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Messages - Lloigor

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Incubator / Re: Epilogue Incubator Thread
« on: July 05, 2012, 05:13:41 AM »
Great small game you made!

After playing it about 20 times, here's what i think:
(Sorry for imperfect english, as it is not my primary language)

I like the most:
- Somethings remains from each characters that makes subsequent ones stronger, so i don't have the impression, when i die, to have done all this for nothing and lost my time, and is way less frustrating. That makes me want to play again and again..
- Ground tiles affecting condition and stats are quite fun.
- The new map dots colors helps see what's what.
- The game is "coherent" in its style. The game aspects like character creation/leveling, battle system, interface functionality and graphics all feels like they should.
- Satisfying randomness.
- We see what we wear, same for npcs.
- Monsters/npcs obey the same rules as you: mana, stamina, stats, bonuses, items used are same as items droped, charge delays, ...
- Cool (enhenced) early atari-like graphics.
- Mouse functionality and tooltips.
- I can't save, so i can't cheat. I'm protected from myself. ;p

I like less:
- I think that the "creator" is a bit overpowered on the 4th dlevel, never killed him, yet. Maybe im just not good enough.. Any hints about it?
- The more of each monster i kill, the easier it becomes to kill it with other characters after. Am i right if i say that it also means that the easiest and more common monsters will be easier to kill after a few games and the tougher (rarer) will barely change. So the more i play, the more difficulty spikes there will be?. This may or may not be so bad, as i have to play more games to really know if it will unbalanced the game much.
- Also i saw that when a monster kills me, the log says it gains experience, does that mean it will be easier for him to kill me from now on? If so, that may be a bit discouraging (damn Creator!).
- I think that the new animation for getting experience have too much visibility. It seems as if it is of equal (or greater) importance as leveling. It would have been great as a leveling animation btw.
- Having to die to see the highscores.

I think it'll be even better if there was:
- More small things unlocked by achievements.
- A minimap (on a separate window?).
- More armor and weapons variety (effects and base items) would add much to the replayability.
- (as Ancient mentioned) Info in tooltip about npcs attack/defense type (ph,ma,li,da,fi,ic), so we have the impression the bonuses other than phys and mag are usefull. I know they are, but i want to "feel it" a bit more, and it may help to know when to be careful or charge, or swap weapons/shield...
- Random "variants" for dungeon levels layouts. Anything that adds to the replayability should be good.
- More insight about what's hot in the full version would makes it sells more, maybe.

Didn't played the full version yet, will probably buy it after this week-end (never bought anything online, waiting after paypal).
Also didn't tried alchemy yet (didn't even checked how it works).

Have a nice day.


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