Just finished the game, my feedback
Posted: Sun Jul 01, 2012 4:57 am
I liked that the end boss was something special and not the usual dragon/tentacle monster.
I disliked that some puzzles were so obscure that I was forced to look them up. (example: I played without a caster and I had to remove caster items from shelves in the order that I see them in order for fake walls to rise so I can progress)
I also did not like the timing on that one puzzle where you press buttons for trap doors to rise which are below further buttons. I had to do that dozens of times, the punishment is too great (falling -> 1 minute to get back) and the puzzle actually made me stop playing for a couple of weeks. The necessary timing is way too tight and requires almost perfect execution, which is actually impossible the first time since you only see the next step if you can perform the current, which means if it has 5 steps, you need to do it at least 1+2+3+4+5=15 times, which is ridiculously tedious.
It would have been nice if I could have adjusted the combat difficulty during the game, since I'm not willing to go through all of these puzzles again (I've already figured them out, can't repeat that) just to have higher combat difficulty.
I hope there will be some awesome community made dungeons once the editor is out
The casting system is so fiddly that I played without one. (I have to learn the spells AND repeatedly punch in the rune combinations? f that )
The most OP dmg source was a ranged minotaur rogue with high strength and skulls in his inventory. A high missile skill lets him shoot 2 arrows which always hit if they connect with the enemy.
I had a lizard assassin for comparison and if I would play again, I'd take 2 ranged minotaurs.
Heck the ultimate uber pro cookie-cutter build deluxe 3000 would consist of 4 ranged minotaurs, but that would rely on you not getting hit at all; g'luck with that
Had 2 warriors up front, both insects, one going for heavy armor and swords and he was almost immortal. The other one went for unarmed mostly and while the damage was good, the tanking wasn't and there was enough heavy armor for 2 guys so next time I'd skill them both for heavy armor.
Poison bombs are a joke. The dmg is too small and you can walk into the poison cloud yourself.
Frost bombs are OP and very helpful in the last level (12) where you'll encounter a kind of enemy unique to that level.
The other bombs are useful as their dmg seems to be the same regardless of the "throwing" skill, which means you can save them for your tanks for the endfight since the endboss is super hard to melee.
Didn't need 60% of the torches I picked up, didn't need 60% of the food I picked up, didn't need 70% of the potion ingredients I picked up.
The potions that cure that sickness from the slimes? Unnecessary since it goes away by itself, just have a little bit more food and wait it out.
Frantically brewing anti-venom potions while fighting spiders was awesome though
I disliked that some puzzles were so obscure that I was forced to look them up. (example: I played without a caster and I had to remove caster items from shelves in the order that I see them in order for fake walls to rise so I can progress)
I also did not like the timing on that one puzzle where you press buttons for trap doors to rise which are below further buttons. I had to do that dozens of times, the punishment is too great (falling -> 1 minute to get back) and the puzzle actually made me stop playing for a couple of weeks. The necessary timing is way too tight and requires almost perfect execution, which is actually impossible the first time since you only see the next step if you can perform the current, which means if it has 5 steps, you need to do it at least 1+2+3+4+5=15 times, which is ridiculously tedious.
It would have been nice if I could have adjusted the combat difficulty during the game, since I'm not willing to go through all of these puzzles again (I've already figured them out, can't repeat that) just to have higher combat difficulty.
I hope there will be some awesome community made dungeons once the editor is out
The casting system is so fiddly that I played without one. (I have to learn the spells AND repeatedly punch in the rune combinations? f that )
The most OP dmg source was a ranged minotaur rogue with high strength and skulls in his inventory. A high missile skill lets him shoot 2 arrows which always hit if they connect with the enemy.
I had a lizard assassin for comparison and if I would play again, I'd take 2 ranged minotaurs.
Heck the ultimate uber pro cookie-cutter build deluxe 3000 would consist of 4 ranged minotaurs, but that would rely on you not getting hit at all; g'luck with that
Had 2 warriors up front, both insects, one going for heavy armor and swords and he was almost immortal. The other one went for unarmed mostly and while the damage was good, the tanking wasn't and there was enough heavy armor for 2 guys so next time I'd skill them both for heavy armor.
Poison bombs are a joke. The dmg is too small and you can walk into the poison cloud yourself.
Frost bombs are OP and very helpful in the last level (12) where you'll encounter a kind of enemy unique to that level.
The other bombs are useful as their dmg seems to be the same regardless of the "throwing" skill, which means you can save them for your tanks for the endfight since the endboss is super hard to melee.
Didn't need 60% of the torches I picked up, didn't need 60% of the food I picked up, didn't need 70% of the potion ingredients I picked up.
The potions that cure that sickness from the slimes? Unnecessary since it goes away by itself, just have a little bit more food and wait it out.
Frantically brewing anti-venom potions while fighting spiders was awesome though
SpoilerShow
The Infusor was very confusing to place.