Crypt Cleanser
Posts: 721
Joined: Thursday, 9th August 2012, 20:23
Feedback About Version 0.12
Vaults Branch:
- I felt that the difficulty had been slightly altered for the branch but I have no qualms about the raised difficulty, there are plenty of places to go to get the needed experience to get stronger for it from Lair Branches, Elven Halls, of Deep in the Main Dungeon.
The shorten about of floors was also a welcome change since there wasn't really enough sub-branches for it, and that's before people start talking about the sub-branches themselves.
Vault Only Enemies and the floor layouts did well to improve the overall thematic feel and flavor for the branch, they also harmonized well too.
The Abyss:
- New Enemies are interesting and help add to the tense nature of the Abyss, I want to get out and get out now!
Individual Levels in the Abyss don't feel different enough - you don't notice a tonne of difference between Abyss:2 and Abyss:3 for example
Having 5 Full Levels tends to add a lot of tedium for players searching for the Rune
Wretched Stars Mutation Aura should be changed so that once you exit the Abyss you gradually lose the bad Mutation over time - I was not a fan of scumming lone enemies to pick off when my Mutations got really bad exiting the Abyss
Tiles Comments:
- Nice Refurbished Icons, the Enemies look a lot nicer the View - love the Deep Troll specialist icons and updated Ancient Lich.
Love seeing the branded weapons sort of showing up somewhat and making it easier to identify who might be dangerous. Doesn't always stand out but its definitely an improvement for Tiles.
I felt that the Status Ailment Icons were a plus but sort of difficult to understand what they meant.
Looking for items lying underneath stuff was painful - the question mark did a far better job since it was more visible.
Certain Enemies like Hell Hounds, Orbs of Fire, Lorocyprocas were made fairly dark to the point that it was hard to notice them. Adjusting Brightness/Constrast was necessary, but it should be noted that a side effect of this was that Shoals became painful to view.
Misc Comments:
- I got turned into a Tree! Polymorph Wands are no longer irritating and made enjoyable.
Lamia felt a little lacklustre but proved to be decent enough to waste consumables when met, Jorgunn feels a little bit spoilery and either comes off as laughably easy or ungodly terrifying depending on character and player knowledge.
Boots of Flight and Ring of Flight are really nice improvements.
I think I can add to the choir in regards to being happy that Evaporate and Fulsome Distillation disappearing.
Enjoyed how Summons no longer attacked off screen but Undead have no problem - but Summoning still has spells that are far too powerful, Shadow Creatures for example in MuNe YouTube Run
Playing in the Shoals recently, I felt the crutch of decision making bringing food in when I met a Harpy pack - gives Gourmand a bit of a desire boost or makes you want to reduce the food carried
Translocation Spell Comments:
- Teleport Other is significantly made more useful in the new version of the game - the new Vault Enemies are awesome targets for example to use it on
Dispersal is much more useful now, and the Guarenteed Blink on Teleport fail helps justify spending 6 MP
Disjunction is interesting but seems just a bit too costly, too difficult to cast, and too situational in use. It was fun but outweighed by other Translocations spells
Overall I liked what the developers did in this version - minus changes to the Abyss to include the 5 levels. In regards to Tile Design I'm obviously not as impressed as with the coding. Keep up the good job; I'll probably update this a bit more as I play through a few more times to experience the rest of the content or to get a better idea on what I have already experienced.
Defining the Roguelike Genre
- For this message the author Davion Fuxa has received thanks:
- Lokkij