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I have mixed feelings about it.

And while I think it comes more from my experience with both Betrayal games, in that the idea, story, and worlds somewhat pull me in, but a lot of the rest aged too poorly and I end up missing modern conveniences on them and giving up playing; I do think that the game is staying TOO TRUE to the classic design.

That loot screen, for example, could have a smart button to auto distribute the common loot (like rations), instead of manually moving each and every piece of loot to the inventory you'd like. Or have a party cart/inventory of some sort and leave individual inventories to carry weapons and other individual items. I know it's a very nitpicky thing, but it makes a difference in the long run, specially when aggregated with other things.

There are other things I didn't love, but I understood that they're there to replicate the original games.

I'll keep an eye on this game, because, again, I like the general idea behind the game and what it is trying to evoke. But I get the feeling that it'll end up being something forever in my backlog. :(
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Falci:
True. BaK is the kind of game that I'll always remember fondly but have serious doubts that I'd be willing to play something quite like it again. The looting also grabbed my attention in a bad way, and didn't even notice a way to loot all being used. Maybe there will be that at least.

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DiffuseReflection: It will depend a lot on the quality of the writing though. Krondor had an interesting world based on Feist's Riftwar/Midkemia novels, Saregnar won't be able to draw from that existing lore.
Also very true. There were gameplay elements that I really liked, some of which I'd sure wish to still see these days, but also others that bothered me even then, and more that, like I said, I rather doubt I'd be willing to put up with anymore. But the writing trumped it all, it really felt like playing a book in the best way. Get that right and a lot of old gameplay trappings may be forgiven. Stick to imitating the gameplay without the same level of writing and lore and it will fall flat, maybe even for the particularly nostalgic a few hours in, after the mental links will wear down.
Post edited April 06, 2023 by Cavalary
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Falci: That loot screen, for example, could have a smart button to auto distribute the common loot (like rations), instead of manually moving each and every piece of loot to the inventory you'd like. Or have a party cart/inventory of some sort and leave individual inventories to carry weapons and other individual items. I know it's a very nitpicky thing, but it makes a difference in the long run, specially when aggregated with other things.
Absolutely. The lack of a "loot all" button is a HUGE minus to me. I have zero desire to spend hours upon hours clicking countless times to loot corpses one at a time. No loot all and no running may well be deal breakers for me.
high rated
Hello, it's the dev here.

Thank you for commenting and/or playing the demo.

The game is still heavily under development, so many systems are changing, including the looting functionality and other elements that feel too inspired by BaK. During the years of development, what started as nearly a clone of Krondor has been evolving into a game of its own. Sure, I keep mechanics that work but always try to improve on them or remove them if they don't make sense in the context of the game.

That said, I am open to suggestions and I note down each, so maybe head over to our discord and leave a message, or just post here.

Thank you!
Post edited April 21, 2023 by Rhuantavan
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Rhuantavan: Hello, it's the dev here.

Thank you for commenting and/or playing the demo.

The game is still heavily under development, so many systems are changing, including the looting functionality and other elements that feel too inspired by BaK. During the years of development, what started as nearly a clone of Krondor has been evolving into a game of its own. Sure, I keep mechanics that work but always try to improve on them or remove them if they don't make sense in the context of the game.

That said, I am open to suggestions and I note down each, so maybe head over to our discord and leave a message, or just post here.

Thank you!
Oh, wow! Great to see you here! And I do think what you said is the right approach to it. :)

My own suggestion is already made up there, and I know inventories are an utterly complicated thing to design in RPGs (specially since they have to balance usefulness, information, and an absurd amount of items in the long run), I just hope you guys can find a design that works well for the endgame.
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Rhuantavan: Hello, it's the dev here.

Thank you for commenting and/or playing the demo.

The game is still heavily under development, so many systems are changing, including the looting functionality and other elements that feel too inspired by BaK. During the years of development, what started as nearly a clone of Krondor has been evolving into a game of its own. Sure, I keep mechanics that work but always try to improve on them or remove them if they don't make sense in the context of the game.

That said, I am open to suggestions and I note down each, so maybe head over to our discord and leave a message, or just post here.

Thank you!
Tell Dina we're ready!!
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Rhuantavan: Hello, it's the dev here.

Thank you for commenting and/or playing the demo.

The game is still heavily under development, so many systems are changing, including the looting functionality and other elements that feel too inspired by BaK. During the years of development, what started as nearly a clone of Krondor has been evolving into a game of its own. Sure, I keep mechanics that work but always try to improve on them or remove them if they don't make sense in the context of the game.

That said, I am open to suggestions and I note down each, so maybe head over to our discord and leave a message, or just post here.

Thank you!
Thanks for taking time on the forum. Great work and looking forward to release!
I guess, it would not hurt anyone, if there was an option to use higher-resolution textures.)
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AlexTerranova: I guess, it would not hurt anyone, if there was an option to use higher-resolution textures.)
Hello AlexTerranova!

Maybe, the lower resolution 3D world textures are a design choice based on the size and resolution of the digitized character and item images, or based on style.

Nonetheless, I do like the lower resolution and lack of texture filtering! The pixelated software-rendering look gives the game a certain charm and adds to the cohesiveness of the visuals. Otherwise, the sprite work would stick out much more like bilboards.

If the developer decides to increase the resolution or to add texture filters (e.g. bilinear filter), I would vote to keep it as an toggleable option to the player to play either with or without them.

Kind regards,
foxgog
Hei, foxgog!
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foxgog: Maybe, the lower resolution 3D world textures are a design choice
They definitely are.
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foxgog: I do like the lower resolution and lack of texture filtering! The pixelated software-rendering look gives the game a certain charm and adds to the cohesiveness of the visuals.
Sure, this mode should be default.

However, it might become tiresome for the eyes. Therefore, I suggest to add alternative settings for those players, who want them.
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foxgog: I would vote to keep it as an toggleable option to the player to play either with or without them.
Of course, completely optional. ;)