Junior Adventurer's Guild: April - Two Worlds II

@Oyster Sauce might want to mention this in the OP, some people can gloss over this detail.
This is actually a misconception.rusty_shackleford wrote: ↑ April 1st, 2026, 18:45If anyone is curious, it's called two worlds because► Show Spoiler
I like the second pair with the roman numeral.J1M wrote: ↑ April 2nd, 2026, 21:21The double-cross idea is funny but I couldn't get it to look good. I did something similar for Bloodlines 2 as a joke:Tadeusz wrote: ↑ April 2nd, 2026, 18:22What about something like this? It's a logo of the pirate DLC and it features in the GOTY version of the game.J1M wrote: ↑ April 2nd, 2026, 14:07It's a fair criticism. For these painfully generic games it helps to have other people make some suggestions.
We can also just double the amount of T's in the first game logo - simple yet effective.
Iterating on your idea I tried to incorporate the roman numerals from the sequel's logo. The badges look better as a pair now.
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vs
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I guess another option would be to go hieroglyphic and literally draw two worlds on the badge.► Two Worlds 2 logo:
The archer gameplay is okay-ish, shooting savannah zoo animals can be both weird and fun especially with the cheesy sound effect.
- Don't like the new inventory interface. Small icons setting helps a bit but the transparency of the background often makes it hard to see the number that represents amount. Separate tabs are good though and ingredients now don't have weight.
- No more infinite stacking of items to make them stronger, now it's necessary to dismantle pieces of equipment to get materials to use them in upgrades. The amount of upgrades that's possible to do is now determined by the crafting skills. Item stacking was an interesting gimmick but this system works as well;
- Magic cards stacking is limited by the magic skills as well. Magic system looks interesting but I can't tell more as I haven't got as much magic cards. I was able to create a neat spell that creates a damage dealing zone so that was neat;
- Exploration seems more rewarding now. I was doing the main plot and then decided to come back to the starting island to explore it fully. I found some useful equipment there that was above my level and also a dungeon with some good loot that wasn't a part of any quest;
- Combat seems on par with the first game.
I also went archer and it is fine.Tinky Winky wrote: ↑ April 3rd, 2026, 13:35The archer gameplay is okay-ish, shooting savannah zoo animals can be both weird and fun especially with the cheesy sound effect.
It's worth itstormvermin wrote: ↑ April 3rd, 2026, 23:56I have never seen a game on Steam offer a "strategy guide" for purchase, let alone one with the stones to ask ten bucks for for it, let alone the absolutely gargantuan gonads to do it again for its dlc.
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As long as it still makes sense in game (I assume it does since you're praising it). It's super weird when a character suddenly breaks the fourth wall to explain button inputs and the like. "Now...I know it's been a while since you've been in actual combat, Snake. Go ahead and move the cursor to the "Genome Soldier" card in your hand..."Valter wrote: ↑ April 3rd, 2026, 23:17Explaining game mechanics through books or mentor NPCs, while functionally identical to a regular pop-up tutorial, is a touch of creativity by the devs that I appreciate.
Reason: removed accidental linebreak
I tab out a lot and sometimes it crashes doing that, but limiting CPU affinity to 4 threads helped, at least so far.J1M wrote: ↑ April 4th, 2026, 18:05Just had the game crash twice on me trying to enter the evil castle in the last chapter. Will try again later.
Was pleasantly surprised to find that this was better than the average 3D-open-world-shovelware that usually wins the JAG vote. Hence being less annoyed this month that the same people keep voting for the same game and then not playing it. It's still 3D-open-world-shovelware, but at least it was better than a Spiders game or Gothic.
Two Worlds 2 features a teleport system that makes it relatively painless to revisit areas that have already been explored. This is the single most important feature in the game. Combat classes or crafting or side quests could be removed from the game and it would be basically the same, but if the teleport system was removed the game would be compromised due to how frustrating manually backtracking would be. Related to this, the quest log and maps in the game are actually well done. Quests will be marked on the map and the player can also set his own markers. Interior maps are detailed.
Another plus is that the game has boss fights to bookend the chapters. It is so incredibly lazy when games avoid doing this.
The most memorable moment I had in the game was a long trek through the swamps in Chapter 2. The creatures there are horrific looking and I ran out of health potions far away from a teleporter location. The monsters were also quite dangerous, possibly because I should have been higher than level 20 to be there. It was a bit of a slog but also a challenge. Was expecting to have to return to those side areas full of nightmare creatures later but that didn't happen.
Crafting system was pretty good. Though it did appear that some of the potion effects, like fire resistance, simply did not work.
Unfortunately, like so many of these shovelware RPGs, the combat is bad. There's really only 2 types of enemies: melee or ranged. The responsiveness is poor, movement is clunky, HP bloat, you know the drill. Also special mention to the very long looting animations. The crafting system wants me to loot lots of garbage, but the animations heavily discourage this.
I tried to do some exploration a few times, but usually as soon as I found an interesting location I encountered locked doors that couldn't be picked and felt like I had wasted my time.
Tips: 5 points in lockpicking was enough for me to pick everything I encountered. Due to number bloat, I found I needed about 100 points in my attack attribute and 50 points in endurance.
I'm going to nominate Cleveland Mark Blakemore's game for next month. Never played it, and will probably vote against it due to its length, but I think it deserves a nomination.
J1M wrote: ↑ April 4th, 2026, 22:33I'm going to nominate Cleveland Mark Blakemore's game for next month. Never played it, and will probably vote against it due to its length, but I think it deserves a nomination.
J1M wrote: ↑ April 4th, 2026, 22:33I'm going to nominate Cleveland Mark Blakemore's game for next month. Never played it, and will probably vote against it due to its length, but I think it deserves a nomination.
This site is not RPGCodex, you don't have to shill for "prestigious" games that you've never played just because oldtroons and jannies said so.
I don't think any of the "jannies" here even like it.Tinky Winky wrote: ↑ April 5th, 2026, 08:46This site is not RPGCodex, you don't have to shill for "prestigious" games that you've never played just because oldtroons and jannies said so.
Tinky Winky wrote: ↑ April 5th, 2026, 08:46This site is not RPGCodex, you don't have to shill for "prestigious" games that you've never played just because oldtroons and jannies said so.J1M wrote: ↑ April 4th, 2026, 22:33I'm going to nominate Cleveland Mark Blakemore's game for next month. Never played it, and will probably vote against it due to its length, but I think it deserves a nomination.
I find Cleve's stories to be utterly hilarious (LA riots, sir tech, museum of play conspiracy) and extremely well written. I've always been curious about how good his game turned out but I recognize it is too obtuse for me to put serious effort into it without receiving a 22 pixel reward.
J1M wrote: ↑ April 4th, 2026, 22:33I'm going to nominate Cleveland Mark Blakemore's game for next month. Never played it, and will probably vote against it due to its length, but I think it deserves a nomination.
You got no idea what you've unleashed.
Trust no *****.


I have to say, two-handed's a lot of fun, but I question the decision to give us an AoE stun right from the start
Funnily enough, I think stealth would be best paired with summons like yours to serve as distractions.Tadeusz wrote: ↑ April 8th, 2026, 16:24Looks like we have a warrior, a ranger and a mage. Someone must try stealth playthrough as well![]()
Too bad most RPGs force you into epic 1v1 boss fights situations where there's not much stealth to be done. Unless you have teammates or smoke bombs to distract, the solo assassin gets ******
Traps may also be a backup option. Perhaps enemies can even be lured into them where there are some narrow corridors.Valter wrote: ↑ April 8th, 2026, 17:02Unless you have teammates or smoke bombs to distract, the solo assassin gets ******






