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endings
08-24-14 01:17 PM
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endings
08-24-14 01:17 PM
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Legend of Golvellius? A strange adventure game that wants you to grind away

 
Game's Ratings
Overall
Graphics
Sound
Addictiveness
Depth
Story
Difficulty
Average User Score
8
6
4
5
6
5
7
endings's Score
6
6
4
5
6
5
7

08-24-14 01:17 PM
endings is Offline
| ID: 1071236 | 989 Words

endings
Level: 58


POSTS: 50/828
POST EXP: 193055
LVL EXP: 1504168
CP: 19834.2
VIZ: 1243384

Likes: 0  Dislikes: 0
Golvellius is named after its main foe. This game is clearly inspired by Legend of Zelda for the NES. You have a top-down overview of a world, and there are lots of places to visit, people to buy things from, and varied monsters depending on the terrain. Its not a bad game, but what it doesn't offer you that Zelda had is the ability to move off the rails. Thats right, its a large open world that fences you in, giving you a new area only after you track down the boss for the current.

Graphics: 6
The sprites are sometimes large, and the people who will help you have detailed portraits. Your hero's sword is no slouch either, as it has an impressive reach, so good design on that part. The style is definitely pretty cute, so when you die to a horrible, terrible, cross-eyed snake or a mole who would look very home in Pokemon, it makes you feel pretty silly. The game can handle a lot of enemy sprites on the screen at one time, the bosses throw wide projecticles in quantity, and the overworld foes just keep coming.
The biggest variation this game offers is the boss dungeons, which take the normal view and change it to a scrolling version (where you can get stuck behind walls) or a side-scrolling dungeon (where you can miss a big jump and have to start all over). The side-scroll features more control over your attacks of course, but its simplistic, and features odd things that just don't seem to have a point (boxes to break, strange statues that don't match the decor-but sometimes are switches). You do get to decently large bosses and sub-bosses.

Sound: 5
Actually, I didn't like the sound too much in this game. It has some basic adventure type music, but its so forgettable. Strangely you will hear the same overworld tune until you start buying armor and swords. That seems to be what indicates a music change. I bought a sword which changed the overworld music - then almost immediately bought a shield, which changed it yet again. You don't get a choice in selection of tunes. Nothing stood out to me, although the patrons you visit have probably the best music. The overworld music is what you will be hearing the most, and its mostly well.. there.

Addictiveness: 5
If you think this will be a game of exploration and discovery, you're right. But your whole survival depends on getting the items you need to buy and you don't get a lot of choice in what to buy next. The 'hidden' rooms are holes in the ground, where people presumably live, or it might be the bosses dungeon. The people can heal, sell you tonics to raise your life bar permanently, sell you bibles (which in this game oddly function as bigger purses for money), and every now and then, a sword and shield, pendant or such.
Once you realize the exploring is hampered by what bosses you've beaten, and all the mainland exists for is to buy life potions, then buy bibles so you can hold enough money (for the moment) to buy a bigger sword - its not very fun. There are scant few secrets in this game, sadly. It almost could have just been a dungeon crawl start to finish.


Story: 5
You are here to rescue a princess and collect crystals (THAT YOU HAVE TO BUY, SHEESH) to open the path to the demon Golvellius. Go you! I do like the citizens all have names, although this brings up the issue of why say, Randar is in all areas. Are they moving with you into the new areas?  The reason I give it a higher score is the ending, its not what I was expecting.

Depth: 6
So it features dungeon crawling that feels different from the main game. But really the style doesn't add anything. The format is flawed as you don't quite gain any feeling you're progressing. You seldom have to backtrack. You kill a boss, and each new area you go makes you quite underpowered and forced to stockpiling money to improve. I'm fine with harder creatures, but killing them is no fun. Its just a slog. The fact you have to buy everything, no items are found in dungeons, and the fact none of it interacts with the overworld the way Zelda items could, really hampers the fun of exploring. It just turns each new area into locating the shops and grinding kills to shop.

Difficulty: 7
If you die, its game over. You get a password, but its many characters long. The first thing you should do upon exiting the beginner dungeon is find a life potion and buy one or two. But where are they? The game doesn't tell you, fortunately the first map is quite small. Once you get some potions, the difficulty starts to not be such an issue. Most creatures you meet don't take off lots of health, except certain ones. You have to learn the enemy color palette swaps so you know which ones give you the most gold. Because this game's biggest challenge is keeping your pockets full. If you get stuck behind a wall in the dungeon crawls, you have to exit and start the dungeon over. Fun.

Overall: 6
The game really isn't that long, since its hedging you in a box until you find a boss and leave. Its the padding by needing to buy so much that eats up your time. Killing mindless snakes that dumbly plow right into your sword is not too fun. There are many enemy types like bees and whirlpools, even grim reapers, but because of the money issue you'll just end up killing the richest, easiest ones to get back to progressing the story. Golvellius tries to be different, but all this game cares about is the money.
Golvellius is named after its main foe. This game is clearly inspired by Legend of Zelda for the NES. You have a top-down overview of a world, and there are lots of places to visit, people to buy things from, and varied monsters depending on the terrain. Its not a bad game, but what it doesn't offer you that Zelda had is the ability to move off the rails. Thats right, its a large open world that fences you in, giving you a new area only after you track down the boss for the current.

Graphics: 6
The sprites are sometimes large, and the people who will help you have detailed portraits. Your hero's sword is no slouch either, as it has an impressive reach, so good design on that part. The style is definitely pretty cute, so when you die to a horrible, terrible, cross-eyed snake or a mole who would look very home in Pokemon, it makes you feel pretty silly. The game can handle a lot of enemy sprites on the screen at one time, the bosses throw wide projecticles in quantity, and the overworld foes just keep coming.
The biggest variation this game offers is the boss dungeons, which take the normal view and change it to a scrolling version (where you can get stuck behind walls) or a side-scrolling dungeon (where you can miss a big jump and have to start all over). The side-scroll features more control over your attacks of course, but its simplistic, and features odd things that just don't seem to have a point (boxes to break, strange statues that don't match the decor-but sometimes are switches). You do get to decently large bosses and sub-bosses.

Sound: 5
Actually, I didn't like the sound too much in this game. It has some basic adventure type music, but its so forgettable. Strangely you will hear the same overworld tune until you start buying armor and swords. That seems to be what indicates a music change. I bought a sword which changed the overworld music - then almost immediately bought a shield, which changed it yet again. You don't get a choice in selection of tunes. Nothing stood out to me, although the patrons you visit have probably the best music. The overworld music is what you will be hearing the most, and its mostly well.. there.

Addictiveness: 5
If you think this will be a game of exploration and discovery, you're right. But your whole survival depends on getting the items you need to buy and you don't get a lot of choice in what to buy next. The 'hidden' rooms are holes in the ground, where people presumably live, or it might be the bosses dungeon. The people can heal, sell you tonics to raise your life bar permanently, sell you bibles (which in this game oddly function as bigger purses for money), and every now and then, a sword and shield, pendant or such.
Once you realize the exploring is hampered by what bosses you've beaten, and all the mainland exists for is to buy life potions, then buy bibles so you can hold enough money (for the moment) to buy a bigger sword - its not very fun. There are scant few secrets in this game, sadly. It almost could have just been a dungeon crawl start to finish.


Story: 5
You are here to rescue a princess and collect crystals (THAT YOU HAVE TO BUY, SHEESH) to open the path to the demon Golvellius. Go you! I do like the citizens all have names, although this brings up the issue of why say, Randar is in all areas. Are they moving with you into the new areas?  The reason I give it a higher score is the ending, its not what I was expecting.

Depth: 6
So it features dungeon crawling that feels different from the main game. But really the style doesn't add anything. The format is flawed as you don't quite gain any feeling you're progressing. You seldom have to backtrack. You kill a boss, and each new area you go makes you quite underpowered and forced to stockpiling money to improve. I'm fine with harder creatures, but killing them is no fun. Its just a slog. The fact you have to buy everything, no items are found in dungeons, and the fact none of it interacts with the overworld the way Zelda items could, really hampers the fun of exploring. It just turns each new area into locating the shops and grinding kills to shop.

Difficulty: 7
If you die, its game over. You get a password, but its many characters long. The first thing you should do upon exiting the beginner dungeon is find a life potion and buy one or two. But where are they? The game doesn't tell you, fortunately the first map is quite small. Once you get some potions, the difficulty starts to not be such an issue. Most creatures you meet don't take off lots of health, except certain ones. You have to learn the enemy color palette swaps so you know which ones give you the most gold. Because this game's biggest challenge is keeping your pockets full. If you get stuck behind a wall in the dungeon crawls, you have to exit and start the dungeon over. Fun.

Overall: 6
The game really isn't that long, since its hedging you in a box until you find a boss and leave. Its the padding by needing to buy so much that eats up your time. Killing mindless snakes that dumbly plow right into your sword is not too fun. There are many enemy types like bees and whirlpools, even grim reapers, but because of the money issue you'll just end up killing the richest, easiest ones to get back to progressing the story. Golvellius tries to be different, but all this game cares about is the money.
Trusted Member
A reviewer prone to flashbacks


Affected by 'Laziness Syndrome'

Registered: 04-30-13
Last Post: 254 days
Last Active: 119 days

(edited by endings on 08-24-14 06:50 PM)    

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