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Title: DROD: Gunthro and the Epic Blunder
Genre: Adventure, Indie, Strategy
Developer:
Caravel Games
Publisher:
Caravel Games
Release Date: 2 Apr, 2012
Minimum:
English
drod gunthro and the epic blunder download. drod gunthro and the epic blunder
The reputation DROD has for being most unique puzzle game series of all time<\/i> is quite well-earned, these being open-ended, turn-based combat puzzlers of infinite variety, all centered around how intelligently you step, and how particularly you turn your phallically jutting very big sword<\/i>. In these games, you are the famous Beethro, or in the case of The Epic Blunder<\/i>, his eventually disgraced grandfather Gunthro, both hideous, hard-bitten dungeon exterminators with dry senses of humor (Gunthro less witty, and more gullible to boot, more easily manipulated by the dark forces around him). Character portraits are straight out of a surrealist British cartoon, all lumps and bumps and sickly skin tones. The "handsomest" fellows have glaring, deeply shadowed murder-eyes, if that tells you anything.
The weird style and lore (of which there's five gallon buckets-much, in this high fantasy world of "The Eighth") drew me in, but the gameplay is what's signature about DROD. Every room is a big tiled puzzle you solve by snuffing the life-force of every foe -- very simple in the introductory levels, as in "swat these dual lines of giant roaches to break the rust off your old self" (the roaches are DROD's iconic foe, and the favorite food of Beethro), and range to the borderline insane, as in "chase this lone wraithwing so it blocks the Tuenan captain from reaching a switch that will release more roaches than you can handle<\/i> while carefully holding your ground to keep the wraithwing in the prime spot and<\/i> killing the roaches already released" . . . and that's merely half of that<\/i> room's puzzle. It's ingenious, infuriating, addictive. You curse, you cry, you feel like a flipping genius sometimes, when you click the last hidden latch on the figured teakwood puzzlebox that is the DROD architect's design philosophy, and win your way through a tough room (celebrated by a righteous little "Ha HA!" from your character, which I love).
If you've got (at least occasional<\/i>) patience for crazy puzzles and want something strange and smart, try DROD -- it's been cult since the days of 1996 and the creators have never stopped creating.
(I'm not smart enough for the super-special-mega-hard optional challenges, but that doesn't stop me from loving the games).. The reputation DROD has for being most unique puzzle game series of all time<\/i> is quite well-earned, these being open-ended, turn-based combat puzzlers of infinite variety, all centered around how intelligently you step, and how particularly you turn your phallically jutting very big sword<\/i>. In these games, you are the famous Beethro, or in the case of The Epic Blunder<\/i>, his eventually disgraced grandfather Gunthro, both hideous, hard-bitten dungeon exterminators with dry senses of humor (Gunthro less witty, and more gullible to boot, more easily manipulated by the dark forces around him). Character portraits are straight out of a surrealist British cartoon, all lumps and bumps and sickly skin tones. The "handsomest" fellows have glaring, deeply shadowed murder-eyes, if that tells you anything.
The weird style and lore (of which there's five gallon buckets-much, in this high fantasy world of "The Eighth") drew me in, but the gameplay is what's signature about DROD. Every room is a big tiled puzzle you solve by snuffing the life-force of every foe -- very simple in the introductory levels, as in "swat these dual lines of giant roaches to break the rust off your old self" (the roaches are DROD's iconic foe, and the favorite food of Beethro), and range to the borderline insane, as in "chase this lone wraithwing so it blocks the Tuenan captain from reaching a switch that will release more roaches than you can handle<\/i> while carefully holding your ground to keep the wraithwing in the prime spot and<\/i> killing the roaches already released" . . . and that's merely half of that<\/i> room's puzzle. It's ingenious, infuriating, addictive. You curse, you cry, you feel like a flipping genius sometimes, when you click the last hidden latch on the figured teakwood puzzlebox that is the DROD architect's design philosophy, and win your way through a tough room (celebrated by a righteous little "Ha HA!" from your character, which I love).
If you've got (at least occasional<\/i>) patience for crazy puzzles and want something strange and smart, try DROD -- it's been cult since the days of 1996 and the creators have never stopped creating.
(I'm not smart enough for the super-special-mega-hard optional challenges, but that doesn't stop me from loving the games).. The reputation DROD has for being most unique puzzle game series of all time<\/i> is quite well-earned, these being open-ended, turn-based combat puzzlers of infinite variety, all centered around how intelligently you step, and how particularly you turn your phallically jutting very big sword<\/i>. In these games, you are the famous Beethro, or in the case of The Epic Blunder<\/i>, his eventually disgraced grandfather Gunthro, both hideous, hard-bitten dungeon exterminators with dry senses of humor (Gunthro less witty, and more gullible to boot, more easily manipulated by the dark forces around him). Character portraits are straight out of a surrealist British cartoon, all lumps and bumps and sickly skin tones. The "handsomest" fellows have glaring, deeply shadowed murder-eyes, if that tells you anything.
The weird style and lore (of which there's five gallon buckets-much, in this high fantasy world of "The Eighth") drew me in, but the gameplay is what's signature about DROD. Every room is a big tiled puzzle you solve by snuffing the life-force of every foe -- very simple in the introductory levels, as in "swat these dual lines of giant roaches to break the rust off your old self" (the roaches are DROD's iconic foe, and the favorite food of Beethro), and range to the borderline insane, as in "chase this lone wraithwing so it blocks the Tuenan captain from reaching a switch that will release more roaches than you can handle<\/i> while carefully holding your ground to keep the wraithwing in the prime spot and<\/i> killing the roaches already released" . . . and that's merely half of that<\/i> room's puzzle. It's ingenious, infuriating, addictive. You curse, you cry, you feel like a flipping genius sometimes, when you click the last hidden latch on the figured teakwood puzzlebox that is the DROD architect's design philosophy, and win your way through a tough room (celebrated by a righteous little "Ha HA!" from your character, which I love).
If you've got (at least occasional<\/i>) patience for crazy puzzles and want something strange and smart, try DROD -- it's been cult since the days of 1996 and the creators have never stopped creating.
(I'm not smart enough for the super-special-mega-hard optional challenges, but that doesn't stop me from loving the games).
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