Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Escape The Mad Empire - RTwP roguelite dungeon crawler with base management

LESS T_T

Arcane
Joined
Oct 5, 2012
Messages
13,582
Codex 2014
http://www.xperimentalzgames.com





ss_94b4d0b37141b7d02bf9bfdf58047c62b67fc0f3.600x338.jpg
ss_4736d47aee45691c746ac01666a5d2101c1f3543.600x338.jpg


From Canadian indie team named XperimentalZ.

Escape the Mad Empire
The game is based on a mixture of genres, like traditional roguelikes, tactical party-based RPG (or CRPG), management/base-building RPG and even a touch of action-RPG by its format, pace and art.

Combat.gif


Why choose real-time combat instead of turn-based combat?
Because it tries to offer the best of both worlds: fast combat and precision in controls. Generally speaking, real-time combat allows for faster gameplay and a greater sense of action but usually makes the party more difficult to control compared to turn-based combat. The game uses an instant-action system on pause (There's no pre-casting timer) that gives a similar level of control over spells and skills as in turn-based RPG. By using instant-actions and bonus actions at key moments on pause, your party can chain a series of precisely controlled measures that can turn the tide of the battle instantly.

Meteor2.gif


Story
The underground empire mined and used powerful magic crystals to create abominations and crazy experiments which all backfired dramatically. The empire has now fallen and lies in chaos and disarray. As you discover the various apocalypses caused by the Mad Empire, will you be able to rescue the surviving citizens trapped in the locked-down underground? Can you even save yourself?

Deep Tactical Experience
Party management, real-time combat with instant-action on pause, cover, flanking, terrain, surface effects (like fire, water, ice, oil, poison, acid, etc.), positioning, tons of usable items with contextual effects, lots of statuses affecting creatures, magic items with special mechanics (and more), all leading to emerging gameplay and a rich, non-repetitive, dramatic and intense experience.

Ice.gif

Push.gif


Crazy Magic Items
In its madness, the empire also used the crystals to create a whole class of absurd and cursed magic items. Those items are usually very powerful and bizarre. For instance, the effect of Brittle Daemon that transforms your base damage to fire, gives you +2 damage, 2 Ignite charges and 1 Fireball Charge, Immunity to Fire but weakness to cold, -10 to defense and sets you on fire (Yes you will set oil surfaces ablaze if you walk over them inadvertently). This helps give personality to your characters and adds to replayability and emerging gameplay.

BrittleDaemon.gif


Resource Management
Over the course of a mission, manage your spell charges, hunger, thirst, health, injuries, instability and consumables (potions, scrolls, food, drinks, etc.). Will you dare to equip that potentially cursed unidentified item or use that powerful unidentified potion right away? Perhaps you should wait until you have more scrolls of identification? Well, half your party is unconscious on the ground, you have to make a choice! Maybe you'll sacrifice that legendary chicken to distract monsters as you run? You'll starve to death but at least you'll live another day...

Food.gif


Meta-Game and Game Structure
The core of the game is a rogue-lite dungeon crawling experience with randomly generated maps, random items or monsters spawns and perma-death.

Those ‘runs’ are organized in mission structures that you complete for rewards and progress. As you progress through missions, the story will evolve and new apocalypses, quests, threats and environments will be revealed.

Between each run, you’ll have the chance to manage your team and build your base. Recruit characters, train and equip them, craft or buy items and upgrade your base infrastructures to increase your management efficiency.

Spark2.gif


Other Features
The game also features boss battles, hundreds of items and spells, a whole bunch of monsters based on different mechanics, numerous environments, quests, epic runs, etc., and will keep adding content during EA and after release.

Draga2.gif
 
Last edited by a moderator:

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,484
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/news/app/1823390/view/3141820505015093489

Welcome to Escape the Mad Empire!
Development Roadmap & Development Logs Preview

Welcome everyone!

The game has been in development for over 4 years now but we still have a long road ahead before Early Access, planned for early 2023.

During this period, we'll be mostly posting news about major milestones and development logs.

The game is relatively simple to jump-in but has a lot of depth and mechanics. So we'll start introducing those mechanics through a series of development logs. Just to give a few examples, we'll discuss about the combat system, tactical system, character classes, skills and spells, craziness of the magic items, bosses, various resources management systems, base-building elements, crafting, different game modes, etc. etc.

Release Roadmap


We are currently on our 10th major milestone. The main goal of this milestone is to bring the gameplay in a quasi-ready state for Early Access. Here's the major objectives:

  • Finish major Hub functionalities like basic crafting system, missions system, interfaces, character upgrades functionalities, library (skills unlock), graveyard, etc.
  • Magic items overhaul (rarities revamp, balancing and new items)
  • Instability system
  • Skills upgrade system (all skill/spell will become upgradable)
  • Combat system: revamp armor mechanic to include physical and magical shields
  • General balancing and calibration
  • Complete reward screen after missions
  • New treasure chest rarity tiers and review loot balancing
  • General tweaks, minor feature additions and bugs fix


The milestones schedule might be modified along the way but here's the currently major planned milestones:

  • Milestone 11: tutorial and early game Content
  • Milestone 12: story, Quests and immersive content
  • Milestone 13: alpha release preparations
  • Milestone 14: additional content (new apocalypse content, environements, stories, monsters, etc.)
  • Milestone 15: beta release preparations
  • Milestone 16: Early Access release


That's it for now! In the meantime Please feel free to visit the community forums to discuss and ask question about the game!
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,484
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
https://store.steampowered.com/news/app/1823390/view/5447664788866171566

Devlog #1: Game Structure Overview

Welcome to the first development log for Escape the Mad Empire! The game is a roguelike party-based tactical RPG upcoming on Steam. In this development log, we will give a general overview of the game structure. More specifically, we will cover the core game loop, the combat system, the story, the meta-game progression and the game modes.


Dungeon Crawl

The core of the game is wrapped around a traditional dungeon crawling experience. It features roguelike elements like perma-death, procedural generation, random monster and item spawns, etc.

One aspect we’re really focusing on is the diversity of effects associated with magic items. Apart from increasing replayability, having a great diversity of mechanics really helps to create emergent gameplay; mechanics interactions, player strategies and behaviors that were not specifically designed for. Emergent gameplay is a strong aspect of traditional roguelikes and roguelites like Spelunky, Binding of Isaac, etc.

The dungeons will also include all sorts of special rooms like boss battles, challenge rooms, village zones, shops, event rooms, traps, etc.



Combat System

We won't dive too much in details about the combat system because it will be the subject of our next development log. Just to cover the essential, it is worth mentioning that the key aspects of it are the party-based and real-time with instant-actions on pause elements, which distinguish the game quite a lot.

In terms of how the game plays, the best comparisons are games like old Baldur’s Gate, Pillars of Eternity, Pathfinder or Divinity. The mention of a turn-based game among real-time games is voluntary. The principle of instant-actions on pause (without casting delays) really gives another dimension to the game, which bridges the gap between real-time and turn-based RPGs. The references also imply that the game also features a spells & skills system that feels quite ‘CRPG’.

There’s also tons of tactical aspects to the game that increase the combat depth but again, another devlog will be written about this subject!


Epic Runs Mode

This game mode is closer to traditional roguelike games. Each game has its unique random seed that determines the dungeon structure, the monster and item spawns and so on (such that a player can replay exactly the same setup if he wishes to). The party is rolled randomly to encourage playing with various combinations. Dungeon runs can be played over a configurable number of floors. The loot is powerful and affects the player’s game in significant ways. The game has perma-death, which means that a dead character is lost (rare revive scrolls exceptions) and upon party death, a new game has to be created from scratch.

As the story evolves, new environments, monsters and items will be introduced in dungeon runs. In other words, playing the career mode will also make the Epic Runs mode evolve.


Meta-Game and Story

The meta-game is a way of adding a sense of progression between dungeon runs. Evolving story content and the addition of a career mode will serve that purpose.

The story is about an underground empire that discovered and mined incredibly powerful magic crystals they used to create abominations and mad experiments. Those doomsday devices ultimately backfired and created apocalypses across multiple dimensions.

As the game progresses, the player will reveal and discover those apocalypses. Apart from structuring the story content, those apocalypses will also serve as ‘content unlocks’ on which new visual thematics, monsters and items will be attached. In other words, the world will evolve with progression and dungeon runs will feel different.

Apocalypse themes also offer the perfect format for adding future content since those new episodes will be added seamlessly.

The game will also feature a quests system with main quests linked to story progression and secondary quests linked to rewards or mechanics unlocks.


Career Mode

The career mode adds a whole new gameplay layer to the game by introducing teams management and base-building elements. In this game mode, dungeon runs become ‘missions’ that can be completed for resources, game mechanic unlocks and story progression. This mode also allows the player to play in shorter sessions compared to the Epic Runs mode for which games can take several hours at a time.

Between missions, the player will go back to his base HUB where can manage his characters, shop for items, craft and upgrade his base. Those upgrades will in turn be used to develop new party teams more efficiently.

Missions will be structured by apocalypse themes and their related chapters. Each apocalypse will feature several chapters with their own mini-story and each chapter will be linked to a series of missions to be completed in a semi-random structure (with optional reset for replayability).

Progression in career mode will ‘remain’, meaning that losing in a mission or even losing a whole party won’t affect the general progression. The player will have to recruit new characters, develop and equip them in order to fully recover. The whole career mode structure has a lot of similarities with games like Darkest Dungeon I.

That’s it for the first development log! The next time we will probably cover the basics for the combat system.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
6,078
Looks like they increased max party size to at least five? If so, :incline:.
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,484
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://store.steampowered.com/news/app/1823390/view/3216140589084472459

Devlog #2: Combat System Overview

Bridging real-time with turn-based combat
The most important part of the game is probably its combat system. It combines the strengths of real-time and turn-based combat systems by offering precision of controls while maintaining a high combat pace. It also tries to empower the player, setting the perfect ground for emergent gameplay, which is injected through a multitude of magic items and game mechanics. We’ll try our best to explain the basic elements of this combat system but it can be summarized by:
  • Deploy your characters
  • Engage in real-time combat
  • Chose when to launch a series of instant-attacks on pause
  • Use magic arrows and bonus actions on pause
  • Turn the combat around!
Real-time party-based combat
At its core, the game uses a simple real-time party-based combat system. Completed by a skills-based system, it reminds of other tactical RPG games like Baldur’s Gate II, Pillars of Eternity, Dragon Age, etc. Each character can be deployed to a tile to protect or an enemy to target. Once in place, the character will attack automatically with its basic attacks. Targets and actions can be overridden by the player at will. The player also chooses the proper moment to use the skills/spells associated with each character.

Instant-attacks on pause
Real-time with pause combat systems (RTWP) are relatively commonly used in RPGs or strategy games. What is less common in this case is that the attacks happen instantly on pause, without having to unpause the game. This sounds like a minor point and technically it is, but it completely changes the combat dynamics and helps to close the gap between real-time and turn-based combat systems.

Precision & Chain Attacks
First of all, the instant-attack feature allows the player to know exactly which creature his spells, AOE or not, are going to hit. Secondly, because the attack can be completed without unpausing the game, it gives the player the possibility of chaining a series of attacks through different characters.

Empowering the player & tools for creative solutions
The general idea is to give as many tools as possible in the hands of the player to help him find creative solutions to difficult combat situations, instead of restraining him. Here’s a few examples of how the game tries to achieve that:

Party Inventory
The inventory is party-based instead of character-based and it is accessible at all times, even in combat.

Bonus Actions
Each character has a bonus action on cooldown, which he can instantly use at any moment. That bonus action can be used on some consumables like potions and scrolls.

Ammo Belt
Ammo, like consumables, don’t have to be micromanaged. Arrows are automatically added to the ammo belt on each character, giving a direct quick-equip access to ammo from the party inventory.

Skills system & Quick-attack skill
The skills system uses charges & cooldowns. All skills or spells have a cooldown before they can be used again. Some skills have a limited number of charges, which can be replenished with a long rest or potion, but some skills have an unlimited number of uses. One of the default skills is a quick-attack, which can be used to attack instantly on pause. That skill can be used for basic attacks but it can also be used in combination with magic arrows. For instance, equipping a fire arrow and using the quick-attack will allow the player to set an oil barrel on fire, affecting the battleground instantly.

Turning the tide of battle
Obviously, those features used in combination with the instant-attack on pause can be incredibly powerful. By making a series of actions on pause through different characters and their bonus actions, the player can turn the tide of the battle instantly. It feels like the player has the opportunity to initiate his ‘turn’ whenever he likes to.

That’s it for this development log! The next log will probably cover the basics of the tactical aspects.
 
Joined
May 31, 2018
Messages
2,553
Location
The Present
This game looks like a blast. It appears there is at least 1 developer in the world that isn't afraid of powerful magic. Definitely going to buy. Instant wishlist. Is it coming to GOG though?
 

Infinitron

I post news
Staff Member
Joined
Jan 28, 2011
Messages
97,484
Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth


https://store.steampowered.com/news/app/1823390/view/3329862821946529735

Devlog #3: Tactical System Overview

Escape the Mad Empire is a roguelike tactical RPG, so one of its core pillars is the tactical side. In this development log, we’d like to cover several of the tactical aspects that will be put forward in the game.

What we consider tactical aspects mostly relate to how to position the party or everything that influences how to decide which enemies to target first. Those mechanics work hand in hand with emergent gameplay, which is another core pillar in our game, which will be discussed in another article. Being as important as they are we’ve been putting a lot of work on tactical aspects and we’ll keep pushing those as far as we can throughout development! Here’s a breakdown of the core game mechanics related to tactical gameplay:

Surface Types

Great examples of tactical aspects are terrain and positioning and our most prominent use of terrain mechanics is through surface types. Right now, we have 6 types of surfaces:

  • Water
    - can extinguish a creature on fire, it can conduct electricity and will turn to ice if cold is applied to it.
  • Ice
    - has a chance to freeze a character walking on it and it will turn back to water after some time or if warmth is applied to it.
  • Oil
    - slows down creatures and will turn to fire if warmth is applied to it.
  • Fire
    - sets creatures on fire (fire damage over time - dot) and can be extinguished by water.
  • Acid
    - Applies acid to creatures (high damage over time).
  • Poison
    - Applies poison to creatures (poison makes creatures less able to fight and causes some damage over time).
  • Pit
    - Enemies pushed in a pit die. Characters get lost for a while before coming back

Over time, we plan to add more types of surfaces and ways to interact with them. For instance, perhaps we could add the possibility to ‘freeze’ an acid surface and combine dot with freeze status? Another example could be to add more flammable surfaces, like dry leaves or allow the fire to propagate through wooden objects. Another interesting example of terrain effects to add in the future would be height advantages.

Barrels
Barrels introduce another way to have terrain or positioning mechanics.

  • Explosive
    - Explodes with a large area of effect (AOE)
  • Oil
    - creates an oil surface.
  • Acid
    - creates an acid surface.
  • Poison
    - creates a poison surface.
  • Water
    - creates a water surface.


What’s cool about barrels and surfaces is that they open-up possibilities for chain reactions. For instance, a fire spell sets an oil surface on fire, the fire propagates to an explosive barrel, which damages the surrounding creatures and objects!
youtube_16x9_placeholder.gif



Cover
Cover is a great example of a positioning mechanic, which takes its inspiration from Xcom 2. A creature can be protected from ranged attacks by 2 types of cover, partial and full, both of them increasing the odds to dodge an attack. The cover offers protection only if it’s placed between the defender and the attacker, encouraging flanking. In order to facilitate the understanding of the defensive effects of cover and other mechanics, the hit % of an attack is displayed overhead the target as a tooltip information.

Flanking
At some point of the development, we were using the classic mechanic of attack of opportunity but we felt that it was encouraging having a static battlefield so we replaced the mechanics with a flanking one. The way flanking works is that every time a creature gets attacked by 2 other creatures at once, it gets a defense penalty and that penalty can only be applied once. The reasoning is that if a creature is distracted, it has a higher chance to be hit from behind. The result is a mechanic that encourages watching over the overall positioning.

Blocking
This mechanic also tries to place some emphasis on positioning and it could also be seen as a derived version of attack of opportunity. The way it works is that an enemy directly placed at the side of a character (diagonals not included) will never move away from him. This helps minimize micro-managing chases around the room and helps strategize more easily the use of tanks and weaker ranged characters. Indeed, because enemies try to target weaker characters, the player can use the ‘block/stick’ mechanic to use another character and intercept the enemy before it reaches the weaker character.

Tactical uses of Item
The importance of items and inventory in the game is extremely high. The general idea is to give as many tools to the player so he can find creative solutions to battle problems. This means giving the player a lot of items, making them powerful, diversified in effects and acting differently depending on context. Here’s a few examples:
  • Food
    - can be used in different ways. It can be used to regenerate a bit of HP out of battles, to replenish the satiety meter (hungry characters fight less effectively) or thrown at monsters to attract and distract them.
  • Drinks
    - Can also be used to regenerate HP out of battles, to replenish hydration (a thirsty character loses HP overtime) or to create water or oil surfaces when thrown, depending on the drink. Extinguish fire
  • Potions
    - come in different sizes and types and some of them will act differently whether they are drunk or thrown. For instance, drinking a large health potion is more effective but if you throw it, the vapors can heal multiple characters
  • Arrows
    - Come in various types, like basic, +1, +2, +3, flaming, ice, lightning, poisoning or charming. Magic arrows work well in combination with the quick attack skill, which allows the player to use a magic arrow instantly on pause. Need to set that oil barrel on fire and you have a flaming arrow? Go for it!

Of course there’s many more types of item and we’ll keep adding more over time because they’re so good at enhancing Emergent gameplay, resource management and tactical aspects!
youtube_16x9_placeholder.gif



Classes, Magic System and AOE spells
Obviously it’s hard to talk about the tactical aspects without giving a short introduction about the magic system. The magic system will be built around classes, without necessarily being limited by it. Without giving much details, because the classes will be discussed further in a different devlog but each class will have its strengths and weaknesses and the associated skills and spells will further differentiate those classes. Some classes will be better on defense, some will be better to inflict damage per second, some will have better spike damage, some will perform crowd control better, etc.

In relation to tactics and terrain, the area of effect (AOE) system of the spells is worth mentioning. Many types of spells will have unique AOE shapes associated with them. Some shapes will be squares, ovals, lines, crosses, cones and so on. The general idea is to introduce a mini-puzzle component that will encourage the player to think about the best AOE shape that could match the actual battlefield configuration. To add depth even further, some of the spells can affect friendly targets and some not.

The AOE shape mechanic works very well in relation with other terrain features, like surfaces or barrel. Perhaps your AOE ice spell can both hit enemies and a water surface to turn it into ice to help you trap that second group of monsters? Maybe that fire spell can hit both that monster weak to fire and that oil surface, which in turn can propagate to that explosive barrel near which a couple of zombies are hanging?
youtube_16x9_placeholder.gif



Crowd Control
Speaking of spells, an important mechanic worth mentioning because of its close relation to tactics is crowd control. Crowd control statuses can dramatically affect the battlefield in lots of different ways. Here’s some examples:

  • Fear
    - Running away from enemy
  • Frozen
    - Can’t make any action
  • Charmed
    - Attacks his allies
  • Poisoned
    - Weaker and suffers damage over time
  • Sleeping
    - Can’t take any action but will wake up if hurt
  • Confused
    - Will move erratically or even attack his allies
  • Blinded
    - Suffers attack and defense penalty
  • Paralyzed
    - Can’t make any action and easier to crit
  • Stunned
    - Can’t make any action for a short period of time
  • Petrified
    - Can’t make any action but can’t be hurt either

Other kinds of statuses can also affect the battlefield in tactical ways. For instance a burning creature walking on an oil surface will set the whole surface ablaze.
youtube_16x9_placeholder.gif



Conclusion
There’s other game mechanics that will have an impact on tactical aspects but we’ve probably covered the most important ones for now. Obviously there’s other systems from the game that interact with tactical decisions, like resources management, party composition, monster mechanics, magic items mechanics, character stats or combat formulas but those will be addressed in other devlogs. Of course we’ll keep adding even more tactical depth over time by introducing new items and mechanics!
 
Last edited:

Taka-Haradin puolipeikko

Filthy Kalinite
Patron
Joined
Apr 24, 2015
Messages
19,269
Codex 2016 - The Age of Grimoire Make the Codex Great Again! Grab the Codex by the pussy Bubbles In Memoria
https://store.steampowered.com/news/app/1823390/view/4048242136836971025
Play Escape the Mad Empire Demo now!
Exciting times are here!

We’re happy to announce that you can
play Escape the Mad Empire demo *now*!


Escape The Mad Empire

Escape The Mad Empire
Party-Based RPGStrategy RPGRoguelikeSurvivalDungeon Crawler
Coming soon
+ Wishlist
Coming Soon
Escape The Mad Empire


The demo includes an interactive tutorial and mini-campaign “The Curse of the Undead King”. You’ll explore three dungeons full of threats we designed to hurt your party respectfully. A lot. The campaign will conclude with a challenging boss fight against the Undead King and some lore for you to dive into.

We’d love it if you could share your opinions on the demo! Any ideas, suggestions, and critique you might have, we want to hear, so leave a comment on Steam or
Join our Discord community
! We especially welcome suggestions on the game balance and general improvements. We plan to involve our community in Escape the Mad Empire’s development in the future, so let’s stay in touch!

Join our Discord community and leave your feedback!

You might have also noticed our new cool keyart and some new logos in our trailer! That’s because we have a publisher now! We’ve joined forces with Paradox ARC. A publisher of deep, replayable games, just like ours! Together with our players, we know we’ll achieve great things with Escape the Mad Empire!

To wrap up, we wanted to thank you for your support! Whether you like the trailer, play the demo, share your feedback, or wishlist our game, all help is appreciated!

Enjoy the demo, and let’s see if you can Escape the Mad Empire!
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
6,078
I'm too busy or otherwise I would give it a download. Anybody try this?
 

lukaszek

the determinator
Patron
Joined
Jan 15, 2015
Messages
12,691
gave it a spin. Graphix that are anjoyable, packed with writing that I hate, along with this weird rtwp where each attack is done with delay BUT skills are instant.
Maybe it would work for me except you have 4 member party and managing all of that is just a chore
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
4,801
I will need to find time for the demo this weekend. I am OK with real-time with pause (since it allows you to stop the game whenever you want) and this looks like cool tactical RPG. In fact, it reminds me a lot more of Baldur's Gate than Baldur's Gate 3 in many ways.
 

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,468
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
Finished the demo, it is kinda OK but really short. Just the tutorial and 3 levels of a dungeon scenario, nothing about campaign in this version.
Liked the tactical combat, it is easy to fuck up but also nothing ground breaking once you get the hang of it. Only thing bothered me is the boss fights. I really hope they reduce the number of those kind of fights before release, they are mostly a chore right now.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
6,078
Played through the tutorial, seems interesting but I'm not a fan of explosive barrel combat and RTwP.

Probably would've been better turn-based.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom