aaversa: I know it's easy to be burnt out on the idea of roguelikes because so many games use that label. With Tangledeep the goal was to recapture the same feel as many classic SNES RPGs but with a focus on dungeon crawling, and some modern design elements developed over the last few decades. Less grinding, more strategy. Compared to many classic hardcore roguelikes the game is intended to be more accessible. No random traps, no random potions that might kill you if you use them, wide spread of abilities instead of just "bump" combat etc!
But while I'm very proud of the game so far there is a whole lot more to come. In the coming months there will be new learnable weapon masteries with multiple tiers and abilities, plus 3 more jobs, and the ability to upgrade learned skills. And of course many more items, legendaries, sets, etc. This should provide a truly huge amount of customization :D
I don't know how I missed that you were involved in this project Mr. Aversa, I am a big fan of yours and have bought many of your albums. Your comments definitely make the game sound a
lot more appealing than my initial skepticism lead me to believe, I'll definitely be giving it the benefit of the doubt and will pick it up once it's fully released.
Though might I enquire about the slightly blurry quality of the screenshots? Is this game going to have a filterless visual output option? The artwork is looking fan-damn-tastic but I feel it needs to be crisp and sharp to really do it justice.