The gear slots you have are determined by what ship you possess. Gear is then divided into the following eight categories: armor, engine, thruster, energy cell, shield, CPU, helmet, and weapon. During missions, as you destroy enemies, they have a chance to leave behind items ranging from money to the most important gear to equip your ship with. The gear system is something that I think Drifting Lands brings to the genre. An example of the “Auto skills” type is the survivor skills, the first of which you start the game with is “Automatic Retreat,” which pulls you out of the mission before you get destroyed. An example of the “Advanced active” skills are the “Ring skills,” first of which you get a ring of fire that appears around your ship to damage enemies it touches. An example of the “Basic active” skills is the skill group “Blade skills,” the first of which “Flame Blade” emits a spear-like field in front of you, damaging enemies in its path. There are fourteen types of skills divided into three categories: “Basic active,” “Advanced active,” and “Auto skills.” Each skill type has 4-5 skills under it which can be unlocked as you rank up in the story. The skill system is a new implementation of a power-up system from games of this genre. The focus level changes your score multiplier and the way you generate it is different for each ship. The three statistics, Structure (Health/Armor), Navigation (Health/Firepower), and Power (Health/Skill Power), affect more than a singular aspect, each considering that some ships have a favored stat which gives it a boost if you put points accordingly into it. Nothing is lost in translation with the other two systems it’s best I inform you about what I call the “ship statistics system”, which shortly consist of your health, shield, and focus levels in combat. There is the lightly armored fast attack ship called the Interceptor, the slower and heavily armored named Sentinel, and the balanced Marauder. The three ship classes are just as easy to explain. The real difference between the two is that, in easy mode, you don’t lose your ship after you die and your items might need to be repaired. The game modes can be summed up quickly by calling one “normal” and the other “easy”. The two difficulty options and the three different classes of ships you can choose from at the beginning of the game. However, before I go into more details for the three systems, there are two things I have to talk about. As far as features go, there is a lot to discuss, but the three important ones are the gear system, skill system, and the ship statistics system, which all tie in together in the actual shoot’em’up gameplay. From the tutorial to the help sections, they do a great job of delivering all the information you need to start playing the game. That being said, Drifting Lands does have a lot of details and features put into it. Your job is to protect the Ark and ensure the safety of its people. You are a citizen of the Ark, which is one of the last city-ships free of their tyranny. Drifting Lands takes place in the skies of a shattered world where major corporations have taken control and formed totalitarian states. Whatever the case, the game brought me back into the fold of the horizontal shoot’em’up genre. However, to me, it seemed to be mixed with roguelike instead of action RPG. The level design incompatiblility excuse feel so cheap, lame and inexcusable to me I'd appreciate if devs just straight up saying they are too lazy to make their game works on ultrawide than coming up with BS excuses like level design, or to prevent competitive advantage *looking at you blizzard*.Drifting Lands is a hybrid of horizontal shoot’em’up and action RPG from Alkemi. Pretty sure there are other side scrollers, shump games and the likes that works with ultrawide especially in matter of level design. shifty, a game that is on some ways similar to side scrollers, just fine on my ultrawide display. I got ultrawide worked on shadow complex remastered edition by modding it, again the game work just fine with forced ultrawide support, and that is a 8 years old game. Ori and the blind forest definitive edition supported ultrawide after the original game didn't, and they are both the same game, no ♥♥♥♥♥♥♥♥ level redesign needed to support ultrawide. I don't even want to think about how it'll affect the Marauders Focus ring with that thing teleporting all over a megawide screen lol It many just be less fun with so many ships escaping. I'm going to give the dev the benefit of the doubt and assume the levels were designed for 16:9, messing with the enemy spacing might make it too frustrating to earn a high score since you won't be able to hit as many ships. Originally posted by MechaTails:^Point out specific games and examples, would be interesting to see if whatever they did could be "easily" adapted to this game.
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