
Vous pensez qu'il manque une note de la presse ? Aidez-nous en nous indiquant les informations sur celle-ci, et gagnez des
Proposez une note de presse sur ce jeuAt least some of the monotony is tied to the overuse of visual assets. Sure, Sentinel of the Shards’ jungles, temples, and caves, are made up of attractively drawn pieces. But there’s not enough variety in each milieu, and you’ll seeing the same features repeatedly. Another issue stems from the game’s mini map that only offers a single, static overhead perspective. While the game gives you waypoints to follow, occasionally navigating there can be troublesome given the game’s linear, labyrinthine pathing. As such, you probably developer the habit of ignoring the map and just hugging the walls of each area.
Aluna: Sentinel of the Shards was undoubtedly a labor of love for the developers, who envisioned an interactive adaption of the bicultural heroine. But Diablo-like games can make for an uneasy conduit. Not only do they not lend themselves to involved plotlines but play can be difficult to balance. Aluna’s attempt is admirable, but she might have fared better in a less popular, but more expository media like a visual novel.
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