Title: Deadstone
Genre: Action, Indie, RPG, Strategy
Developer:
Timeslip Softworks
Publisher:
Timeslip Softworks
Release Date: 12 Nov, 2014
English
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Deadstone is a simple game that's deeper than it appears to be, but ultimately, how much that RPG elements added to the character is a bit suspect.
Basically, you play a mercenary who were forced to evacuate Icarus station over Mars. You made your way to the Deadstone colony, and it seems to be attacked by... zombies. Initially, there is only you, and a pistol, and you have to be accurate and fast to make sure there are no leakers. Every leak means one death in the colony. Too many leaks and you have no colony left. Later, you get mines, then turrets. Then different types of turrets (sniper, auto, shotgun, etc.) plus enhancements like auto-repair, autoloader (no need to reload manually), thumper (knocks back attacking enemies), self-destruct (takes out enemies before dying), etc. You also get later access to SMG and LMG, shotgun, and sniper rifle, multiple models of each. Personally, I'd stick with SMG\/LMG all the way.
The terrain doesn't vary, as you are defending a colony. Though periodically, you get a "rescue" mission, where you need to survive for two to three minutes against all comers, but you may get a few turrets to help. You also periodically get an "arena" mission, where you don't get any turrets, but you can mvoe around a lot and hopefully, survive for about 3 minutes.
Enemies get deadlier. First, it's just zombies, then zombie dogs, then command-type (rallies other zombies), then soldier-type (with guns), dogs with dynamite packs, and finally, phasing shamblers (short distance teleport). And you usually kills a few hundred at a time. To take them out, you have guns, mines, and turrets. You have unlimited pistol ammo, but you are limied in carrying MG ammo, rifle ammo, or shotgun ammo. And you *can* run out.
The game turns into RPG in that you have four main stats: CONstitution, ACCuracy, SPeeD, and MEChanical aptitude. Speed affects how fast you more, and your sprint speed, CON afffects your HP and how long you can sprint, and how big fo a gun you can wield (some of the heaviest guns require CON=12), ACC affects how accurate your shooting is, and MEC affects how many mines and turrets you can place. With MEC=12 I was able to to put down 18 minutes and 4 turrets. I'd imagine you can go to 5 turrets if you want to go that high.
In practice, the ACC rating affects bullet spread and chances for critical hits, which doubles damage. But if you have enough bullets, or have one of the abilities to scrounge up more bullets, then it won't break your bank. As you don't get the extra weapons and whatnot for free. You earn 'credits" after each mission, usually based on kills and how many colonists you saved. CON basically controls which gun you get to use. While the best LMG requires CON=11, you don't need it to survive. It's just nice to have.
Some fo the perks are a bit tongue in cheek, and some of them are just replicating attribute gains. Some of the more memorable ones include DEATH ROBOT, which gives you a sidekick that has its own weapons and will shoot enemies in range automatically, and follows you around. Another would be auto-loot, where the powerups you gained from shooting enemies dead, will come to you automatically, instead of you run over them to collect. There are dozens of perks to choose from, and depending on your stats, more can be enabled as you go along.
So what's the problem? The narrative, while scientifically accurate, is also a bit of a snoozer (as in boring). Perhaps that's why they also included a farcical alternate narrative as a bonus alt campaign. Also, the defense mission do get a bit old. Another complaint would be inability to move turrets... You can only demolish (which loses 25% of 1000 spent, before upgrades) and rebuild.
There really is no "strategy" per se. Once you get turrets, things got easier, but not that easy. Turrets can be damaged or even destroyed. Placement is crucial. Turrets don't have the engagement range that you do, so you will be doing most of the killing any way. Mines barely slow the zombies down, but any help is better than no help.
ALl in all, the game is simple, effective, and provided hours of entertainment. For those who want more challange, there are muliple levels of difficulty to chosoe for the main campaign, as well as challenge yourself in survival mode. There's even Ironman (single savegame) mode.. Deadstone is a simple game that's deeper than it appears to be, but ultimately, how much that RPG elements added to the character is a bit suspect.
Basically, you play a mercenary who were forced to evacuate Icarus station over Mars. You made your way to the Deadstone colony, and it seems to be attacked by... zombies. Initially, there is only you, and a pistol, and you have to be accurate and fast to make sure there are no leakers. Every leak means one death in the colony. Too many leaks and you have no colony left. Later, you get mines, then turrets. Then different types of turrets (sniper, auto, shotgun, etc.) plus enhancements like auto-repair, autoloader (no need to reload manually), thumper (knocks back attacking enemies), self-destruct (takes out enemies before dying), etc. You also get later access to SMG and LMG, shotgun, and sniper rifle, multiple models of each. Personally, I'd stick with SMG\/LMG all the way.
The terrain doesn't vary, as you are defending a colony. Though periodically, you get a "rescue" mission, where you need to survive for two to three minutes against all comers, but you may get a few turrets to help. You also periodically get an "arena" mission, where you don't get any turrets, but you can mvoe around a lot and hopefully, survive for about 3 minutes.
Enemies get deadlier. First, it's just zombies, then zombie dogs, then command-type (rallies other zombies), then soldier-type (with guns), dogs with dynamite packs, and finally, phasing shamblers (short distance teleport). And you usually kills a few hundred at a time. To take them out, you have guns, mines, and turrets. You have unlimited pistol ammo, but you are limied in carrying MG ammo, rifle ammo, or shotgun ammo. And you *can* run out.
The game turns into RPG in that you have four main stats: CONstitution, ACCuracy, SPeeD, and MEChanical aptitude. Speed affects how fast you more, and your sprint speed, CON afffects your HP and how long you can sprint, and how big fo a gun you can wield (some of the heaviest guns require CON=12), ACC affects how accurate your shooting is, and MEC affects how many mines and turrets you can place. With MEC=12 I was able to to put down 18 minutes and 4 turrets. I'd imagine you can go to 5 turrets if you want to go that high.
In practice, the ACC rating affects bullet spread and chances for critical hits, which doubles damage. But if you have enough bullets, or have one of the abilities to scrounge up more bullets, then it won't break your bank. As you don't get the extra weapons and whatnot for free. You earn 'credits" after each mission, usually based on kills and how many colonists you saved. CON basically controls which gun you get to use. While the best LMG requires CON=11, you don't need it to survive. It's just nice to have.
Some fo the perks are a bit tongue in cheek, and some of them are just replicating attribute gains. Some of the more memorable ones include DEATH ROBOT, which gives you a sidekick that has its own weapons and will shoot enemies in range automatically, and follows you around. Another would be auto-loot, where the powerups you gained from shooting enemies dead, will come to you automatically, instead of you run over them to collect. There are dozens of perks to choose from, and depending on your stats, more can be enabled as you go along.
So what's the problem? The narrative, while scientifically accurate, is also a bit of a snoozer (as in boring). Perhaps that's why they also included a farcical alternate narrative as a bonus alt campaign. Also, the defense mission do get a bit old. Another complaint would be inability to move turrets... You can only demolish (which loses 25% of 1000 spent, before upgrades) and rebuild.
There really is no "strategy" per se. Once you get turrets, things got easier, but not that easy. Turrets can be damaged or even destroyed. Placement is crucial. Turrets don't have the engagement range that you do, so you will be doing most of the killing any way. Mines barely slow the zombies down, but any help is better than no help.
ALl in all, the game is simple, effective, and provided hours of entertainment. For those who want more challange, there are muliple levels of difficulty to chosoe for the main campaign, as well as challenge yourself in survival mode. There's even Ironman (single savegame) mode.. Deadstone is a simple game that's deeper than it appears to be, but ultimately, how much that RPG elements added to the character is a bit suspect.
Basically, you play a mercenary who were forced to evacuate Icarus station over Mars. You made your way to the Deadstone colony, and it seems to be attacked by... zombies. Initially, there is only you, and a pistol, and you have to be accurate and fast to make sure there are no leakers. Every leak means one death in the colony. Too many leaks and you have no colony left. Later, you get mines, then turrets. Then different types of turrets (sniper, auto, shotgun, etc.) plus enhancements like auto-repair, autoloader (no need to reload manually), thumper (knocks back attacking enemies), self-destruct (takes out enemies before dying), etc. You also get later access to SMG and LMG, shotgun, and sniper rifle, multiple models of each. Personally, I'd stick with SMG\/LMG all the way.
The terrain doesn't vary, as you are defending a colony. Though periodically, you get a "rescue" mission, where you need to survive for two to three minutes against all comers, but you may get a few turrets to help. You also periodically get an "arena" mission, where you don't get any turrets, but you can mvoe around a lot and hopefully, survive for about 3 minutes.
Enemies get deadlier. First, it's just zombies, then zombie dogs, then command-type (rallies other zombies), then soldier-type (with guns), dogs with dynamite packs, and finally, phasing shamblers (short distance teleport). And you usually kills a few hundred at a time. To take them out, you have guns, mines, and turrets. You have unlimited pistol ammo, but you are limied in carrying MG ammo, rifle ammo, or shotgun ammo. And you *can* run out.
The game turns into RPG in that you have four main stats: CONstitution, ACCuracy, SPeeD, and MEChanical aptitude. Speed affects how fast you more, and your sprint speed, CON afffects your HP and how long you can sprint, and how big fo a gun you can wield (some of the heaviest guns require CON=12), ACC affects how accurate your shooting is, and MEC affects how many mines and turrets you can place. With MEC=12 I was able to to put down 18 minutes and 4 turrets. I'd imagine you can go to 5 turrets if you want to go that high.
In practice, the ACC rating affects bullet spread and chances for critical hits, which doubles damage. But if you have enough bullets, or have one of the abilities to scrounge up more bullets, then it won't break your bank. As you don't get the extra weapons and whatnot for free. You earn 'credits" after each mission, usually based on kills and how many colonists you saved. CON basically controls which gun you get to use. While the best LMG requires CON=11, you don't need it to survive. It's just nice to have.
Some fo the perks are a bit tongue in cheek, and some of them are just replicating attribute gains. Some of the more memorable ones include DEATH ROBOT, which gives you a sidekick that has its own weapons and will shoot enemies in range automatically, and follows you around. Another would be auto-loot, where the powerups you gained from shooting enemies dead, will come to you automatically, instead of you run over them to collect. There are dozens of perks to choose from, and depending on your stats, more can be enabled as you go along.
So what's the problem? The narrative, while scientifically accurate, is also a bit of a snoozer (as in boring). Perhaps that's why they also included a farcical alternate narrative as a bonus alt campaign. Also, the defense mission do get a bit old. Another complaint would be inability to move turrets... You can only demolish (which loses 25% of 1000 spent, before upgrades) and rebuild.
There really is no "strategy" per se. Once you get turrets, things got easier, but not that easy. Turrets can be damaged or even destroyed. Placement is crucial. Turrets don't have the engagement range that you do, so you will be doing most of the killing any way. Mines barely slow the zombies down, but any help is better than no help.
ALl in all, the game is simple, effective, and provided hours of entertainment. For those who want more challange, there are muliple levels of difficulty to chosoe for the main campaign, as well as challenge yourself in survival mode. There's even Ironman (single savegame) mode.
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