I gave it a try, there is no mage class, apparently they are hoping somebody will make a "mage mod"....
I wanted to go archer, but I had to buy sword skills first (EDIT
: This requirement is removed in the FINAL
version of the game) , I dont like melee, so I guess the game doesnt really suit my style of play, I would consider it a tad expensive for what you get tbh.
The skill tree seems very lack lustre, maybe the other mechanics like story/puzzles are good, but the core mechanics of a RPG (in my opinion) dont seem to be present.
I only played the demo and while its unfair to judge a game by its demo, my combat complaints above are verified with the game dev.
Those are very valid points to make. :)
Driftmoon isn't a combat-heavy game - in fact we've focused most of our development efforts into the story and the characters. Still, we've spent a lot of time designing the combat side of Driftmoon, but it's definitely not supposed to compete with action RPG's. I believe the finesses of combat in Driftmoon really come out farther into the game where the opponents are more varied and depending on your skills, you can get fairly creative.
While there are no combat classes in Driftmoon, we've tried to make the system as fluid as possible. You do learn quite a few spells during the game (most are tied to characters giving them or getting them from items or special finds), and there is plenty of archery in the game, if you're inclined to shoot your opponents rather than slice them. But we didn't feel the need to limit these combat options by class, like some games do. In this regard Driftmoon plays a lot like some Zelda versions, some of our opponents are easier to defeat with archery, some with melee, and you can easily alternate between those combat styles. You can even use some enemies against each other.