WaterKnight wrote:Apropos fiddling in inventory. Why is there no belt of 2-3 item slots next to each character's combat ui? This would allow the fast use of some necessary flasks or bombs. And please have a weapon swap like in Diablo 2 - Lord of Destruction where a character can have two sets of weapons/shields, they only use one at a time but you can quickly change it with a hotkey/button. That's particularly desirable for your archer rogues because they are melee-ranged-hybrids that often need to switch.
I don't quite see the need for a quickswap of weapons, even for rogues. In Diablo 2 I could well see the benefit and need, but in a dungeon crawler like LoG I can't. If rogues are a melee/range hybrid it's because you
make the rogue into one. So adding a quickswap mainly for
one class, and even then only for a player who choose to make a hybrid melee/rage skilled... It seems a bit excessive, in my opinion.
WaterKnight wrote:The ogre could charge up 1-2 seconds to smash the ground (all 8 fields or more) around him, thereby requiring a change of pace and gaining new chances for his assault attack. Include more field-based, chess-like mechanics and temporary buffs.
Seems like a good possibility for an improved ogre.
WaterKnight wrote:I do not like elemental spells that much. Shock and fire were virtually the same except dealing a different damage type. Suchlike classifications turn the combat selective. High difficulty should particularly require the combination and synergy. But seeing the skill trees and later gameplay, I got the feeling that it would have been better to max 1-2 attributes because fights were that simple. Also, poison was useless. You only infected yourself or blocked off paths, limited your view and got less damage out of it + over time, does not stack. Should have inflicted the disease debuff on enemies to have some unique meaning.
Another posibility with Earth magic would be to make it more earth-like instead of poison. Perhaps causing the ground to root your enemy to the ground for a short time, allowing you to gain some distance for ranged attacks, or just flee. It could be to conjure fists of stone from the ground or walls to pummel your enemies.
WaterKnight wrote:Equipment flexibility: Currently, you find a new best weapon, shield or piece of cloth once in a while and abandon the old one as it is rendered useless/superfluous. Add something like durability to equipment items in order to force the player to keep a variety, managing where to deplete this resource. It would grant a meaning to those mountains of lances and bulwarks you gain from skeleton soldiers. Make different versions of melee skeletons, carrying different standard weapons. Also place more loot in general. Particularly the early levels lack flexibility in all aspects.
Although the game features some freedom in which order to pass the rooms and merges the paths together, it would have been good to make the player pick a stage once or twice out of two levels optionally and have some longer backtracks by having to revisit old places.
This may work if you had the possibility to repear arms and armor. However, it's unlikely that you'd find a smith who has set up a shop in the middle of a monster infested dundeon, just in case some lost adventurers may stumble by. And without the option of repairs it would make equipment management a pure hell. People would carry around as much as they could, and there would have to be much more equpment scattered around. Personally I think item durability would cause a sereous loss concerning playability and fun in this kind of game.
WaterKnight wrote:To a big part, the levels are very dark. Would not recommend it to my brother since his eyes are rather bad. There is no internal gamma/lumina/contrasts setting. Even with good vision, it would surely look better with more small light sources. Roots on walls and the herb items could emit some mystical light since they possess special effects and are ingredients of potion brewing. Torches on the ground should burn too and in general, you should be able to see the state of a torch without putting them in a hand, icon and model should not change in inventory/ground. Clicking with a torch on a wall holder should swap an existing torch immediately.
Well, it
is a dungeon after all. A gamma or light contrast setting may be a good idea for those who want or need it. Personally I think the lightsetting is excellent as it is, as it adds atmosphere to the game. A few additional light sources would be nice. Like some strange moss or magic lingering at walls, making a light source, but not as bright as a torch.
If the torches should burn regardless where they were placed they should have an option to extinguish them. Otherwise it would be no use to carry along a few extra in case you arrive at a place where they are scarce.
WaterKnight wrote:One thing I really miss in this dungeon crawler are speeches and comments of the party. Its less vivid and you do not get impressions of the characters you play. Then again, you do not really have story progress. There are sound issues. The BGM is very subtle, there is no battle theme. Some sounds are sticking out in volume and pattern. At least have different hurt/death sounds for different races and genders. The undead spearmen are too extreme. A single one coveys the impression that a whole group is walking. Light/Shadow spell have no sound/feedback at all.
There are not any cinematics or new scenarios in the game.
I, too, missed some speech and comments. I remember EotB where a random character could comment on something, often giving a clue to a secret or puzzle.
As for story; you're four prisoners tossed into the dungeon and you are simply trying to escape alive. There's not much story which can progess, is there? The spearmen are wearing much armor so it would seem natural that they make some noise. And it adds to the tension being unsure if there's one or several undead soldiers patrolling nearby. Why should
Light and
Darkness have sound feedback? Personally I don't miss it, and one can't hear light, or the lack of it. I don't see why every spell must have a sound feedback, but that's me.
WaterKnight wrote:More unique keys and artifacts would be appreciated. It is better for writing walkthroughs and does not appeal as lame to have the tenth brass key.
Brass keys are most likely common because they would be easier and cheaper to make than gold keys, or gem adorned.
WaterKnight wrote:Next to the editor, which is interesting for me, think about implementing simple multiplayer support as it would be an innovative step in this genre. PvP arenas, time race, special coop missions with team puzzles would enable new horizons in and with the chess-like environment.
Why sould everything have to have a PvP or multiplayer option? What's wrong with someting being single player only? And besides, how would you make LoG PvP-possible concerning how players move their characters?
WaterKnight wrote:More stuff to add:
- destructable walls
- type of hidden switches on the floor/ceiling
- custom death animations for each enemy type and leave a corpse behind or blood
- some unprecise indicator how much life an adversary has left
- more utility in abilities
Destructible walls is an good option, perhaps to get a shortcut or locate a secret. However, secret switches and buttons on the floor and in the ceiling seem a bit odd.
WaterKnight wrote:Ending
I did not get the ending at all. I was sure that the undying one would be a giant Kraken because of the repetitive earthquakes, the Goromorg disciples and the everywhere spawning arms from beneath gratings. The prisoners could be fed/sacrificed to this monstrosity. I am not angry because this was not the case but I do not see how the portrayed cult or the remaining bestiary relates to the actual conclusion. When you imprison something, especially something as mechanical as this, you would not make a religion out of it nor build solvable puzzles, place keys everywhere etc. Until the end, instead of explaining the issue, you get stubbornly attacked as if your doing was righteous. Furthermore, why did they not just kill the thing themselves (since they had the ability to do it)? Why did the mountain collapse? I have completed the game without finding Toorum's remains, so I still assumed that the telepathic voice would be of him. How did the apparatus whisper anyway? What was the kings motivation now to throw you in these dungeons? The apparatus could not have pulled the strings either to lead the player through because then there would not have been scrolls like "You have proven worthy". Even in the final battle, the Order of Fire rather concentrated on taking the player down than stopping the device they guard. Not a thing was clarified like how you escaped or how you experienced your won freedom.
The dream messages was not from Toorum, they were from the Undying One. And if you paid some attention to the messages you received in your dreams you got a clue. The messenger said the dungeon was built for another purpose, but then twisted and filled with traps and secrets. Perhaps the goromorg did not want to kill the undying one, as it may have been the last of it's kind. Or perhaps the goromorg knew what would happen if the undying one was destroyed; a massive explosion which would obliterate the entire Grimrock Spire and possibly more.
And why couldn't it have been the undying one that pulled the strings that led you to it? You get the answer thrown right in your face once you have repaired the machine cube.
The manual clearly states why the prisoners are at the top of the Spire and the kings motivation for doing so. As for the ending; perhaps it was intended that you did not know the exact fate of the prisoners. Did they die in the explosion? Or find a teleporter at the last minute? It's an open ending, so the possibility for a sequel is open.