Sterlings Gift
Sterlings Gift is a strange and quirky game that does something different by giving players a notepad. Instead of merely throwing the object around as a conventional text, players will find a key in their inventories that grants them the ability to communicate with animals.
But the catch is, these animals are very difficult to catch. Hence, players need to sneak past a number of rabbits, while only using the key to open their hideaway and collect the game's eardrum.
Struggling Gift is a role-playing game that features several different modes of play. Players are provided with an extremely difficult task: find the perfect location for their journey. So, in order to find the perfect place to travel in one piece, players will need to have a good general awareness of their surroundings.
The first step is to find the correct island to create their map. Once players have collected the right island to create a map, they will be ready to go to their next destination. The more challenging part is locating the ideal location for the desired location.
Players will meet a traveling squirrel named Trina, who will sell the necessary items to Trina to the shopkeeper. There, players will receive a map with them for their journey.
Traveling in a storybook is a role-playing game. This means that players will interact with the game world in a way that is emotionally invested in the story. It also means that Trina can learn more about the characters they meet along their journey.
Once the players are comfortable with the world they are in, they can go about their day and night cycle. By interacting with the game world, Trina will bring up an inventory, which is full of vital information.
When players first get the map, they will notice a few things. First, Trina will say that they need to go to the forest to collect her voice from the forest. She will tell players that they need to go to the tree near the entrance to the forest.
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Next, they will need to go to the far northwest forest. They will find a single entrance to the forest. Once there, they will need to go down a few steps. They will then need to go north and speak with Trina. They will then need to collect two flags from the forest. Once the flags are collected, Trina will say that they need to go back to the forest.
After the conversation is over, Trina will lead the player to a large forest covered in dangerous poisonous spores. They will then need to find three tornadoes, one of which can be reached by climbing up Trina's back. Players will get a good idea of what to do with this if they use their bow. Once they have all three, Trina will lead the way to the tree. Unfortunately, the spores are now completely invisible and players will take damage from falling.
After going through the initial camp, Trina will suggest that players climb up the hill to the left and start running. They will then need to follow the path to the right and then dodge the rolling boulder that covers the screen. They will eventually come to a dead end, and Trina will say that she will need to return to the camp and find a way to get back to Trina.
Once at the camp, players will need to use their bow on the sheet music that they just picked up, followed by the screeching sound of the scarecrow to wake Trina. They will then be able to pick up Trina's Veil from the nearby pile of fallen debris. This will prevent players from going back to the camp, and should instead focus their attention on the bird at the top of the hill. Trina's Veil is in the debris just beyond the point where players can start moving on.
Once Trina is back in the camp, players will be given the option to take her with them, or have her wait a bit longer for the scarecrow to make a return. After a short walk back to Trina and they'll both be able to proceed to the camp, which is where Trina will explain that she wants to spend time with the Snitch. Trina's true motives are unclear, but players can expect more details about what she wants to do in the weeks leading up to the big day.
At the very end of the day, Trina's goals will be revealed, at which point players will need to decide whether they want to go with the warrior, the wizard, or the witch. They'll then be thrown into an endless maze of enemies and enemies to defeat, and they'll be challenged to complete a series of puzzles and slay enemies. It's a fairly simple premise, but Trina does an excellent job at capturing the feeling of being helpless in an RPG, as the player's party members are perfectly capable of carrying a party member, regardless of their personality.
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