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Swordigo final boss dialog
Swordigo final boss dialog





swordigo final boss dialog

From one perspective, it's simple and outmoded.

swordigo final boss dialog

There's almost no story here, few NPCs, and only one sidequest that's thrown in as a joke (you're asked to find "the gigantic boulder of gold"). Some control snafus definitely added moments of frustration, but these were mere bumps in the road, nothing serious. My one quibble is that the iPad control scheme would have benefited from some minor customization options (like making the buttons slightly bigger). Lastly, the level-up bonuses and equipment upgrades, though simple, effectively differentiate between the early-, mid-, and endgame, and genuinely make you feel like you've come a long way.

swordigo final boss dialog

Old boss fights easily replayable? Check. The only penalty for dying is being reset to the last portal - no lost experience or money. Retains everything that draws me to those games and chucks the rest. I'll give it two or three more quests but finishing it seems less and less likely. It's just a slow game, and I'm starting to lose patience. The character-development system is also taking far too long to create interesting battle-tactics. I keep wanting this game to "take off," but I've put at least five hours into it, and my party of adventurers is still doing grunt-work. That also kept me playing.Ī good 60-90 minutes of Avadon: The Black Fortress. Also the basic goals of the game (and accompanying dialog) are comically bizarre - hard not to wonder if the developers were high. The experience boils down to almost pure exploration, and little else. A Corruptor (which for some reason is marked Boss) that unofficially serves (or if it does, is never revealed) as the guardian to the Master of Chaos. On Saturday I blitzed through Empress of the Deep 2: Song of the Blue Whale, which has an incredible gameworld (the only reason I decided to pick it up on special after playing the demo) but is otherwise quite shallow. My favorite part of this game so far has been discovering a wicked combo for the hero: my melee attacks drain mana from enemies, and by both maxing my magic stat and augmenting my magic-bolt with fire damage, I can dominate foes at range and easily recharge afterward. I've got a nice set of images pending in Geekmod. It's gotten much harder, but the difficulty feels a little finicky and artificial. However, the iPad controls would have benefited from some minor customization options, and in the second half of the game, more precise platforming and combat are required. I played for three hours straight and had a great time with it. It's a side-scrolling action RPG modeled very closely off of Zelda II: The Adventure of Link, just with more fluid controls and greater mobility and convenience. Yesterday I finally took Swordigo out of the backlog.







Swordigo final boss dialog