About This Game Grand Prize Winner of the 2014 Indie Game Maker contest.Magic is a curse. A plague upon the world and those that live in it. Those that are born with this curse unwittingly sap the mana from the earth they stand in. In order to prevent these abominations from draining away the world's lifeblood, they are locked away in a castle in an isolated dimension. It is in this castle that the cursed are to remain, removed from society so that their magic does not harm normal people. They are to be kept here for the rest of their miserable lives.At least, that's the way it should have been...Suddenly, a loud crash is heard. A young girl, kept apart from the rest of the castle, looks up from the ground. The magical barrier that prevented her escape slowly dissipates. Standing up, she pushes open the gate and finds her first taste of freedom. Guide her as she teams up with a renegade mage boy to search for the truth behind the castle, her unique magic, and a way to escape.FeaturesA simple, but deep Spell Fusion system that allows for lots of experimentation.A heavy atmosphere made from a somber soundtrack, terrifying enemies, and a powerful tale.Simple puzzles that rely on each character's field abilities.A variety of locations to explore.A twist on traditional turn-based combat via MP charging. Discover the tragic stories of the castle's inhabitants by piecing together bits of information found throughout the adventure.3 different endings affected by your actions. b4d347fde0 Title: Remnants Of IsolationGenre: Casual, Indie, RPGDeveloper:Team IsolationPublisher:DegicaRelease Date: 1 May, 2015 Remnants Of Isolation Download Apunkagames remnants of isolation walkthrough. remnants of isolation steam. remnants of isolation Considering the garbage RPG Maker games I've had to put up with in the past, I can really appreciate a game like Remnants of Isolation which doesn't oversell itself, doesn't try to stretch itself too far from base with gimmicks, doesn't overstay its welcome, and is priced to make you feel like you're getting a great deal. It's a short, sweet RPG that's solid enough on all fronts to keep interest for exactly the two hours (1 hour, 30 minutes if you want the achievement) that it takes to finish.. A short little gem. After you realize what you should do with the battle system the combats are no problem.Overall there are 5 small dungeons and a few boss fights. Also the game has 3 possible endings, no bugs and it costs next to nothing.. Much Loved The Battle System.The Innate abilities can Power Up the Other Spells.With this Battle System, it can be Better if This game have more Character.. This game was short but extremely enjoyable. The storyline was very compelling but, due to the length of the game, remained unresolved (which I found to be the only con to this game) The combat system was ingenious and I enjoyed figuring out the best way for the two protagonists to alter each other's spells to take out a difficult enemy. The artwork for said protagonists and the enemy monsters was unique and nice enough to make up for the rest of the RPG Maker graphics (the different setting designs for each mini-bosses' area of the castle helped too)Ultimately, because of how short it is, this game feels sort of like the demo to a longer game that I'd really, really love to play.. The melodies of the game, the Spell Fusions, and just two playable characters make this game interesting. It is a simple RPG (Role Playing Game) to play and a lesson in making a game as well. Even if one does not know how to code, it is still a lesson in length. Many high reviews from this gamer, if that system exists for Steam, but that does not mean I was not being serious, I meant every word.. The melodies of the game, the Spell Fusions, and just two playable characters make this game interesting. It is a simple RPG (Role Playing Game) to play and a lesson in making a game as well. Even if one does not know how to code, it is still a lesson in length. Many high reviews from this gamer, if that system exists for Steam, but that does not mean I was not being serious, I meant every word.. Much Loved The Battle System.The Innate abilities can Power Up the Other Spells.With this Battle System, it can be Better if This game have more Character.. Story: Our story begins as a girl is playing on her magical piano when her cell opens. After some exploring, she meets a boy called Melchior who was recently threw into the prison and is thrilled to meet someone who isn't trying to kill him and together decide to find a way to escape. One if the interesting things about the the story is that the only voice for most of the game is Melchior who tries to be optimistic with his new friend but those feel the dread and is only holding on because of his friend. And while Celesta doesn't talk(either because she's a mute or she doesn't know how) I do like that shes doesn't fully understand whats happening and immediately gets attached to Melchior because he the first person shes ever met and I love her expressions she makes, my favourite is when she looks confused or curious as it just looks cute. The relationship between the two leads is very sweet and is clearly the "heart" of the story.I mainly see it as true friendship with Melchior telling her about everything he knows and wants to show her and shows and wants her to have a life and Celesta helps supports him and stops him falling into despair and would give her life to make sure he can be happy. This is also seen in gameplay and I'll wait til I talk about gameplay before I explain And one final quick point is that I really liked the Sentinel but wished the other bosses were had a personality like him mainly his motives and goal made him an interesting anti-villain and his last moments were nice. Gameplay: Lets get this out of the way. Yes the game is very short. There's even an achievement for speed running this game in a hour and a half. I don't have a problem with that. The main feature in this game is the spell fusion and its a very good system and fits with the whole partnership. Just use a characters innate ability followed by a magic card and then watch the fireworks. I would admit this makes the game a tiny bit easy...if it wasn't for almost every enemy hitting like a truck and aren't shy about poisoning the two. I see it as one of the more balanced combat systems I've played as its more about strategy: weaken and attack when possible and turtle and heal in an emergency. And that's the simple way of explaining. I admit there was one boss that was ridiculously easy but I just exploited his weakness. Another was easy for story reasons. But what shows how hard this game can be is when your alone because even the first fight in the game is brutal by yourself before you get your partner and learn magic. Some people might say this is a bad thing but I like to think of it as Story-Gameplay integration showing how powerful you are together but alone, your as weak as a biscuit in tea. Presentation: Lets start with the music. There no doubt the music is beautiful, but I eventually got bored of it. The music Celesta plays on her piano is a lovely song but when I realised the dungeon song was the same song, I just stopped paying attention. Its not bad, just not my kind of music. The art is pretty good. The two leads and the bosses are all look lovely and are very colourful which contrast the monster which are mostly fleshy things that came from Silent Hill. I liked the character portraits but I wish they were bigger since its just the two of them and Celesta mainly communicates through her expressions and I feel that they were too small for her. Verdict: Despite the length this is a nice short story and a pretty good battle system and I don't regret buying it. 9\/10 Patch 1.65: Added a visual effect for stealthOutfits that start with upgrades no longer have them counted against their upgrade pointsThe speed bonus from clearing a floor has been increased slightlyPumpkinour's caltrops now hold enemies for a limit of two seconds instead of indefinitelyEnemy firing behavior when at max alert or above loop 1 has been adjusted to spawn extra projectiles in a more consistent way. Patch 1.53: Player and enemy animation speed is now tied to movement speed.Hazards spawned in hallways are now properly removed during level generation, preventing any on-destroy effects from happening (this was sometimes an issue if the player was spawned near a cauldron that was set for removal).In windowed mode the window's title now reflects that the window's scale can be changed with the PgUp and PgDn keys.Outfit changes:Chainmail Bikini: spear collision is now handled by its own, larger hitbox instead of the player's. This makes hitting enemies with the spear easier. Spear duration is now 2 seconds (was 1.5) and cooldown is 10 seconds (was 8).. Patch 1.3 - Fall Fashion: A small but effective patch. Here's what's inside:Two new outfits have been added (and are unlocked by default):Ranger's Garb: allows you to duck into stealth for 10 seconds, destroying all enemy bullets in the processPumpkinour: allows you to drop candy-coated caltrops that trap enemies (you can have a maximum of two sets out at the same time)Enemies can no longer be spawned at any point where they have a line of sight to the player. This should drastically lower the chances that you start a floor in a dangerous position.The invicibility frame bonus from the Hardbody upgrade has been doubledEnemies now lose their speed after colliding with the playerFixed a bug that was affecting muzzle flash position when firing with the mouse close to the player. Patch 1.31: Just a few small changes:You now receive a slight speed boost after killing a floor's last enemyOutfit changes:Ranger's Garb: going into stealth now stops you from firing for a moment so that you don't have to worry about letting go of the fire button beforehandPumpkinour: ability icon tweaked so that it doesn't overlap the mana bar. Patch 1.4: Difficulty modes have been reworked:Normal mode is a new difficulty that's less daunting than the old Normal modeHard mode is identical to the old Normal modeBad W*tch mode hasn't been changed, and is unlocked by clearing Hard modeBoss Rush mode is now unlocked by clearing any modeA HUD element for spell and ability cooldowns has been added and replaces the old X iconOutfit changes:Pirate Costume: ability cooldown is now 3 seconds (was 6)Spell changes:Concentration now slows enemies and their projectiles down by 60% (was 50%)Manabomb's base detonation time is now 1.5 seconds (was 2). Patch 1.54: Screen transitions have been added in a few places.Outfit changes:Feral Armor: ability now gives mana instead of health and is on a 30 second cooldown. I'd like Feral Armor to be a bit easier to survive with than the other outfits but between health and mana, mana is the more interactive resource to receive because it requires action on the player's part to make it useful, whereas health just passively lets you take another hit.Cyberpunk Gear: in typical fashion, enemies' bounding boxes are now outlined while wallhack is activeSpell changes:Crippling Shots is now more effective at all stages of the game. It was previously very weak until the player's attack leveled up.I think this patch puts Witchinour's balance in a pretty good place. As long as there are multiple unique playstyles I don't think there's anything wrong with some outfits being easier or harder to use than others. I used to mostly use Robe & Hat but Ranger's Garb became my favorite outfit pretty quickly after I added it and figured out how powerful it can be when coupled with Manabomb and the Spell Power and Ricochet upgrades.And once again, since almost every change or addition I've made to Witchinour has been influenced by player feedback, I'd like to thank you all for sharing your thoughts with me.. Witchinour Launch Patch: Added a scanline toggle to the optionsAxe orcs weren't supposed to be throwing axes when killed
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Remnants Of Isolation Download Apunkagames
Updated: Dec 8, 2020
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