) and just go through the town after the introduction cutscene. Then you arrive at the church, go inside, some priests or w/e say the last Keeper never came back, blabla, you enter the portal and there you just have to kill 70% of enemies to open the exit portal and also you have some time challenge that rewards you with an extra chest (they pop in town after leaving dungeon). Ok, so that's all it is about, rinse and repeat, I know I didn't make it to a boss, but it seems pretty repetitive and boring to do so (have to clear 10 dungeons before the boss appears or something, and you see the damage/health/gold multipliers before entering portal, which increases every next dungeon). I didn't get to upgrade the talent tree either, but all seem to be revolving around extra damage/health/speed, be it weapons, armors or accessories. Equipping a weapon also changes what your Keeper strikes with, and you can also have runes or ranged weapons.The fighting is your basic Dark Souls style, get to enemy, roll around to avoid their attack (or in the case of this game, behind them) and just smash that attack button to take it down while it keeps striking the air in front of them.The level design is really bad, I had to go all around the dungeon to get to 70% kills but there was only 1 way to go between portal and other end of level, so bye bye time challenge if you picked the wrong way from beginning.Well, I had hoped for something else I guess, I have kept this game aside for a few days and finally decided to try it, really disappointed. However, I see the talent tree is all new and they will probably add some nice features, but the game is pretty much set in stone by now I believe, so I will leave with my current experience of it to never return. There is clearly better titles around, but still, I wish the developers success with their current and future audience.. A reasonably good (albeit simple) rouge-lite game in the vein of Dead Cells. Here is my simple point-by-point review:- The gameplay feels very much like Dead Cells in how the player-character moves and attacks. The player-character comes standard with a double-jump, and a Dark Souls-style broken roll, but there are no additional movement abilities as far as I can see. - There is a surprising lack of progression systems (except gold and a special currency which carry over on death). Your mileage may vary on this but I actually sort of liked it. - The levels are fairly short and have a time limit for bonus items at the end--just like Dead Cells with the time-locked doors. - The music is a handful of simple synthwave tracks. This goes suprisingly well with the saturated colors of the game, but I wish there were more tracks.- Plenty of enemies, but enemy AI is really weak. The second you're on a platform with them, they will just savagely bumrush you (even if they're facing away from you or completely off-screen). On to flip side, if you're not on their level, it's like they're completely unaware of your existence and will not even react to plunging attacks. It's almost like they're the worms from Tremors; only able to sense you by vibration but otherwise blind. It's not bad, but could be vastly improved. - There is certainly a lot of equipment: two rings, a charm, a spell item, a necklace, weapons, and armor, etc. Vendors seem to rotate their inventory each time. This is pretty casual for a rogue-lite even, but it's not a bad thing. Just a nice cheap game to mess around with. Easy to recommend if you like something like Dead Cells, just dont go in expecting that quality.. We got a sleeper! While it doesn't excel in any of the elements that it's borrowing from, the developers still manage to string together a tight package here. Goal is to beat 70% of the enemies in a level in order to move onto the next floor. I wish there was permanent progression with the items; every item in the shop only lasts for that specific run, no roll-over. So that mechanic is somewhat discouraging for long playthroughs of this game; lends itself to a nice pick-up-and-play for about 30-60 minutes at a time though. One more nit-pick: if you already discovered the exit portal to a level, we should be able to warp back to it once we get to the 70% threshold of enemies defeated, perhaps with a gold penalty if trying to get the under 180 second reward for the level. Otherwise, the gameplay loop can be quite addictive and rewarding to progress and gear up as we progress down the levels.. We got a sleeper! While it doesn't excel in any of the elements that it's borrowing from, the developers still manage to string together a tight package here. Goal is to beat 70% of the enemies in a level in order to move onto the next floor. I wish there was permanent progression with the items; every item in the shop only lasts for that specific run, no roll-over. So that mechanic is somewhat discouraging for long playthroughs of this game; lends itself to a nice pick-up-and-play for about 30-60 minutes at a time though. One more nit-pick: if you already discovered the exit portal to a level, we should be able to warp back to it once we get to the 70% threshold of enemies defeated, perhaps with a gold penalty if trying to get the under 180 second reward for the level. Otherwise, the gameplay loop can be quite addictive and rewarding to progress and gear up as we progress down the levels.. Post Reply Edit:After knowing the development start time and end results, I think the devs could do with some support as the they came up with is proven to be good, but end result could be improved a significant amount. And sorry for assuming rip-off as the games really are too similar.Good luck on your improvements or next game attempts!------------------------------------------------------------------------I don't usually write reviews and I don't dislike many games but there are some things that need to be made clear with this one.TL;DR buy Dead Cells instead if you haven't and keep away from this rip-off.Going into this game, I was expecting to see a Dead Cells type of rogue-like platformer with maybe some interesting mechanics, a different take on the genre for some change, and some fast-paced gameplay with some hard decisions to make about which items to keep and which ones to leave behind.What I found was nothing of the above except the "a Dead Cells type of rougue-like platformer", and to an extent that made me feel irritated. I've seen and played enough games to tell the difference between inspiration, clone and rip-off in my opinion, and sadly I have to mark this one as a rip-off.PROs: Item swapping for on-the-run customization A town system that could allow for relatively easy implementation of future improvements Feels responsive at times Creates high hopes and some thrill during the first 15-ish minutes of gameplayCONs: Feels clunky most of the time Too repetitive (I understand this is a rouge-like and should be repetitive but I'm talking about seeing very little addition to variety through levels and you deal with all the creatures in the same manner) Damage all the way to one-shot everything makes creature mechanics meaningless for the most part No i-frame on roll means you must dodge by getting out of the way, precision in timing isn't rewarded at allNow lets go back to the "Dead Cells rip-off" part of things as without that I'd be willing to spare the comment and go about my day thinking "another unpolished game that could have been so much more". Zombies with short range horizontal attack, check. Archers with exact same animation, pretty much the same model and exact same attack, check. Prison guard with pretty much no mechanics and basically no additional threat compared to a zombie that losing more health if hit, check. Textures that make you feel like you're playing the first level or the Ossuary over and over again, check. Chest that give you some extra rewards for exploring the map, but don't really provide a feeling of achievement, check. Elite creatures with a star above their heads that you laugh at because they have no additional mechanics, check.I can continue with the list but I believe this should be enough to make and prove my point. It's very easy to find all the similarities with Dead Cells, and just as easy to see how they haven't even been implemented on a comparable level. And to give an idea about progression, I died twice, which actually makes me feel very bad right now, and that was enough experience to let me reach the first boss without any issues. One item drop with high damage is enough to one- or two-shot pretty much all enemies. Then came a boss, who kept on running at me in a straight line and swinging a dagger to deal some considerable amount of damage. At around 50% health mark, she became "invisable", started swinging her daggers while still running at me in a straight line to deal what I assume is some more damage than before. That was the point I gave up on the game, died to see how much gold I would lose, closed the game and came here. If you don't think this is review is fair, please do comment on the things that I've missed because I'd love to see the game in a different light and get some fun out of it, but until than I've safely marked this game as "shouldn't be supported" for myself.I can see that some thought has been put in for the game, I understand the dev had some inspiration from Dead Cells, but what I don't understand in making a game that can be best described as a cheap copy of Dead Cells, making it worse in all possible aspects and not even trying to hide the fact that it's a Dead Cells rip-off.Even after all this, I feel like I should add some positivity assuming the devs want to make this game into what they initially envisioned, as it feels like it's been intended as something more but was released like it currently is due to lack of money, experience or whatever else it may be.Points to improve on: Movement isn't too bad, but the platform edges causes weird stuff to happen when approched from certain angles, or when trying to do a "last pixel" jump. Feels buggy, should be "fixed". Dodge has very little purposed besides moving faster when you have to travel the whole map with nothing to fight on the way, and ducking below horizontal projectiles. Adding an i-frame to dodge to make timing more rewarding is a decent and proven method, but with the level of enemy complexity it would break the game. Enemies feel like they all have same movement speed, most of them run to the character in a straight line at constant speed and start attacking as soon as they are in range. Some variety in enemy movement or attack patterns would make the game more rewarding. Jump attacks hit multiple times with each hit dealing a comparably low amount of damage for a potentially higher DPS. The animation lock during the attack on the other hand, makes sure you will get hit in return unless you kill the enemy straight away. Result, player gets punished for using jump attacks, in pretty much all scenarios that seems like it would be a good time to use it. Graphics can be improved, sometimes it's quite hard to distinguish background from walls and platforms. Could be a personal issue but having to move closer to the monitor to better distinguish textures is quite bad in multiple aspect with health being the major one.. If Sultan Suleiman was still alive, he would definetly play this game. Patch 1.1 is here! Featuring the Talent Tree!: Hey folks!Patch 1.1 is now live!Talent tree : Talent tree will provide players with persistent upgrades. You will need Crimson stones to unlock a talent from the tree and Crimson stones drop from monsters with %2 chance. Anything you'll unlock from the talent tree will always remain with you, even if you die. New talent tree! Removed the option to remove buffs & debuffs at the altar in town, now they'll stick to Keeper till he dies! Fixed a bug causing players to get stuck in church at the beginning of the game. Fixed localization errors. Minor bug fixes.. Patch 1.12 is live!: Hey folks! Patch 1.12 is here, featuring Russian localization and some fixes! Added Russian localization! Small fixes made to Japanese localization. Made player model more visible to the eye. Made fogs less visible to clear vision. Increased dodge speed and distance. Fixed some achievements not unlocking for some players.. Patch 1.01 is live!: Hey folks!Thanks to everyone for their feedback! Patch 1.01 is live; Japanese localization is here! Enemy AI improvements, enemies will now wait for a tiny bit before rushing towards the player. Improvements to dodge, dodging is now much more viable and the player is invincible to melee attacks while performing dodge. Added option to pause screen to lower or increase sound without having to go back to main menu.DS4 (Playstation 4) controllers are not working as intended as of now. All other controllers(Xbox 360, One, and others supporting Xinput) should work fine.. New artwork!:. Patch 1.11 is live!: Dungeons now have multiple exit points to prevent players from getting lost after clearing it! Increased difficulty modifier from 0.30x to 0.40x. Increased damage received from ranged enemies. (Archer, Mage etc.) Increased overall damage of bosses. Minor bug fixes.. Patch 1.02 is out!: Hey folks!Patch 1.02 is now here! Slowed text speed to make it more readable. Fixed localization errors. Removed air attack. As we figured thanks to all the feedback that it was flawed. Fixed character running to left or right while using some controllers. (There are still compatibility issues with DS4, PS4 controllers.) Minor bug fixes.. New trailer!: Hey!We have uploaded a new trailer showing off many new features!Big thanks to everyone who showed interest in our upcoming title Rift Keeper.Hope to see you again soon!. 1.12.1 Hotfix, problems about Russian localization.: Hey folks! We've just removed Russian localization for the time being because of some heavy localization errors. Feedback we've received from our Russian players was that translation is not good enough.. Localizations are on its way!: As of today,starting with Japanese then Korean, Russian, French, Spanish and German wil be added soon!

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