I may be part of the small minority here (glad
Darth Roxor agrees at least
), but so far I'm not having much fun. It's a combination of many small irritations that are adding up to me quitting each session after about 10 minutes.
GRAPHICS:
Great. The end.
COMBAT/UI:
Good
- Fast, snappy.
- Gives enough info during action selection to make decisions quickly (once you're familiar with skill effects, anyway).
- Repeat is much appreciated.
- Lots of variety, and I can tell there's a lot to learn even from the first floor. If you pay attention to combat messages, it becomes obvious why the manual suggests you have all damage types covered.
Bad
- using > as a line break instead of a message separator is a huge missed opportunity. I'm encouraged to keep the Enter key pressed for speed. It would therefore behoove the game to make it easy for me to distinguish enemy and ally actions, and easily discern who's doing how much damage to whom. Nothing is more enraging than holding down Enter to get to the end of a long fight round, only to find that one of my characters was murdered from 50+ HP without me knowing it.
- I stopped paying attention to start of battle messages. Ambush? Surprise? Doesn't seem to mean much. Maybe one side or the other just gets to go faster that round? Either way doesn't matter much. Why? Well...
- I don't recall ever doing enough damage in the first round of any fight to kill a monster. Conversely I've had multiple instances of first-round death on my chars. That kind of lopsided result is very upsetting (especially given new chars don't really appear to approach parity with veterans, see below).
CHAR CREATION/DEVELOPMENT:
Good
- Fast, easy.
- Classes can still appear after being killed in battle (this was a huge relief to me).
- It takes a long time before a char's stat increases slow down after a successful fight. Helps mitigate my hatred for this kind of development system.
- Class variety.
- Skill variety.
Bad
- The manual states new chars are "approximately close to current power level". I'm not seeing it. Maybe it's because I haven't really developed any of my chars so far, so new ones aren't starting out with much. But when my old Bishop had 30 or so stat increases and four skills under his belt (three of which were at I and one of which was at II), and my new Bishop appears to have 3 increases and no new skills, it doesn't seem close, approximate or no.
- Personal peeve: I hate random stat increases and skill development after battle ala FF II/Seiken etc. It can (and did, multiple times in my sessions so far) result in very lopsided char dev. For instance, my first Bishop learned heal, then needed another 10 minutes of teeth-grinding fights to get the SP necessary to cast it. Then of course he died two fights later
. Next Bishop started with enough SP to cast it several times... then never learned it before being massacred in a 12-monster ambush.
EXPLORATION:
Good
- Known constraints on mapping (20x20 grid, with the assumption each space will be used, even if spaces don't turn out to be). Hits just the right sweet spot for me.
- Treasure chests are a fun gamble that take a little observation to understand (learning what item affects what stat etc). Question: do treasure chest stat gains count toward the cap on stat gains from fights/levels?
- Variable light levels. Used well to enhance the feeling of cautiously creeping forward, nice little rush when you find a darkened door and enter a new room etc.
Bad
- Nothing, at least not yet. If I'd made it to the point of dealing with teleporters I'm sure I'd be launching nukes in the thread (I hate teleporter-focused levels).
RANDOM SHIT:
- I love the RTFM vibe. Having a manual that actually helps you play and understand the game is great.
- The resting mechanic is pretty cool. I've been following the manual's advice (I try to squeeze myself into a 3-wall corner before resting etc), it adds a nice layer of tension to delving.
- For treasure chests you might consider taking a note from Incursion of the Night. Have some treasures that are in fixed positions, which give noticeable bonuses to stats or w/e to the party. Random treasure with random effects are fine. I just don't think it's appropriate to find a chest in some hidden corner of the dungeon, have it sound an alarm and then drain a stat. Talk about a kick in the nuts
.
- Some indication of what skills do would be greatly appreciated. Again, Incursion of the Night made 3 words go 500 miles with their snappy, punchy skill descriptions.
- If there's no itemization I suggest making stats have huge effects. +1 DEX should feel like a big deal imo. Currently it doesn't, although I do notice a difference after, say, +5 DEX.