Posted June 28, 2013
After a quick Google, I couldn't find an official forum for this game. It's possible that the developer doesn't want to deal with drama or grief, but hopefully some well thought-out feedback could be of use, and I'd like to see what else I haven't thought of. I hope updates are being planned.
* Only one save slot? Of course crude workarounds are doable, but meh. It's often nice to go back and see how far you've come in games like this.
* Exit to main menu --> resume game is essentially a free trip to the entrance, and therefore a free trip to any found teleporter. This isn't exactly OP as far as exploits go, but you might as well include a no-nonsense version as a feature up-front. Optionally, they could maybe even make exiting the game require a five-second uninterrupted channel if they really want to curb exploits and polish things up a bit.
* It's a bit early for me to know, but I'm really curious whether it's possible to genetically manipulate offspring later on. It's a real hassle to deal with classes you suck with sometimes. (answered below, but it would be fun to have more control than this in other game modes)
* As far as I can tell, there's no consequence for failing over and over in between good runs. A challenge mode where certain benchmarks must be met by certain years would make this Roguelike even more Roguelike. I'm pretty sure that I just plain suck, but beating the first boss in the year 2100 doesn't sound all that legit to me! X-D A game mode like this would prevent the player from feeding a character to the wolves every time a bad roll came up. Forcing the player to optimize each and every run would really tighten the gameplay experience.
Some or all of these features may already be present, but require unlocking. That would be sneaky. But off the top of my head, these are the features that would add a lot to the game IMO.
EDIT : * Journal entries pertaining to later areas should not be available in the n00b z0ne of the castle. As the game's only real storytelling device, it's really spoilery to be able to read ahead just because you keep dying in the first two regions well into the third millennium.
* (From Grombolar) Graphics settings and/or CPU optimization. This would probably be a lot more effort compared to return on investment, since the game seems to me and my mildly-outdated desktop like it would run smoothly on a relatively up-to-date gaming-enabled sort of hardware.
* (From Auntyjack) Please make the architect lockdown a toggle!
* (From a thread by Sarevok) Ability to play games in modes with "less plusses" (NG+ as a NG, NG++ as NG+ or NG, etc.)
* Current stun pattern: remain stunned and invincible until you land on the ground, and then the invincibility timer starts. This can be really annoying if you fall all the way down a pit and can't even change direction. Suggestion: Can this be capped at, say, .5 seconds at which time control is restored and the timer starts mid-air?
* Current children selection: You get to choose between 3 offspring. With a manor upgrade, you get one chance to "reroll" them. Suggestion: You just get one kid, but successive manor upgrades increase this number up to a maximum of five.
* Rogue mode: Bosses respawn every time, but you only get stat bonuses the first time you beat them. It would be a dramatically harder game, but probably beatable with a gamepad and some grinding, some tight play, and some intelligent choices about when to vamp and which statues to break when!
* Only one save slot? Of course crude workarounds are doable, but meh. It's often nice to go back and see how far you've come in games like this.
* Exit to main menu --> resume game is essentially a free trip to the entrance, and therefore a free trip to any found teleporter. This isn't exactly OP as far as exploits go, but you might as well include a no-nonsense version as a feature up-front. Optionally, they could maybe even make exiting the game require a five-second uninterrupted channel if they really want to curb exploits and polish things up a bit.
* It's a bit early for me to know, but I'm really curious whether it's possible to genetically manipulate offspring later on. It's a real hassle to deal with classes you suck with sometimes. (answered below, but it would be fun to have more control than this in other game modes)
* As far as I can tell, there's no consequence for failing over and over in between good runs. A challenge mode where certain benchmarks must be met by certain years would make this Roguelike even more Roguelike. I'm pretty sure that I just plain suck, but beating the first boss in the year 2100 doesn't sound all that legit to me! X-D A game mode like this would prevent the player from feeding a character to the wolves every time a bad roll came up. Forcing the player to optimize each and every run would really tighten the gameplay experience.
Some or all of these features may already be present, but require unlocking. That would be sneaky. But off the top of my head, these are the features that would add a lot to the game IMO.
EDIT : * Journal entries pertaining to later areas should not be available in the n00b z0ne of the castle. As the game's only real storytelling device, it's really spoilery to be able to read ahead just because you keep dying in the first two regions well into the third millennium.
* (From Grombolar) Graphics settings and/or CPU optimization. This would probably be a lot more effort compared to return on investment, since the game seems to me and my mildly-outdated desktop like it would run smoothly on a relatively up-to-date gaming-enabled sort of hardware.
* (From Auntyjack) Please make the architect lockdown a toggle!
* (From a thread by Sarevok) Ability to play games in modes with "less plusses" (NG+ as a NG, NG++ as NG+ or NG, etc.)
* Current stun pattern: remain stunned and invincible until you land on the ground, and then the invincibility timer starts. This can be really annoying if you fall all the way down a pit and can't even change direction. Suggestion: Can this be capped at, say, .5 seconds at which time control is restored and the timer starts mid-air?
* Current children selection: You get to choose between 3 offspring. With a manor upgrade, you get one chance to "reroll" them. Suggestion: You just get one kid, but successive manor upgrades increase this number up to a maximum of five.
* Rogue mode: Bosses respawn every time, but you only get stat bonuses the first time you beat them. It would be a dramatically harder game, but probably beatable with a gamepad and some grinding, some tight play, and some intelligent choices about when to vamp and which statues to break when!
Post edited July 04, 2013 by mothwentbad