Hmm I actually enjoyed this more than I thought I would. The trailer made this game seem like Unity shovelware and it's only the comments from other posters in this thread that made me decide to give it a go.
So far I managed to clear the first dungeon and two others, and at Level 7, I think I've gotten a pretty good feel for the game's mechanics. I'll just put down my thoughts in bullet points:
- Exploration is fun. I find myself wondering what I'll pick up at every turn. There's a lot to loot. In fact the game really brings out my inner hoarder. I've got so much food stashed in the temple, it's not even funny. And I find myself constantly going back to pick up every plate and mug to maximise my reverence. I can imagine this getting tedious later on when reverance requirements go into the 1000s.
- Combat is... eh, serviceable I guess. It's very clunky and I found myself not bothering with the shield and spell runes (eg Heal) at all. With movement speed runes, it's pretty easy to juke enemies. Hit, sidestep, repeat. I mean, that routine is kinda fun in its own way, but I can't see myself doing this for the next 20 hours. I think there needs to be more variety here, make other combat options more viable AND a necessity. Only time I switched out of melee and go ranged was when there were other ranged enemies.
- Someone said this is Monomyth in the Everquest engine and I'm inclined to agree, in the sense that it's both a positive and negative: positive because I can see a lot of potential to interact with the environment (more than just cooking and placing the occasional item on a floor panel), negative because right now it's very barebones. Give us more Arx Fatalis and Ultima Underworld elements!
- There's only one stat that matters: Stamina. There are so many healing items available that there's just no reason to increase HP. I didn't feel compelled to play with spell runes, so I can't comment on Prayer.
- I can imagine the overworld layer being super cool with lots to explore, but right now it doesn't have much to offer other than dungeons with varying degrees of difficulty. It would be nice to have random encounters (other than bandits), maybe even text-based ones that offer side-quests.
TLDR: I like the basic ideas behind this game. However, I think
much, much more refinement is needed to increase the game's long-term appeal and improve its basic mechanics.
Also, this prosperian abomination is going to give me nightmares for the next few days.