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Tried it for while now.
The good things:
- Graphics and sound is very cool.
- Addictive.

The not so good things:
First of all, I don't like my heroes being killed or incapacitated (so I have to wait for a few weeks till they are back in action), so... I play with backing up the save and when shit hits the fan (happens a lot, see below), I just 'reload'.

General rule: don't go into the dungeon that is higher level than your chars and/or your chars aren't upgraded enough. You are asking for big trouble.
On the other hand, if you go to the dungeon of your level or lower, it is quite easy.

The save game LOADING is RIDICULOUSLY SLOW. There is NOTHING to load, literally, yet it takes its time, wow. But you aren't supposed to do that too often, so kind of does not count, except it does when you don't want your chars to die.

RNG is plain ANNOYING and WEIRD. Don't get me wrong, I love random, but up to the point.
When you finish the level and all four of your chars are get constantly modified with quirks (even replacing the existing ones, really?) and illnesses. Takes me a few reloads to prevent that from happening, because I like my chars as they are, thank you and it is not fair to do this when I didn't let them touch that rotten pile of meat and I know they obeyed.
Did I say weird? Yes, take the following example which is very common for me. Two range enemies in the two rear
rows (they use the same ranged skill). 'Blanket Fire' skill. The first one hits everybody (year, my dodge does not play much role here) and debuffs my chars' dodge. The second one does the same (immediately after) and misses ALL of my characters. Hmmm... something is not quite right here... Things like these happen with surprising regularity. Or one enemy is left and ALL of your characters miss (the enemy is not very dodgy at all), it is just RNG... with some hard-coded 'f%ck them up anyway' logic? Enjoy!

The game is amazingly SHALLOW and REPETITIVE. I come back from the dungeon and then what do I do? ... Yes! I go check what next dungeon to go to and with which characters. Right, nothing much to do in the Hamlet. You tell me upgrade? Yes, but not much, see you don't have too many heirlooms for that... Why? See below. You tell me to cure your chars if I let them to get sick in the first place? Not really - you wouldn't have enough money for this, that is it.

The limited number of slots for items to pick in the dungeon is VERY RIDICULOUS, especially in medium and large dungeons. It just makes you grid through a big number of dungeons to get a decent number of heirlooms OR money. You just can't pick majority of the items (just no space)... what's the point of all those props in the dungeons?

And about props. The books props and some others are so heavily randomized to handicap your chars that I DON'T USE them. Why bother?

Now enemies. The different ones are cool, but there aren't too many. And guess what? On higher difficulty level dungeons you encounter the same monsters, but named differently and tougher/quicker/with more skills. Couldn't you at least give them a different tint or add an extra sprite, like spiky collar on a rabid doggie that is of higher level? Would have been nice.

Food. Another tool to waste your inventory space, to make you play the game MORE! The hunger prop is randomly generated in the dungeon like any other props, but not visible. Worse - when you enter a corridor that you've already visited, there is a not very small chance that a new hunger prop will be generated there. Why not? Make you walk around with at least one slot filled with food (probably two) or penalize you for walking hungry - both will make your progress slower.

Anyway, I'm still playing the game, probably because I'm masochistic???
I think I really what to see how my characters will do in the toughest dungeon.

Oh, that reminded me: trinkets... did they really have to imbue MOST of them with a negative property? Yes, most of the trinkets aren't worth wearing since they reduce something else. I do understand it for some of them, but not for the most of them.
Another thing - all of the best trinkets have stress damage +10%-15%, which means... yes, you waste more time playing the game, because stress damage is often worse than the HP damage (unless HP damage just kills you
Bad trinket design, IMHO.

I think that is it and I'm ready for the streams of criticism for criticising the yet another viral game.
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madgod.103: First of all, I don't like my heroes being killed or incapacitated (so I have to wait for a few weeks till they are back in action), so... I play with backing up the save and when shit hits the fan (happens a lot, see below), I just 'reload'.
Of course you're free to play however you like, but this gives me the feeling you're misunderstanding something about the game. Your heroes are a disposable resource
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madgod.103: The save game LOADING is RIDICULOUSLY SLOW. There is NOTHING to load, literally, yet it takes its time, wow. But you aren't supposed to do that too often, so kind of does not count, except it does when you don't want your chars to die.
Agree with you there. I don't understand why the loading times are so bad. Even on an SSD.
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madgod.103: RNG is plain ANNOYING and WEIRD. Don't get me wrong, I love random, but up to the point.
When you finish the level and all four of your chars are get constantly modified with quirks (even replacing the existing ones, really?) and illnesses. Takes me a few reloads to prevent that from happening, because I like my chars as they are, thank you and it is not fair to do this when I didn't let them touch that rotten pile of meat and I know they obeyed.
Did I say weird? Yes, take the following example which is very common for me. Two range enemies in the two rear
rows (they use the same ranged skill). 'Blanket Fire' skill. The first one hits everybody (year, my dodge does not play much role here) and debuffs my chars' dodge. The second one does the same (immediately after) and misses ALL of my characters. Hmmm... something is not quite right here... Things like these happen with surprising regularity. Or one enemy is left and ALL of your characters miss (the enemy is not very dodgy at all), it is just RNG... with some hard-coded 'f%ck them up anyway' logic? Enjoy!
Again, you probably shouldn't feel attached to your heroes and this wouldn't be your problem (the quirks). Also you can lock your quirks in to make sure they don't get replaced. If you're playing well you're also gonna have enough gold to get rid of new bad quirks just fine (except for the locked in ones). Skill missing everyone makes sense to me - the skill has a chance to miss at which point you're fine, but if it works, then your individual characters can try and dodge it. At least I think that's how it works and it makes total sense.
EDIT: I saw an attack on all four heroes and some missed and some were dodged, so what I said is not true. Even then, accusing RNG of being bad is the first thing a lot of people do in any game with RNG, but it's still more or less impossible to say RNG is bad or not without knowing exactly how it works.
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madgod.103: The game is amazingly SHALLOW and REPETITIVE. I come back from the dungeon and then what do I do? ... Yes! I go check what next dungeon to go to and with which characters. Right, nothing much to do in the Hamlet. You tell me upgrade? Yes, but not much, see you don't have too many heirlooms for that... Why? See below. You tell me to cure your chars if I let them to get sick in the first place? Not really - you wouldn't have enough money for this, that is it.
Yes it is repetitive. I can't think of a game that isn't to be honest. And yes you go from dungeon to dungeon. That's like the core gameplay. You either like it or you don't - I can see how it could seem more repetitive or "grindy" if you just want to beat it, but then again, it just means you simply don't like the game.
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madgod.103: The limited number of slots for items to pick in the dungeon is VERY RIDICULOUS, especially in medium and large dungeons. It just makes you grid through a big number of dungeons to get a decent number of heirlooms OR money. You just can't pick majority of the items (just no space)... what's the point of all those props in the dungeons?

And about props. The books props and some others are so heavily randomized to handicap your chars that I DON'T USE them. Why bother?
Yeah. The limited space is a bit annoying. But at the same time, it's part of what makes this game. The inventory management is very important since you're deciding whether to keep an item that could save your life or you throw it out for more loot. Or if you throw out the gem thinking you're going to fill the slot with gold which will give you more value overall - risk & reward. If you could just take everything, the game would lose another layer of depth.
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madgod.103: Now enemies. The different ones are cool, but there aren't too many. And guess what? On higher difficulty level dungeons you encounter the same monsters, but named differently and tougher/quicker/with more skills. Couldn't you at least give them a different tint or add an extra sprite, like spiky collar on a rabid doggie that is of higher level? Would have been nice.

Food. Another tool to waste your inventory space, to make you play the game MORE! The hunger prop is randomly generated in the dungeon like any other props, but not visible. Worse - when you enter a corridor that you've already visited, there is a not very small chance that a new hunger prop will be generated there. Why not? Make you walk around with at least one slot filled with food (probably two) or penalize you for walking hungry - both will make your progress slower.
Agreed on the enemies. They could've done something more interesting than that. I don't really mind food (again, part of inventory management) except that the hunger isn't based around when was the last time you ate. Rather it's completely random. That's kind of bad.
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madgod.103: Oh, that reminded me: trinkets... did they really have to imbue MOST of them with a negative property? Yes, most of the trinkets aren't worth wearing since they reduce something else. I do understand it for some of them, but not for the most of them.
Another thing - all of the best trinkets have stress damage +10%-15%, which means... yes, you waste more time playing the game, because stress damage is often worse than the HP damage (unless HP damage just kills you
Bad trinket design, IMHO.
Think of it as speccing. You get better in what you want to do and get negative stats for something you don't want in the first place. Not bad design to me.
Post edited February 23, 2016 by Jann180
I don't think you will get too much criticism here. by know most of the players already notice "the other side" of this game. I agree with most of your comments. I have also shelved it for some unspecified time and play FTL instead.
Post edited February 24, 2016 by Andre_geo
Another observation I had yesterday.
Got level 5 party, not fully upgraded, but probably 3/4 upgraded.
Level 5 long dungeon.

Had quite hard time (due to combination of poor choice of the classes for that dungeon, lack of anyone who can heal some stress and having trinkets adding to stress, (spec-ing ha?)).
So two of my chars went to resolve point at some stages (I did some reloading, but they ended up going nuts anyway).
Out of about 10 resolves I got ZERO positive resolves. ALL of them were negative, different negative, but nevertheless.

So, I understand that there is a chance of RNG to roll low/high (not sure what numbers are rolled there) "ten times in a row", but it is a rather low chance.

Question: does it mean that the chance of getting a positive resolve is quite low?
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madgod.103: Another observation I had yesterday.
Got level 5 party, not fully upgraded, but probably 3/4 upgraded.
Level 5 long dungeon.

Had quite hard time (due to combination of poor choice of the classes for that dungeon, lack of anyone who can heal some stress and having trinkets adding to stress, (spec-ing ha?)).
So two of my chars went to resolve point at some stages (I did some reloading, but they ended up going nuts anyway).
Out of about 10 resolves I got ZERO positive resolves. ALL of them were negative, different negative, but nevertheless.

So, I understand that there is a chance of RNG to roll low/high (not sure what numbers are rolled there) "ten times in a row", but it is a rather low chance.

Question: does it mean that the chance of getting a positive resolve is quite low?
Yes the chance is quite low, otherwise the stress mechanic would be a bit pointless. If you're equipping stress increasing trinkets that means you should be taking down the stress damage dealers first. And since they're weak you can usually kill them in the first 2 turns.

The way I see this is: You didn't equip stress decreasing trinkets rather than stress increasing ones. You didn't equip virtue chance trinkets (and possibly had quirks that lower either your stress resist or virtue chance) and because as you said you had bad party composition you probably couldn't take down the stress damage enemies, you got hit by them multiple times. And you could of course reduce your stress greatly each time you camp (and on a long mission you can camp 2 times) with the right camping skills.

To me that just highlights how important preparation is.

And yes, spec-ing. You get better damage and healing (as those are the most stress increasing trinkets) and as a result you're better at combat, but more susceptible to stress. Very simple.
Post edited February 24, 2016 by Jann180