The Goblinz creators are not the first in history to decide to turn fantasy upside down, but refreshing glances from the other side are never enough. Roguelite Tactical RPG Legend of Keepers has the idea of speeding up heart rate for anyone with tears in their eyes reminiscent of scythe-horned scavengers and goblin-preventive vaults: did not return to daylight.
“Darkest Dangeon inside out” must necessarily attack everyone at the first sight of the Legend of Keepers. No wonder, however, the description is quite apt. The annoying adventurers wanted your honest, blood-calibrated gold, and with hunchbacked dollars in their eyes, they followed him through a sequence of rooms. Your task will be to fill the chambers with obstacles and glorious gerojům in their awkwardly polished armor to throw a sandal.
In practice, it looks like you are managing a herd of demonic charges in a staggered manager mode. You spend a week (one move) and drop the purse ducats for training, there send skeletons for training, from which will return stronger. Other times, you are trying to improve the traps, and everything is permeated by both positive and negative random events. And once in a while, the horny adventurers pound the gates and the moment of truth comes.
The point is to tailor a gang of intruders. Each hero attacks different positions with different elements, has active and passive skills and different resistance values. Ideally, you should take all this into consideration, assemble and assemble a dungeon for the intruders, which if you walked in their skin, you would scold the developers for unfair fighting design. It is unfortunate, however, that a bunch of ice heroes are still falling fire traps. And to do it a bunch of lava elementals, it must be done on purpose!
Legend of Keepers is great on paper. Let the heroic vermin burn! Or in the cry crying away, because the game modeled on Darkest Dungeon works with morality. But in practice it is necessary to do a lot of work and some sections considerably, because in the current state of enthusiasm quite quickly fades.
It is due to several things – first and foremost a minimum of content. Dungeons are short, units, traps, spells and possible interplay between them, so it really works one, maybe two tactics. In addition, the health and morality of the heroes do not affect one another, pushing you into a single exclusive specialization, one set of monsters, whatever the repositioning of the opposition and the change in repetition, and as a result, your dungeons are one another.
Therefore, the game looks shallow, more like a concept, almost wants to say a technical demo, and unfortunately, boring comes quite soon. The managerial regime also needs to expand significantly, as it also repeats about four things over and over, and no dungeon tycoon is definitely happening.
Sure, defaming freshly run early access for poor content is like complaining that it's dark at night. They just have to count on it somehow. If the creators inflate the game, the number of units, their abilities, and thus the variety of tactical possibilities increases, the life of the title will suddenly multiply. It is of course planned, as confirmed by the official roadmap.
Give me more complex systems!
But the embarrassment of Legend of Keepers, as it stands, ignores his own excellent concept. The very basics are played … usually, alas. The two sides alternate until one falls, and it all feels like any other simple standard draw. You've seen it a thousand times. It wouldn't matter if the roles swapped and you controlled the heroes instead of the demons.
A game with a similar theme should (at least in my opinion) give the player the feeling of being a true Witch-master of the underworld. You sit here on the throne, you have darkness on command, despair rolls between your skeletal fingers when disaster after disaster falls on the intruder. Adventurers must tremble, bleed lonely in the black-black depths, screaming with fear, and then curse their foolishness with the last breath that they dare challenge you. And to do this in your own estate.
Legend of Keepers doesn't really use the fact that your entire dungeon should be your weapon. What about capturing daredevils and using them for example? Slave build! Executions for warning! Right Torture! A dungeon without a torture chamber is not recommended by nine out of ten hell architects! And why not let the hostile rivers really do the classic RPG quest? For example, to allow a player to shake prey heroes in front of their eyes and lure them into traps?
In the Legend of Keepers, a loot does not exist at all. That's a shame, after all, shining treasures are an integral part of role-playing games. It would undoubtedly be interesting to try what it is like to see them once for a change from the other side, ie from the perspective of the original owners.
It would also add a new layer of tactics. Do you really want to risk the deployment of a mighty hellish man who, if he fails, could be the hero of a legendary weapon? And on the other hand, imagine how cunning the lord of the cave would have felt if he had managed to creep the gerojs into a rucksack artifact that would betray them at a crucial moment!
However, there is no point in blasphemy over something that the game is not and probably should not be. A little more ambition or broader scope would, of course, certainly not hurt, but the full release is to happen sometime around the beginning of next year. It is therefore too early to make judgments.
Which is, the content will almost certainly be added. If, along with him, the creators are able to add more tactical options and improve the dungeon management part, it will most likely be a nice affair for a few evenings.
However, I cannot currently recommend the provisional access. It offers woefully little and for 18 euros at best will simply not worth. If you want to try the Legend of Keepers yourself, don't be afraid to reach for early access instead of the free demo available on Steam. The only limitation is some thirty weeks instead of a hundred in the paid version, but otherwise you can be calm, it plays the same way.