The Good
- There are several switches/buttons that can all function the same, but they appear different. Sometimes multiple switches are used in the same puzzle. The different appearance helps to differentiate function within the puzzle.
- I like that the game doesn’t have a vendor or any bennefit to hoarding items. If an item is unnecessary you can drop it.
- Magic isn’t just told to you. you have to find a scroll that tells you the correct rune pattern or you can guess it without the scroll if you have a high enough skill. I like this for a few reasons. It gives more loot to casters who seem to benefit the least from gear in these types of games and it gives you a chance to experiment and solve things with your knowledge of the rune elements.
- The game finds interesting ways of ambushing you. It goes from ‘ooh shiny loot’ to ‘OH $#!’ quickly. But when it happens walls are raising or you hear noises down the hall and it gives you a few seconds to see what is going to happen and formulate a plan first. Which is also important so that it doesn’t feel gimmicky.
- The way the story is told fits the gameplay and the setting.
- Up to a certain point, everything on a level can be acquired before you move to the next level. Then they torture you by changing that. It would have been better if they had given a visual clue such as visible stairs coming from a lower level to show the pattern break. Subsequent puzzles could do this without hinting, as the pattern break would have been established.
- They could have done a better job balancing how much you would level in a normal play through. There are many cool abilities that most people wont see especially since the replay value isn’t very high.
- The fact that strength modifies ranged damage and that ranged attacks cant miss should have been communicated up front. Many people built range characters with high dexterity to boost their damage, only to find out it had no affect.