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X Caeli: The Iron Hand Of Love FULL


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About This Game

X Caeli is a unique fusion of bizarre comedy, classic arcade gameplay, nostalgic art style inspired by the 90's anime, extreme nerdyness, match-3 puzzler, intense romancing 5d3b920ae0



Title: X Caeli: The Iron Hand of Love
Genre: Action, Adventure, Casual, Indie, RPG, Early Access
Developer:
Nerd Commando Game Studios
Publisher:
Nerd Commando Game Studios
Relea



English,Russian



x caeli the iron hand of love. x caeli the iron hand of love


I played the game after the release (without success, really) and decided to try again now. That was a mistake. I've watched dev 's "how-to-play" vids, I've choosen the lowest difficulty, but still I don't know how to bit the first wave. Now it has the tutorial, but it doesn't help much. It teaches you how to move/shoot and hangs just after that. So, dear player, no tutorial for you today. And you know what, all your weapons just suck. You can't blow up your enemies using the weapons, oh no. You should play strange puzzle game coloring your emenies in right colors just to have any chance to kill a single one. But your enemies have good old weapons which spread bullets all around the screen, so you will literely have no change to dodge them. I don't understand why the devs decided to make the game unbelivebly difficult. Is it so hard to add some newbie friendly mechanics which helps to get into the game? I don't think so. It seems the game is consciously designed as a torture, just to make sure that you will never ever run it again.. I played the game after the release (without success, really) and decided to try again now. That was a mistake. I've watched dev 's "how-to-play" vids, I've choosen the lowest difficulty, but still I don't know how to bit the first wave. Now it has the tutorial, but it doesn't help much. It teaches you how to move/shoot and hangs just after that. So, dear player, no tutorial for you today. And you know what, all your weapons just suck. You can't blow up your enemies using the weapons, oh no. You should play strange puzzle game coloring your emenies in right colors just to have any chance to kill a single one. But your enemies have good old weapons which spread bullets all around the screen, so you will literely have no change to dodge them. I don't understand why the devs decided to make the game unbelivebly difficult. Is it so hard to add some newbie friendly mechanics which helps to get into the game? I don't think so. It seems the game is consciously designed as a torture, just to make sure that you will never ever run it again.. I played the game after the release (without success, really) and decided to try again now. That was a mistake. I've watched dev 's "how-to-play" vids, I've choosen the lowest difficulty, but still I don't know how to bit the first wave. Now it has the tutorial, but it doesn't help much. It teaches you how to move/shoot and hangs just after that. So, dear player, no tutorial for you today. And you know what, all your weapons just suck. You can't blow up your enemies using the weapons, oh no. You should play strange puzzle game coloring your emenies in right colors just to have any chance to kill a single one. But your enemies have good old weapons which spread bullets all around the screen, so you will literely have no change to dodge them. I don't understand why the devs decided to make the game unbelivebly difficult. Is it so hard to add some newbie friendly mechanics which helps to get into the game? I don't think so. It seems the game is consciously designed as a torture, just to make sure that you will never ever run it again.


Moderately quick fix patch with moderate amount of content (0.5.1.0) : This patch is mostly devoted to fixing several old and new bugs in Life is Feudal. We have also implemented collision detection of your hands with your victim - so if you swing your two-handed sword against your enemy at a point blank range, you will hit them slightly with your hands, rather than missing completely and performing a full swing into nothing. Clinching some two-handed weaponry is a more viable tactic now ;) Patch notes (ver. 0.5.1.0): New features:. Fall in, now! (1.1.7.4) : Hey everyone, Were releasing the changes you may have seen in our announcement of the BETA branch patch notes. Now all of these changes are being released along with some few minor adjustments and fixes. Full patch notes below: Patch notes (ver. 1.1.7.4):. Patch 0.3.0 Released : - Eight fresh episodes of our Story (codenamed ghost in the jam, part-time legacy, medical sacrifice, dead can dance, high grade tech, burden of leadership, mushroom love, sometimes they do return). - Sound loudness control added. - EX requirements of Rosary, Apparition and Gehenna lowered. - Genesis EX now shoots more frequently. - Thorns ALT EX now requires Acumen. - Pilgrim EX now requires Ardor. - Penance ALT EX now provides double damage. - Anathema is 20% stronger now. - Power of Oppression increases the Blast of the green foes. - Empty Walls are 50% sturdier. - Total Terror regenerates 20% more Structure. - Hydra Spawn & Total Terror interact correctly. - Cheat codes got more convenient (but we're not telling them).. Quickfix of some rendering issues (1.0.6.4) : This quickfix patch should eliminate soapy textures appearing randomly during gameplay and minimize the occurrence of colored sky on ATI video cards.. Patch 0.9 : This patch contains a small but very significant step to the final release - it contains 1/6th of the game's tutorial. As the game's mechanics are of great depth, so are the learning requirements - there will be lots of tutorial scenarios, slowly but surely going through all of the controls, stats, items and interactions. And, as we're trying to tell a comedic story here, all the explanations will be done in-character, making it pretty much yet another part of a visual novel.. Heraldry, MMO and another MMO : Were expecting the heraldry patch to drop early next week - expect lots of balancing and gameplay revamping in preparation for the upcoming MMO With heraldry, you and your guild can personalize your look, which may prove important when identifying friend or foe during battle! Once the patch is out, to enable the changes, you guys will have to switch to beta branch on Steam - well be giving you more information, and instructions on how to do this, closer to the time On top of this, the internal tests are drawing to a close for our MMO; our alpha testers are on standby to get involved in the closed beta of the MMO commencing the beginning of April (they were the original MMO alpha testers back in 2014 - you can recognise them by their gold usernames on our site forum) - stay tuned for information! In other news,. Announcement: Localization : For the last few months, we have been working on a localization project for Life is Feudal. Our ultimate goal is to have LiF available in German, French, Italian, Portuguese, Spanish, Chinese - and other languages some time later! We even have the voiceovers already and 99% of needed code, but doing so, weve faced a significant problem. Our beloved game is so vast, in-depth and special, that no conventional localization techniques work for us and professional translators/interpreters can not understand the atmosphere and particularities of the game, weve definitely tried it unfortunately with no particular result. Now we are moving towards the release of LiF: YO. There will not be many additional strings for translation. So we are ready to ask our awesome community to help translate Life is Feudal to your native language! Anyone can register at then log in as a translator, choose your language here: , pick a file youd like to translate and start the transformation of our English only medieval world to a number of other languages. Specially for our Russian-speaking players: , , , , , . , , . .. Some fixes (1.1.1.15) : Hey everyone, While were working super hard on LiF:MMO, we are still supporting LiF:YO version, of course! This current patch is dedicated to a few rare client crash fixes.. Divine Patch 0.7 Is Released! : This patch is the biggest one we've had to this date. The changes are so numerous that they're almost beyond any attempts to recount them. I'll try, though. - New GUI: prettier, simpler and better organized. It should make a ship's assembly to be a much less complicated ordeal. It's also much easier to track your ship's combat status right now. - Constructor Demo: clicking on the equipment pieces will now provide a brief demonstration of their abilities so you can easily understand what exactly they're doing. X Caeli is a very complex game and so we've tried to smoothen the entry barrier as much as possible. - Gameplay Overhaul: I won't be listing the changes to the specific pieces of equipment as all of them has been changed. Yes, all of them. In many cases, rather dramatically. It's almost a new game. And much better at that (and keep in mind that the old one was not too shabby). So I'll describe the key points instead. Extra build flexibility: now you have the option to swap your second Gun for an additional Tactic or Spell. Which increases the number of available strategies most profoundly. - Color identity: now enemy colors are not mere indicators for the match-3 system, they also bear impact on the foes. Red foes explode better, green foes are slower, blue foes will give you more Spirit and yellow foes are not that good at attacking. Now you can manipulate your enemies' colors to shape their wave to your heart's content. - Spirit resource: we've added an additional currency to the in-game economy which mostly governs the spells. Previously, they relied upon cooldowns but that system is not as flexible as the new one. You get some initial Spirit and then the only way you get extra is by killing the foes and devouring their souls in most horrifying manner Spirit is not being sold in walmarts, y'know. Spirits are but, uh, nevermind. We've also added some options for breeding the foes so you can harvest additional Spirit that way. And, of course, it's income will heavily depend on your ship's build. - Six additional Spells: Spirit would get rather boring without any fancy ways of burning through it so we've added them. From boss-killing to vampirism to invulnerability, our spells now cover a lot of ground. - Two additional Tactics: so now there's a dirty dozen of them. Many of the older ones have been reworked for the better flexibility and the bigger combo potential. - Better combo setup: X Caeli is a puzzle first and foremost and, previously, too much guns were focusing on sheer damage alone. Which is not what you need to solve stuff that can't be solved by brute force alone. Now, more guns are focusing on the various ways of enemy and environment manipulation. More ways to change their color, more options to reposition them and, as I've mentioned, even exotic stuff like breeding new foes. Which is much stronger than it actually sounds. As a result, there's much more interactions to discover. That's that. I've tried to keep the game short but the resulting changes made game anything but shorter you can easily play additional 10-20 hours thanks to them. Enjoy. Next on the agenda finishing the Visual Novel part (and applying some better editing to the English translation).


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