Soul Knight Guide
If you get sick of the companion pet you’ve got, a quick trip to the pet slot machine (50 coins a go) might net you something more your speed. Every class brings different health and armor to the table and energy amounts to the table, but what really sets them apart are the active cooldown skills. The knight, for example, can dual wield any weapon for a short time, naturally costing twice the energy per shot. But don’t discount a knight dual wielding his starting pistol. It’s a formidable combo. These skills can be used infinitely and you only have to wait for them to recharge, which they do so very quickly. Always remember to use your skills, or let them recharge before you enter a new room.
Targeting is done completely automatically. You’ll shoot at the nearest target, letting you focus on dodging bullets and enemies. I’m generally OK with this, but it does make shooting at explosive barrels and such a pain. I’m the kind of gamer that simply MUST clear a room of crates and other destructibles before moving on. Right now, you can only aim in a direction by moving in that direction and it’s awkward. Combat is fine though. Considering how cramped some of these rooms are, I see why they wanted to emphasize your dodging, but I’d prefer a twin stick method as an option. Interestingly, this game employs a kind of Halo-esque recharging shield mechanic in the form of armor.
You can take a hit or three if you need to clear a corner of room to hide in before recharging and suffering no health damage. The game boasts an arsenal of 120 different weapons, from your basic pistols, shotguns, and machine guns, to rockets, lasers, bows and arrows, melee weapons, magic staves, and plenty of silly nonsense weapons like plungers that launch little poos and a fish that shoots a laser beam, because tell them they can’t. Magic staves served all kinds of purposes, from summoning a couple weak blue balls to circle your character to an omni-directional blast, to summoning hordes of the freaking undead to fight for you. The real joy in games like this are the weapons that you get and wish you never had to put down or feel extremely sad to lose. Like the Fusion Drill. My god, that beam weapon was glorious. Certain characters cost gems, but 3 can only be bought through IAP for one dollar each.
You have the option to revive once per run for 200 gems or by watching one ad, or you can buy a 2 dollar revive pass for permanent free revives. Even if you decide to buy gems in-app, the amounts are very generous, netting you 25,000 for 3 dollars, which is the highest purchase. No $99.99 gem pack whale hunting nonsense here. I bought the pass and all three characters for a total of 5 bucks and am completely pleased with my purchases. You need to clear up the stages with your appointed heroes. Each heroes has their own unique ability that you can exploit, some might be able to dual wield a weapon, roll around to dodge a bullets, sucks others enemies health and many more. Of course each with their own appeal and weakness. The game boasts an arsenal of 120 different weapons, from your basic pistols, shotguns, and machine guns, to rockets, lasers, bows and arrows, melee weapons, magic staves, and plenty of silly nonsense weapons like plungers that launch little poos and a fish that shoots a laser beam, because tell them they can’t. Magic staves served all kinds of purposes, from summoning a couple weak blue balls to circle your character to an omni-directional blast, to summoning hordes of the freaking undead to fight for you
Each area consists of 5 levels culminating in one of two boss fights, chosen randomly. Every so often you’ll get access to passive buffs between levels. These include basics like max health upgrades, immunity to fire, poison, or traps, decreased store prices, shorter charge ups for bows and beams, and more unique stuff like being able to hit bullets back at enemies with a melee weapon like a light saber or drastically increasing the chances you’ll find health potions in crates, which is just so nice. They show up everywhere after that. I’m just scratching the surface here. Naturally you’ll come across new random weapons in chests, but synergizing your weapon load out with your passives can make for godlike runs. You always have a pet, which starts as a kitty, to help you fight enemies. You can buy other pets, but they seem to just be different skins. You can also find and recruit 3 random mercenaries to fight for you, provided you have the gold. These guys aren’t slouches either. They stay around until they die and are a big help, lasting a long time. I should probably go over the currencies.
All weapons, except starting weapons, melee weapons, and certain special weapons, are fired with energy instead of ammo. Your character is the magazine for this energy, so you can’t regain it by picking up a new gun or anything. Weapons have varying amounts depending largely on power and other utility. My first run I actually didn’t even notice this, and swapped my starting pistol for something else. If you run out of energy and have no energy-free weapons, it’s all up to your pet and mercenary companion to fight for you until you find more in crates or dropped by corpses. I always, always, always equip a melee weapon if I can. They’re superb for clearing rooms of crates and such, can destroy bullets, and if you have one with enough reach, you can even hit enemies through walls with them, but this is true of certain melee enemies too.
The real joy in games like this are the weapons that you get and wish you never had to put down or feel extremely sad to lose. Each area consists of 5 levels culminating in one of two boss fights, chosen randomly. Every so often you’ll get access to passive buffs between levels. These include basics like max health upgrades, immunity to fire, poison, or traps, decreased store prices, shorter charge ups for bows and beams, and more unique stuff like being able to hit bullets back at enemies with a melee weapon like a light saber or drastically increasing the chances you’ll find health potions in crates. One of the lessons you’ll learn quickly in Soul Knight is that it’s ok to need help. Your companion pet and, more rarely, additional companions collected along the way can be a real source of help throughout the game. When you’re running on empty – low energy, poor health – they can pick up some of the slack while you recharge a little. If you get sick of the companion pet you’ve got, a quick trip to the pet slot machine (50 coins a go) might net you something more your speed.




Tidak ada komentar:
Posting Komentar