Trulon Lillback Powerco Oy Enter a world of steampunk and magic by experiencing the debut title of the Trulon series. Trulon - The Shadow Engine is… TouchArcade Rating: $4.99 Buy Now Watch Media DetailsEnter a world of steampunk and magic by experiencing the debut title of the Trulon series. Trulon - The Shadow Engine is an adventure RPG with a unique card combat system. Battle enemies mutated by magic as you explore the kingdoms of peaceful Tripudia and dangerous Maelon. Unravel the threads of an insidious plot and uncover dark secrets to help bring an end to the mysterious disease threatening Tripudia. FEATURES : * Unique card combat system * Battle enemies using a collection of over 50 unique cards * 6+ hours of single player action and adventure * 4 unique playable characters with individual strengths and play styles * Solve puzzles and interact with over a hundred NPCs * Spin-off story from the original Trulon novel NO IN APP PURCHASES! We believe in the classic style of gaming where once you buy the game, you get all of the content and features included. No gimmicks. NOTE : Support link fixed Information Seller:Lillback Powerco Oy Genre:Adventure, Role Playing Release:Apr 29, 2015 Updated:Feb 01, 2017 Version:1.1 Size:733.6 MB TouchArcade Rating: User Rating: (9) Your Rating:unrated Compatibility:HD Universal ojtitus Well-Known Member Jul 7, 2010 3,228 5 38 Male Canton, Ohio #2 ojtitus, Apr 28, 2015 This looks good, I will definitely be picking this one up tonight. Exact-Psience Well-Known Member Jan 12, 2012 22,664 2 38 The Work-At-Home Guy Philippines #3 Exact-Psience, Apr 28, 2015 Played this in beta, and i loved it. Cant wait for this to go live in my local appstore! Jamesrooney27 Well-Known Member May 13, 2014 541 0 16 Male Uk #4 Jamesrooney27, Apr 28, 2015 These past couple of weeks has so many good iOS games this look fantastic Amenbrother Well-Known Member Jun 24, 2011 6,659 7 38 #5 Amenbrother, Apr 28, 2015 First I have heard of this. Hambo12 Well-Known Member Jul 23, 2012 1,943 28 48 on the internet #6 Hambo12, Apr 28, 2015 you don't know how happy I am ️️wow implosion, jelly reef, Rex rocket, tiny guardians so much to play dicework Well-Known Member Aug 18, 2009 102 0 0 Game Developer Finland http://www.kyygames.com #7 dicework, Apr 28, 2015 We also have a new trailer for the game Subscribe to the TouchArcade YouTube channel Avatre Well-Known Member Apr 30, 2013 416 0 16 #8 Avatre, Apr 28, 2015 This looks brilliant. Is there any exploration, at all, or is it one fight to the next? dicework Well-Known Member Aug 18, 2009 102 0 0 Game Developer Finland http://www.kyygames.com #9 dicework, Apr 28, 2015 It's basically a JRPG, so world map + locations + combat. You can walk around and explore freely, talk to NPCs, etc. curtisrshideler Well-Known Member Patreon Bronze Jul 30, 2011 3,097 25 48 Male Video Producer/Editor Texas http://twitter.com/curtneedsaride #10 curtisrshideler, Apr 28, 2015 And... I'm sold! Can't wait. And I'm so glad that my phone and iOS version is compatible! Please post impressions whenever you've played it. Avatre Well-Known Member Apr 30, 2013 416 0 16 #11 Avatre, Apr 28, 2015 I'm really surprised that this hasn't gotten more attention, nobody have any impressions yet? Exact-Psience Well-Known Member Jan 12, 2012 22,664 2 38 The Work-At-Home Guy Philippines #12 Exact-Psience, Apr 28, 2015 Visuals, gorgeous 3d environs and beautiful 2d character and monster sprites. Movement in these sprites are really smooth, not like the usual 3 frame movement you see in other games which is pretty common. Sounds, great soundtrack. Different soundtrack while outside of battle, and an upbeat track when in combat. Havent gone too far in yet, but im hoping the outside-battle track changes by location. Gameplay, is where this game shines. Controls... Tap to move on that spot, which is the same in overworld and in-location exploration. Tap on shining objects to interact, and other objects like chests. In battle, you drag your cards towards targets. It's pretty straightforward, and it works perfectly. The meat of the gameplay is in the quests. There are fetch quests and slaying quests, but each on involves deep exploration, and will most likely pose some battles, and a boss fight in the end. When in the overworld view, you may run into random encounters, which are basically just a battle. Talking to NPCs activate quests, and therefore may also unlock new locations to explore. You need to get inside active locations to get there and you get to explore these huge areas. Well, they arent exactly that huge, but it's big enough, especially since there isnt any map loading when you get into a location. Enemies in these locations are seen, and you need to get close to them to initiate combat. No random encounters while in these locations. There's loot, and they come in 2 forms: equips, and cards. Equips are pretty straightforward, but their effects arent limited to stat increases, they can also be triggered effects. Cards, play a huge role in combat. Examples of cards are "attack one target," "deal magic damage to all enemies,"ally gains +100% def for 2 turns," and a whole lot more variety that encourages a huge amount of customization. Want a healer? Equip your mage with healing spells and buff spells. Want an offensive support? Very possible. Lots of cards that come in as loot, lots of combinations to make. Im pretty sure i havent even seen half of these cards yet, but i can see this to be really deep. There are deeper mechanics in combat than just dragging cards into enemies or allies, but that is the main part of it. There is an unfolding story going on, but i have yet to get far to really find out how good it can be. If there's anything i think may be a flaw (and i dont think it is a flaw at all), is that combat maybe a little on the slow side. When you drag a card to an enemy, say a "damage an enemy" card, avatars show up on screen similar to Front Mission 1 or 2, and your character animates his attack, while the damage numbers pop up on the enemy's side. It's an awesome system, but it could use some speed up, especially on this mobile platform. Even with that (which again isnt even a flaw for me at all), the game's pretty deep, and is easily enjoyable to any fan of JRPGs. On mobile, it can be one of the best iOS originals, and it's a premium in the purest. Amenbrother Well-Known Member Jun 24, 2011 6,659 7 38 #13 Amenbrother, Apr 28, 2015 Wow thanks for the imps man! Exact-Psience Well-Known Member Jan 12, 2012 22,664 2 38 The Work-At-Home Guy Philippines #14 Exact-Psience, Apr 28, 2015 No problem man. It's really premium games like this that's the main reason i love mobile gaming. If everything was just twitch games or runners or match-3s or base builders, i wouldnt even have bought my first idevice. LOL I love giving out detailed impressions on these premium titles to hopefully get people into buying and supporting the games that deserve them. I can easily discourage a game too, even if it's premium, if the game has major stuff that need improvements (read: 2013 infected wars, or exiles, among others). Avatre Well-Known Member Apr 30, 2013 416 0 16 #15 Avatre, Apr 28, 2015 Thanks, Exact-Psience, I'll be jumping on this in just half an hour! Can't wait Talbs Well-Known Member May 1, 2011 2,616 377 83 #16 Talbs, Apr 29, 2015 Thanks EP for the imps. Hate to judge a book by its cover but I don't understand why the cards don't have card art? If this game is built around the mechanics of those, then I would've thought card art would be a good investment to bring in the CCG club. Also do these cards have names so that we can refer to them? Like I assume we build a "deck" from them, so will we be able to compare "decks"? Another thing, call me a cynic but at 50 cards (well "over"), I'm not sure how much depth there can be. Really the game looks to have great art in itself so I'm missing why there's no art on the cards! Luciano1084 Well-Known Member May 8, 2014 1,515 0 36 #17 Luciano1084, Apr 29, 2015 Nice breakdown EP.. Buying this as soon as it hits the U.S. Store Exact-Psience Well-Known Member Jan 12, 2012 22,664 2 38 The Work-At-Home Guy Philippines #18 Exact-Psience, Apr 29, 2015 Well, it's not really a collectible card game per se, but you bring up an interesting point. The cards really dont have art on them, except some border art (about 1/3 of the card's top part) that show the card type. Think of these cards as something similar to active materia in FF7. Each card is basically a "move" that you can pull off during combat. Materia only needed colors to show their types, but nothing about the materia at all unless you check out the name and description. In Trulon, the cards have the space to include the description and effect of the cards. The cards are definitely named. Here are a couple examples: Fast Shot - Deal Damage. Play another card. Until next turn: Attack -25% Wait For It - Move one space forward in the turn order Arcane Avoidance - All allies gain immunity to the next hostile spell I dont want to put in more examples coz these can be spoilery, but i think that should give a good idea what to expect 50+ cards is HUGE considering you only need a few "moves" during battles. In my previous example (FF7 materia), you dont really need to equip 1 character with Jump, Darkness, Assault Twister, Steal, Mug, Iron Fist, but it's good to have a few options to equip a few of them with. This is a JRPG in its core, just using "cards" to provide some sort of randomness to commands you can give your party in specific turns. L.Lawliet Well-Known Member Jun 28, 2011 6,405 420 83 #19 L.Lawliet, Apr 29, 2015 Ughhhh so many games I want. And then there's Crystal Defenders. What to do... Though to be honest, 6 hours~ for an RPG is a bit on the short side, similar to a simple Kemco RPG. I hope it actually plays longer than that. Exact-Psience Well-Known Member Jan 12, 2012 22,664 2 38 The Work-At-Home Guy Philippines #20 Exact-Psience, Apr 29, 2015 In all honesty, i love 5 to 10 hour titles so that i could finish them. At the rate the iOS titles come in, i bet most of us here only finish less than 10% of all the titles we have purchased. I dont think the majority of iOS gamers even finish half of their games that promise only 5 hours of gameplay. It's good to get more value out of our purchases, but i think it's better value if the purchase gave complete experience rather than just playing a few hours and abandoning it. (You must log in or sign up to post here.) Show Ignored Content Page 1 of 5 1 2 3 4 5 Next > Share This Page Tweet Your name or email address: Do you already have an account? No, create an account now. Yes, my password is: Forgot your password? Stay logged in
you don't know how happy I am ️️wow implosion, jelly reef, Rex rocket, tiny guardians so much to play
It's basically a JRPG, so world map + locations + combat. You can walk around and explore freely, talk to NPCs, etc.
And... I'm sold! Can't wait. And I'm so glad that my phone and iOS version is compatible! Please post impressions whenever you've played it.
Visuals, gorgeous 3d environs and beautiful 2d character and monster sprites. Movement in these sprites are really smooth, not like the usual 3 frame movement you see in other games which is pretty common. Sounds, great soundtrack. Different soundtrack while outside of battle, and an upbeat track when in combat. Havent gone too far in yet, but im hoping the outside-battle track changes by location. Gameplay, is where this game shines. Controls... Tap to move on that spot, which is the same in overworld and in-location exploration. Tap on shining objects to interact, and other objects like chests. In battle, you drag your cards towards targets. It's pretty straightforward, and it works perfectly. The meat of the gameplay is in the quests. There are fetch quests and slaying quests, but each on involves deep exploration, and will most likely pose some battles, and a boss fight in the end. When in the overworld view, you may run into random encounters, which are basically just a battle. Talking to NPCs activate quests, and therefore may also unlock new locations to explore. You need to get inside active locations to get there and you get to explore these huge areas. Well, they arent exactly that huge, but it's big enough, especially since there isnt any map loading when you get into a location. Enemies in these locations are seen, and you need to get close to them to initiate combat. No random encounters while in these locations. There's loot, and they come in 2 forms: equips, and cards. Equips are pretty straightforward, but their effects arent limited to stat increases, they can also be triggered effects. Cards, play a huge role in combat. Examples of cards are "attack one target," "deal magic damage to all enemies,"ally gains +100% def for 2 turns," and a whole lot more variety that encourages a huge amount of customization. Want a healer? Equip your mage with healing spells and buff spells. Want an offensive support? Very possible. Lots of cards that come in as loot, lots of combinations to make. Im pretty sure i havent even seen half of these cards yet, but i can see this to be really deep. There are deeper mechanics in combat than just dragging cards into enemies or allies, but that is the main part of it. There is an unfolding story going on, but i have yet to get far to really find out how good it can be. If there's anything i think may be a flaw (and i dont think it is a flaw at all), is that combat maybe a little on the slow side. When you drag a card to an enemy, say a "damage an enemy" card, avatars show up on screen similar to Front Mission 1 or 2, and your character animates his attack, while the damage numbers pop up on the enemy's side. It's an awesome system, but it could use some speed up, especially on this mobile platform. Even with that (which again isnt even a flaw for me at all), the game's pretty deep, and is easily enjoyable to any fan of JRPGs. On mobile, it can be one of the best iOS originals, and it's a premium in the purest.
No problem man. It's really premium games like this that's the main reason i love mobile gaming. If everything was just twitch games or runners or match-3s or base builders, i wouldnt even have bought my first idevice. LOL I love giving out detailed impressions on these premium titles to hopefully get people into buying and supporting the games that deserve them. I can easily discourage a game too, even if it's premium, if the game has major stuff that need improvements (read: 2013 infected wars, or exiles, among others).
Thanks EP for the imps. Hate to judge a book by its cover but I don't understand why the cards don't have card art? If this game is built around the mechanics of those, then I would've thought card art would be a good investment to bring in the CCG club. Also do these cards have names so that we can refer to them? Like I assume we build a "deck" from them, so will we be able to compare "decks"? Another thing, call me a cynic but at 50 cards (well "over"), I'm not sure how much depth there can be. Really the game looks to have great art in itself so I'm missing why there's no art on the cards!
Well, it's not really a collectible card game per se, but you bring up an interesting point. The cards really dont have art on them, except some border art (about 1/3 of the card's top part) that show the card type. Think of these cards as something similar to active materia in FF7. Each card is basically a "move" that you can pull off during combat. Materia only needed colors to show their types, but nothing about the materia at all unless you check out the name and description. In Trulon, the cards have the space to include the description and effect of the cards. The cards are definitely named. Here are a couple examples: Fast Shot - Deal Damage. Play another card. Until next turn: Attack -25% Wait For It - Move one space forward in the turn order Arcane Avoidance - All allies gain immunity to the next hostile spell I dont want to put in more examples coz these can be spoilery, but i think that should give a good idea what to expect 50+ cards is HUGE considering you only need a few "moves" during battles. In my previous example (FF7 materia), you dont really need to equip 1 character with Jump, Darkness, Assault Twister, Steal, Mug, Iron Fist, but it's good to have a few options to equip a few of them with. This is a JRPG in its core, just using "cards" to provide some sort of randomness to commands you can give your party in specific turns.
Ughhhh so many games I want. And then there's Crystal Defenders. What to do... Though to be honest, 6 hours~ for an RPG is a bit on the short side, similar to a simple Kemco RPG. I hope it actually plays longer than that.
In all honesty, i love 5 to 10 hour titles so that i could finish them. At the rate the iOS titles come in, i bet most of us here only finish less than 10% of all the titles we have purchased. I dont think the majority of iOS gamers even finish half of their games that promise only 5 hours of gameplay. It's good to get more value out of our purchases, but i think it's better value if the purchase gave complete experience rather than just playing a few hours and abandoning it.