⚡️Elengard: Ascension
Hello everyone!
My name is Stèphano M. M. G. and I am the developer of Elengard: Ascension, a medieval fantasy real time with pause RPG, focusing on gameplay and combat mechanics.
The gameplay is based on classical real time with pause RPGs like Dragon Age: Origins and Neverwinter Nights, but has more action and more dynamic elements. On top of this, it adds some mechanics of some action RPGs, like Dark Souls staggers and stamina.
I am passing by to say that Elengard has a free demo available now on Steam. I invite you all to play the game and leave a feedback. And if you like the game, don’t forget to wishlist it on Steam!
Some game features:
Ability configuration: configure several features of abilities (especially spells), such as power, range, radius, and more. Let prepared as many pre-configured abilities as you want.
Ability actions: some abilities have actions that can be performed while using the ability, for example, when creating an Electric Orb, it is possible to use the Shock action or the Cast action.
Countless abilities: enjoy the opportunity of having many abilities available to choose from, allowing the creation of many builds and combos, and unique playstyles.
Choose how you fight: strategically choose which combat actions, modes and stances to use depending on the situation. Would you prefer to defend yourself by blocking, spending little stamina but running the risk of being staggered by the impact of the blow? Or would you rather spend more stamina dodging? Are you going to use area attacks against a group of enemies, at the cost of reducing the chance of a hit, or are you going to kill them one by one? Will you use swing attacks, causing more impact, or would you rather use straight (thrust) attacks, taking a greater risk of missing, but causing greater potential damage? Will you wield the weapon with one hand or two? Will you attack faster or stronger? Will you be more aggressive or more defensive? In short, there are many possible strategic choices.
Ascend in power: become stronger and stronger, to the point of becoming an epic character, comparable to a demi-god. There is no character level limit.
Explore: explore a beautiful semi-open world, highlighting the contrast of light and darkness, with an appearance inspired by The Lord of the Rings and Dragon Age: Origins.
Archetypes System: archetypes are like classes in other RPGs, but you don't choose an archetype in order to choose abilities. Instead, you are free to choose any ability, but some abilities are associated with archetypes. Acquiring archetype abilities can increase the archetype level, which can provide some bonuses.
Archetypes inspired in D&D classes: the archetypes are inspired by the classical D&D classes, but built in a different way. Some examples are Soldier (Fighter), Barbarian, Rogue, Wizard, Sorcerer, Priest (Cleric), Paladin and Druid.
Visual elements responsive to mechanics: animations are strongly interconnected with combat mechanics (i.e., if you dodge an attack, the animation shows a dodge, if you block, the animation shows a block). Visual effects will also be coherent to the spell behavior (e.g., effect increases with spell power).
My name is Stèphano M. M. G. and I am the developer of Elengard: Ascension, a medieval fantasy real time with pause RPG, focusing on gameplay and combat mechanics.
The gameplay is based on classical real time with pause RPGs like Dragon Age: Origins and Neverwinter Nights, but has more action and more dynamic elements. On top of this, it adds some mechanics of some action RPGs, like Dark Souls staggers and stamina.
I am passing by to say that Elengard has a free demo available now on Steam. I invite you all to play the game and leave a feedback. And if you like the game, don’t forget to wishlist it on Steam!
Some game features:
Ability configuration: configure several features of abilities (especially spells), such as power, range, radius, and more. Let prepared as many pre-configured abilities as you want.
Ability actions: some abilities have actions that can be performed while using the ability, for example, when creating an Electric Orb, it is possible to use the Shock action or the Cast action.
Countless abilities: enjoy the opportunity of having many abilities available to choose from, allowing the creation of many builds and combos, and unique playstyles.
Choose how you fight: strategically choose which combat actions, modes and stances to use depending on the situation. Would you prefer to defend yourself by blocking, spending little stamina but running the risk of being staggered by the impact of the blow? Or would you rather spend more stamina dodging? Are you going to use area attacks against a group of enemies, at the cost of reducing the chance of a hit, or are you going to kill them one by one? Will you use swing attacks, causing more impact, or would you rather use straight (thrust) attacks, taking a greater risk of missing, but causing greater potential damage? Will you wield the weapon with one hand or two? Will you attack faster or stronger? Will you be more aggressive or more defensive? In short, there are many possible strategic choices.
Ascend in power: become stronger and stronger, to the point of becoming an epic character, comparable to a demi-god. There is no character level limit.
Explore: explore a beautiful semi-open world, highlighting the contrast of light and darkness, with an appearance inspired by The Lord of the Rings and Dragon Age: Origins.
Archetypes System: archetypes are like classes in other RPGs, but you don't choose an archetype in order to choose abilities. Instead, you are free to choose any ability, but some abilities are associated with archetypes. Acquiring archetype abilities can increase the archetype level, which can provide some bonuses.
Archetypes inspired in D&D classes: the archetypes are inspired by the classical D&D classes, but built in a different way. Some examples are Soldier (Fighter), Barbarian, Rogue, Wizard, Sorcerer, Priest (Cleric), Paladin and Druid.
Visual elements responsive to mechanics: animations are strongly interconnected with combat mechanics (i.e., if you dodge an attack, the animation shows a dodge, if you block, the animation shows a block). Visual effects will also be coherent to the spell behavior (e.g., effect increases with spell power).
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