I've effectively completed Gedonia as of last night. While there is a fair amount of post final boss content, plus anything you hadn't already done, I've completed a majority of the content and have a maxed-out character. Here goes the good, the bad, and the ugly.
The Good
- Character design: It uses a pseudo-classless system where your stats determine what skills you have access to. The core 4 states of STR, DEX, INT, CHA are well represented to make a cohesive character. Stats can be dumped without totally gimping yourself and each has unique advantages if you max it out. Specialists still get the best of their niche, but the breadth of skills make a generalist very functional and fun to play.
- Skill design:The skills are roughly composed of equal amounts of martial, magic, and crafting skill trees. You will be able to create any kind of archetype you wish. The skills are generally satisfying on their own, but also have a great deal of interplay between each-other. For example, you can create different kinds of summons based on what element you are channeling.
- Utility skills are well represented and come in very handy.
- Crafting: This is the third game I've ever enjoyed crafting it. It might even be better than Arcanum's crafting. Some trees (Alchemy, Cooking) have a similar pyramid structure where later grand recipes use lesser recipes as reagents. Everything craftable is very useful, and there are pretty large gaps between what you can find and what you can craft. Only the most unique clothing and weapons (typically end-game uniques) surpass what can be crafted. Furthermore, crafting has major benefits:
- It yields XP and is cash positive. This was exacerbated by my 4 INT, 3 CHA character getting massive bonuses to XP gain and barter. I could kill a creature for say...25XP and sell the raw meat for 1gp. With 1 skill point in cooking, I can kill it for 25xp, cook the meat for 25xp, then sell the meat for 14gp. This tempo is significant and rapidly advanced my character. A crafting character has far more power, utility, and advancement than one which does not.
- Many crafting skills have dual uses. Not only can you create a new item or consumable, but you can enhance existing items. Most notably, cloth making can also embroider clothes with bonuses, enchanting and weapons craft can harden and add modifiers to weapons, etc.
- Exploration: The low poly world may look like a unity asset dump, but it's arranged in a way that really is a pleasure to explore. I found myself compelled to check out every mountain, valley, and cave. Characters can run, jump, swim, and even teleport and fly. While there is plenty to be found far and high, I've never actually found anything underwater, which is a shame. The old school sensibilities are strong here and there are no "artificial" road blocks. Levels and areas are design to reward those with mobility skills, and pushing the horizon to find something hidden is frequently rewarded. Plebeians who don't use magic to fly and teleport will enjoy a wide assortment of mounts that can be purchased or tamed. They're satisfying to use and will really help you get around the huge world. The biomes are distinct in character and what resources can be found. The only one I found lacking was the Enchanted Forest, which while decent looking, lacked content. There are a decent amount of puzzles, and zero hand-holding. They're intuitive and require experimentation, while not being opaque.
- Combat: While not the greatest in history, melee or magic are very satisfying. It firmly an RPG, but there is enough skill and twitch involved to keep you awake and engaged. You'll feel powerful while still being challenged, particularly once you start fighting demons. One thing I don't like, is how enemy range attacks are telegraphed with red arrows and circles. This trivializes what would otherwise dramatically increase difficulty and reward the observant player.
- Music: It's surprisingly good. Each biome has it's own distinctive music that is very fitting for the area. The only problem is that the music is limited to 1 track per area, so it will loop relentlessly. Even still, it's good enough to where that wasn't a huge problem for me.
The Bad
- Visuals: Low poly Unity assets with that Zelda wind-waker cell shading. That monsters have good animations and the overall art style is consistent and cohesive, but still bland and generic. It's definitely acceptable for a one-man indie project, but that doesn't make it good.
- AI: Like most games, AI is basically absent. The detection radius of enemies is also generally too low and will allow you to pick apart key encounters that were obviously intended to be fought as a group.
- Loading Jank: While the game is overall incredible stable and bug free, the initial loading time is quite long even on my latest SSD. If you travel too quickly, you can arrive in areas before the asset loads, which will then take considerable time to catch up with you. My wizard had such powerful flight that the world became a neighborhood I could careen around like a jet fighter. I could rocket from the desert to the main city market but have to wait a solid minute for all of the placeables, buildings, and NPCs to populate. For a non-magical character, this will be a non-issue.
- Item Dependence: While it works mechanically for the game, it makes certain builds difficult to execute due to the combinations of bonuses that appear. For example, you're never going to optimize something that uses Blood magic and Light magic, or (oddly) Elemental & Nature magic. It was a frustration for me.
The Ugly
- Quests: While there are many quests, they are nothing to write home about. They suffer from an MMO like quality of fetch, collect, and kill. There is an effort to incorporate skill checks into how many are completed, but they don't significantly enhance the experience. Most only check CHA and serve to give you a boost in gold, or reduce the amount of travelling. The quest journal is also barebones, and there is no way to switch between which one is actively pinged on your map. Some quests can be a challenge to complete simply because you're given almost no information. If you accidently start a new quest, that map ping will get replaced by the new one and you'll have to complete the others before getting it back. The only exception to this poor quests are the Faction quest lines. I found them to be very organic tests of the skill branches they are associated with.
- NPCs: Trash-tier. While the capital has good atmosphere, most interactable NPCs are utter garbage. This applies to joinable NPCs as well. They are functionally useless in combat outside of the earliest game and become literal baggage. I kept 2 ranged companions to use their inventory as storage. I renamed them Backpack 1 and Backpack 2.
- Plot/Narrative: Miserably bad. Cut scenes are a goose-bump inspiring degree of cringe. Frequent attempts are humor are painful. Dialogue with nearly every NPC is no different. Luckily, you can skip all of it and just explore.
- UI/Toolbar: The UI is deliberately gimped to accommodate console controls. I wound up with 120 skill points--which was enough to max out over 3 trees that all have heavy investment. Unforunately, you can only assign keystrokes to about 1 trees worth of skills. Absolutely infuriating.
Overall
A very competent effort made all the more impressive by being a one-man indie developer. It's an obvious labor of passion, and I enjoyed it. The systems are elegant, well devised, and satisfying. It could use some expansion, but is still streets ahead of most RPGs out there. The soul is good. It has old school sensibilities with modern QoL improvements. It plays a bit like a single-player MMO, but I find most open world RPGs do. As long as you're not a story fag, this game has a great deal to offer. I ran it effortlessly on Linux using Steam Proton client. It's constantly being updated and has a promising future. I'd love to see what could come of this if the developer had a budget. There is a tremendous amount of incline in this humble game. Overall, firmly recommend.