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-Thanks for creating a sequel.
What i'd recommend is going back to how the first game was, with a progression in new relics and cloaks and arcana, but not outright powerboosts. A change in progression, along wit the map being more of a labyrinth instead of a straight path, and better telegraphs for ALL enemies (especially bosses) would overall lead to a better game that lives up to the title of a Wizard of Legend sequel.
It's much better to have a game come out after a long wait, and be the masterpiece people want it to be, than to have it be rushed, and have people hate it. All in all decent demo, but not a WOL game.
No, thanks to Wish .com McGonagall babbling at me after every room or death.
No, thanks to the butterknife edgy high-body-count take on Lanova.
No, thanks to the gummed-up dash-spam combat pacing.
No, thanks to the bland screen-nuke Signatures.
No, thanks to Wizard of Legend 2.
I'd be happier to pay this price for an online co-op DLC for the first game, even without any other additions. I was excited for a new WoL game, but this has been a profound disappointment.
generally interesting. I like those small features like speeding the MC up after clearing a room, or highlighting main road, or flowers outside an arena that react on damage.
I strongly advice to decrease enemies HP at least 1.5x times
If you want to be sure that user collects a reward before entering a portal, you can open portal after collecting that reward; commentator's advice about it won't protect from mistakes
I think the running in games nowadays is a bit weak. It takes two to three seconds to accumulate energy before running, which makes running almost impossible to use in actual combat. Perhaps you need to shorten the energy storage for running
pretty much agree. The demo doesn't look like or play like wizard of legends. It's stiff and clunky. Whereas the old games was super responsive and begging for you to show off your skill as a gamer. In this one I have to wait for the auto target system to stop shooting a vase, so I can go back to killing enemies. Kind of a letdown.
While this demo has improved on many of these aspects... it made the controls somewhat clunky: with the new graphic and camera orientation the game feels a lot more like Hades 1... but it is harder to actually control the character. If I have to fight enemies that dash or attack shortly after they reached me while dodging homing projectiles, I would really like to be able to at least attack AS SOON as the dash is done! It also doesn't help that holding the basic attack doesn't make it... continue attacking after the first cycle, making dodges even more clunky to use, in my opinion.
So, overall, the feeling I got from this demo is: the game still has an high skill floor, rewarding aggressive play, knowledge and reaction time while limiting to a minimum defensive mechanics, for example falling into a pit... doesn't give invulnerability, allowing enemies to hit you immediately after. While incentiving aggressive play is good for any action game... there are no tools here for people like me to actually learn the game and beat the FIRST boss, which has moves like a dash that creates AoE damage that require very precise dodges.
-Also it will be way better to have a sound effect or something like that to tell you either your spell is on cold down or not, the current one is to small to notice.
-The giant boss boulder throwing attack is being to hard to notice it direction, would be nice to having alert on that.
-Please bring back dash spell.
-The normal attack spell (the left click one) feels to weak and don't have much point to use it.
-Keyboard bindings having a small bug after rebind ( I change Q to mouse 3, but it still show Q on my screen)
-The voice acting is pretty good. The act style is fine but do need improvement.
-Maybe just me but currently it feels like way too Hades.