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Inferno: Beyond the 7th Circle - successor to The 7th Circle

Reapa

Doom Preacher
Joined
Jul 10, 2009
Messages
2,340
Location
Germany
why the fuck did you make this shit with 4 dificulty options and then linear progress?
seriously, what were you thinking?
what is the reasoning behind such retarded design decisions?
why can't players just try stuff, get hurt, flee, come back later instead of being railroaded through mandatory grind that makes them overpowered half way through the game?
 

Chaotic Lulz3r

Liturgist
Joined
Aug 4, 2009
Messages
209
Location
Lulzania
Does the chance to successfully flee depend on one of the stats, or some skill?

I find the game fairly well balanced on Normal at least, but I do occassionally overestimate my chances and initiate a fight while missing too much hp/mana, to the point that I can't hope to win. In my experience, flee hardly ever succeeds - I tried many times on purpose, it was successful only once in something like thirty tries, and if not for that one success I would suspect that the feature is actually broken. Quick save/load do not work in combat for obvious reasons, so that leaves the options to either engage in a battle that has no hope of victory and get beaten on for a minute or two until death, or quiting to main menu. The latter is the obvious choice, but I find it rather immersion breaking.

tl;dr, flee needs lower success roll thresholds.
 

68kStudios

68k Studios
Developer
Joined
Sep 24, 2018
Messages
78
Location
Italy
Flee depends on your speed and on the distance between you and the enemy: if possible, try to move away from the enemy (or push him back with a throwing hammer) before try to flee.
 

Nikanuur

Arbiter
Patron
Joined
Mar 1, 2021
Messages
1,759
Location
Ngranek
I've delved some more into The 7th Circle, and it turned out to be a dungeon crawling, TB, rogue-lite. I especially liked the casting system - you have to type the spell's name on the keyboard.
The fights are rather simple, but even so they allow for potions, back'n'forth tactics, long-reach weapons, various buffs or debuffs, or even summoning familiars, and then some.
So far, the dungeon-crawling showed only a handful of the usual tropes, such as hidden buttons, learning parts of the story, some weird encounters with "desk-board game puzzles". From the looks of it, I suppose, this will get better, I'm only on the first floor.
Once you die, you spend the Blood Drops acquired from combat (another EXP-esque mechanics along with gathering normal EXPs) to improve the starting stats of your next character.
I've tried the mage and a warrior, both were viable builds.
Last but not least, even though the walls are hardly even changing, the visuals in overall promote a dreadful feeling. I like that.
 

Modron

Arcane
Joined
May 5, 2012
Messages
11,113
I've delved some more into The 7th Circle, and it turned out to be a dungeon crawling, TB, rogue-lite. I especially liked the casting system - you have to type the spell's name on the keyboard.
The fights are rather simple, but even so they allow for potions, back'n'forth tactics, long-reach weapons, various buffs or debuffs, or even summoning familiars, and then some.
So far, the dungeon-crawling showed only a handful of the usual tropes, such as hidden buttons, learning parts of the story, some weird encounters with "desk-board game puzzles". From the looks of it, I suppose, this will get better, I'm only on the first floor.
Once you die, you spend the Blood Drops acquired from combat (another EXP-esque mechanics along with gathering normal EXPs) to improve the starting stats of your next character.
I've tried the mage and a warrior, both were viable builds.
Last but not least, even though the walls are hardly even changing, the visuals in overall promote a dreadful feeling. I like that.
It's also incredibly cheap right now if any of you want to check it out:
 

Nikanuur

Arbiter
Patron
Joined
Mar 1, 2021
Messages
1,759
Location
Ngranek
Hmm, I’ve spent 8 hours playing now, and I must say, everything feels pretty repetitive. Nothing new has really unfolded so far.

It’s something like a Dungeonhack: enemies (I’ve only encountered 5 different types so far), traps (which always serve merely as a surprise attacks), levers to find, chests, the occasional 'desktop racing game,' and loot (which is very basic – I have found only slightly better versions of the starting gear and zero rare or magical items). Some tidbit here and there I've failed to mention, too.
Rinse and repeat.

That said, the atmosphere is truly fairly unique, and different builds probably offer a bit different approaches to the game.
It might be worth checking out if you have time to kill, but after 8 hours, I myself am finding it too repetitive to keep playing.
 

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