Grimrock Reviews

Talk about anything Legend of Grimrock 1 related here.
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zokathra
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Location: Blighty!

Re: Grimrock Reviews

Post by zokathra »

lowzei wrote:
...micro management can be cumbersome, more spells would be welcome and creative ways to use them in the environment and with puzzles, i miss the need to find and drink water a lot, much more items...
You complain about micro-management and then want to add water drinking and more items, just more to micro-manage, surely? :)
lowzei
Posts: 99
Joined: Tue Mar 27, 2012 12:00 pm

Re: Grimrock Reviews

Post by lowzei »

I critisise the way micromanagement is implemented. This has been done better before.

Water is a gameplay element i lack when i have to take care of food as well, otherwise it feels artificial and i always liked finding a fountain in a dungeon with some clear and refreshing water. As for the items, i don't see how this would make things harder if the management is done right and it certainly is more fun.
seebs
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Joined: Sat Apr 14, 2012 8:58 pm

Re: Grimrock Reviews

Post by seebs »

In DM, you could go forever without food if you had water, but you had limited fatigue as a result. But this was super handy for hanging out in a locked room on the rat level throwing things at the wall and fireballing the room repeatedly to get levels.
TheWitchfinder
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Joined: Fri Apr 13, 2012 6:58 pm

Re: Grimrock Reviews

Post by TheWitchfinder »

robc
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Joined: Fri Mar 30, 2012 6:57 pm

Re: Grimrock Reviews

Post by robc »

I published my review today: http://www.oneguytoomanygames.com/2012/ ... eview.html
Score: B-
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Voltrez
Posts: 4
Joined: Sat Apr 14, 2012 6:45 am

Re: Grimrock Reviews

Post by Voltrez »

Hi,

Let me you now that technology shouldn't forget dungeon game: the option (old school or with a map) is not enough: it should be proposed also to play tagging or drawing the labyrinth wall as reference point as if really inside the dungeon!

I hope you great work in the future for the making of such a good game.

Your friend (that will probably not come to the forum since the game work and that really has no time).

Voltrez Posts: 3Joined: Sat Apr 14, 2012 6:45 am
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Radioman970
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Location: it's getting dark here

Re: Grimrock Reviews

Post by Radioman970 »

^ I'd love to come across a working piece of chalk on the ground. ;) great idea!

I'd also like the arrow pointer to be replaced by a hand that can search for false walls, etc.
I'd take one of the four wooden clubs I was carrying and just bash open doors with it.
- if life were like Dungeon Master

I'd click FIREBALL much more on New Year's Eve
- if life were like Eye of the Beholder
jarzium
Posts: 1
Joined: Tue Apr 17, 2012 10:56 am

Re: Grimrock Reviews

Post by jarzium »

http://magicflunkies.wordpress.com/2012 ... -grimrock/

a short review of the Legend of Grimrock. can't find anything essentially wrong about the game, it definitely appeals to a certain type of players.
Somahan
Posts: 5
Joined: Sat Apr 07, 2012 8:09 am

Re: Grimrock Reviews

Post by Somahan »

Voltrez wrote:Hi,

Let me you now that technology shouldn't forget dungeon game: the option (old school or with a map) is not enough: it should be proposed also to play tagging or drawing the labyrinth wall as reference point as if really inside the dungeon!

I hope you great work in the future for the making of such a good game.

Your friend (that will probably not come to the forum since the game work and that really has no time).

Voltrez Posts: 3Joined: Sat Apr 14, 2012 6:45 am
Now that's a really good idea!
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Radioman970
Posts: 95
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Location: it's getting dark here

Re: Grimrock Reviews

Post by Radioman970 »

^
or a breadcrumbs function. I'd like that even better.
I'd take one of the four wooden clubs I was carrying and just bash open doors with it.
- if life were like Dungeon Master

I'd click FIREBALL much more on New Year's Eve
- if life were like Eye of the Beholder
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