Posted on: November 29, 2012

MrTickTock
Verified ownerGames: 114 Reviews: 5
Tactical, interesting, room for growth
This game is a fascinating dungeon-crawler with some problematic flaws. The most interesting aspect of this game is the movement system. It's tile-based (and it takes one "move" to turn) and your enemies are just as subject to that as you are, so you will find that combat encounters require circle-strafing and maneuvering, and that backing around a corner can allow you a moment to strike at an opponent's flanks before they turn to face you. This is fantastic. However, certain fights can start to feel like strafe-fests, and while that's not necessarily terrible, It'd be nice to see environments more cleverly constructed to incentivize movement options that are not "circle-strafe" or "back away." That brings me to the environments. They are beautiful. The art direction on this game was clearly solid, although the pure dungeon-crawling aspect of the game doesn't necessarily allow the most ridiculous of environmental designs. You will see a lot of brick walls and torches, and that's ok. You won't get too terribly tired of seeing them. Then there are the puzzles. Most puzzles are not very difficult. That isn't always a bad thing - certainly a game with a food mechanic can benefit from giving you challenges that don't require hours of head-bashing to solve. However, I'd like them to be more creative and more challenging than they are. One puzzle is solved by winning a staring contest with a gargoyle head, as one reviewer mentioned, and another - a torch-position-swap - is practically given away by a "riddle" scrawled on the wall. This isn't necessarily terrible, but it stretches the suspension of disbelief a little and the riddles (yes, there are others) tend to be pretty easily decipherable. There's nothing functional about the game that should preclude making really interesting puzzles, and it's disappointing that there are very few of them. That's not to say, however, that you won't fist-pump in the air a little when you overcome some of the puzzles or find a new way to use the environment against your foes; it's just that as solutions tend to be fairly basic, it won't necessarily take you very long to figure out the answer and it won't feel like a major intellectual accomplishment, just a routine but pleasant defeat of an environmental foe. The magic problem has been mentioned - you may find yourself using a lot of antidotes when you didn't expect to, and since the scrolls don't seem to be randomly distributed...well, some Mage builds are arguably just better than others. The first spell you get will be fire-based. I'd appreciate seeing more dungeons from the developers in which some of these issues are addressed; I think the puzzle problem is the biggest one, but making the effectiveness of a mage depend so heavily on whether his build matches the predetermined scrolls you find is also a serious flaw. Nevertheless, the art is nice, the movement and combat are interesting and the general feel of the game is solid. I have enjoyed what I've played and I'd like to see more from this developer.
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