Ok, so finished my first playthough on Tough Bastard (because I usually suck at combat). Overall I liked it a lot, as a simple dungeon crawler with a well-rounded combat system - and that's coming from someone who doesn't like dungeon crawlers in general. However, there are a few things missing from that game which I think would have made it into a truly great dungeon crawler instead of it simply being "good":
- Make companions more unique : after having read the game was party-based, I had hoped that companions would be more than stats and a 15-line background. Alas, they were not.
It would have been great if companions had unique special traits that added to the whole party, like in Dead State. For example, having Ismail in the party would result in a 10% bonus to bomb damage, or things like that.
Simple party banter between companions would go a long way to making the game and your party feel more alive : it would also be great if some companions were not willing to work with others, or on the contrary if using some NPCs in pair would result in special bonuses.
Companions having special dialogues with some NPCs would be great too. For example, I was disappointed that Yngvar had no special dialogue with Democritus. Likewise, unless I missed something, I recruited the Guardian but he had no special dialogue with the Emperor.
Companions should also react to the gameworld : for example, if you recruit Yngvar, he could give you some tips on Democritus' weaknesses. It could also be simple flavor text such as companions warning you about certain dangers when you enter a specific area or things like Quintus making a comment about facing Aurelian legionaries again if you manage to bring him all the way to the surface.
All in all, things like this wouldn't require a huge amount of work but would add much-appreciated flavor to the game. It would also add hugely to the game's replayability, as players would not only want to run through the game again to try out a new build but also to try out a new party with unique companions and interactions.
- Lack of a real "prison feel" : now, I understand that the whole idea behind the Second Chance is that it is a prison mine. However, it would have been great if the underground levels had been more of a mix between an underground prison and a mine, rather than simply looking like a mine. For now, you only really start to feel the whole prison thing when you get to the old cell block, which is a bit late in the game IMO. The last level was great though and did manage to capture very well that relief to finally see the sky. Playing with the vertical element was very cool too, and made me appreciate DOF for once.
- Lack of unique items and issue with crafting : the lack of unique items is a problem that plagued AoD as well but it's even more acute in DR: the whole weapon and item progression thing feels very linear and there is a sore lack of unique items to spice things up. If I'm not mistaken, apart from Scaurus' spear and shield (and maybe the enforcer's sword), there are no unique weapons or amors in the game. Unique items are usually what makes looting bodies exciting, like in BG2. But in DR, new weapons are simply the same old weapons forged with a better ore and/or crafting, and that's not very exciting.
The problem gets even more acute when you bring along a high-craftmanship PC (or get Hieron to 8 or more in crafting) as you will consistently have crafted better weapons than the ones you find on your opponents' bodies, which litteraly kills the "finding new and more powerful items" part of the game (the only thing you're looking for at that point is new schematics).
- Fugly 3D engine is fugly : in spite of Oscar's best efforts with it, Torque remains an ugly 3D engine, as I'm sure you're aware. I hear you're moving to Unreal 4 engine for your next game, which can only be an improvement. However, just think about how great DR or AoD could have been if, in addition to their great combat system and, for AoD, world interactivty and C&C, they also took place in crisp-looking beautiful isometric environments. Think AOD's distinctive post-apocalyptic Roman feel with IE graphics : it would be glorious. Pair up with Chris Bischoff or something! Truly great games shine in all departments - game design, art direction, gameplay, lore, graphics, etc - and AOD/DR only really lack great isometric graphics. Now that you guys are starting to get established and with AoD and DR pretty successful in terms of sales if I understand well, why not be ambitious and focus on improving that part of the game? /graphixwhore