![]() ![]() That will see you build walls, towers from which your archers can darken the skies with arrows, catapults as mentioned earlier, and steadily improving your castle – that starts out as a simple campfire.Īnother shrine will let you move on from the wood era, presenting the chance to use stone. It’s important to manage your defences, then. Your loyal subjects can be attacked, and if struck by the Greed they will revert back to wanderers – requiring that you spend more coins to recruit them and allocate a role once again. Farmers can tend to the land as another income source, and knights will rally archers to their side for you to send them on a quest to destroy portals. Archers will hunt for nearby wildlife to earn you some coin and protect your kingdom from the Greed at night, while workers will build as you command and even have the chance to pelter the Greed with catapults later on. Hurling a coin at a wandered will see them walk back to your camp, where you can spend more coins in order to make them an archer, worker, or, eventually, a farmer or knight. It’s minimalist but distils what could soon become an overwhelmingly complex game into a more accessible one that wholly revolves around a single interaction. The coins that you gather relate to the single action that your ruler can directly make – throwing or spending coins. This is where your hard work comes in, and where a simplicity in approach soon sees Kingdom: New Lands thrive. And, if they are successful, the player will be met with the game over screen. These goblin-like creatures only come out at night and are hell-bent on destroying your kingdom, robbing you of any coins that they can, and ultimately wanting to steal your crown. With a day-night cycle and even seasons soon coming into play, the player’s progress is under constant threat from the Greed. It is the portals that are most important to remember, whether that be the smaller ones placed in the darkened forests or the larger one buried into a cliffside. ![]() It presents a chance to mentally place any wanderer camps, the merchant’s home where he rests with his donkey, chests that will reward you with coins, plains where horses graze, shrines that can temporarily power up your people, and the shipwreck – which the player will need to rebuild so that they can sail to a new land. With your ruler permanently on horseback, that will see you gallop back and forth across the 2D environment. After setting up a base camp from which you will start to build your kingdom, it is important to take time to explore your surroundings. ![]() For actions speak louder than words, and, after timidly following a ghostly apparition that leads you to where you will start to build your kingdom, developers Noio and Licorice choose to leave the player to their own curiosity.Īs a monarch, whether that be a king or queen, you have sailed to faraway isles where tales have spread that there are mysteries waiting to be discovered. Your objective in Kingdom: New Lands is concise, even if it isn’t particularly clear right from the outset. ![]()
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