Playtime:
670 minutes
I will preface saying that I liked the game a lot and found it a very good product for a very small team. Please pardon the wall of text, but I really liked the game and feel that it needs some adjustments to improve ten-fold.
What they absolutely nailed:
The atmosphere is very good and oppressive, it really makes you be alert and respect the tower and monsters;
Music is very good, it sets the tone of the game and the whole mystery;
SFXs are good, although sometimes when you kill the same of the same enemy in a quick succession they SFX stack in a strange manner, it would be interesting to have some variations of pitch for each sound (if I am not mistaken Unity has some options in this manner), this way the SFX will sound a little more varied in some areas (the Blood Coven is a good example of area that could use some change);
What do not need change (could be improved, but is not imperative, nor a priority)
Graphics, albeit a little simple they represent well what they intend to too, the models are detailed enough (monsters and player);
Programming, I sensed some small stutters when loading and reloading (after dying a lot), maybe it is a small memory leak, it solved itself when I closed and restarted he game;
Monster variety, the amount and types of monsters are good enough, I dont think you need to add more;
Boss battles, aside from the last boss the others seem similar to other named enemies, aside from Vedomot which was a nice touch;
Where things could be improved (technical)
Animations, death animations are very good (most of the time), but the enemies are sometimes clunky and you can see the animation cycle starting and ending, and some moviments are a little too stiff, specially of humanoid creatures (the player animation is the best, It shows more detail, if the others where on the same level of polish it would be a lot better).
---
What I belive needs to be improved/changed
Now I will say things about gameplay, I understand that the game is very inspired in Diablo 1 (I played 2 more) but I belive that there is opportunity for improvement that will not take anything away from its tatical approach and solve a lot of issues.
Too many spells, too little keybinds - There are too much spells, abilities and whatnot, which causes an sensory overload, also, you cant customize the keybinds, for example, you should be able to put an spell/ability in both mouse 1 and 2, and the mouse whell could be used as a 3 button (and cicle a list of hotkeys, for example)
You should be able to see some of your preferred spells and hockeys in a easier manner, I belive that the way that the Diablo 2 Remaster (for consoles) is a good landmark, you are able to see 4 abilities so you know which ones are prepared and ready to use (the ones that you tend to use more)
Some spells should become auras/passives (similar to paladins in Diablo 2), for example bloodlust is a good ability but it last a very limited time (most of them are limited to 20 seconds max), by being able to always use a passive aura you can streamline the number of spells (reduce choice paralysis) and ease the gameplay (will require less juggling of keybinds).
The game could use some passive abilities, for example a trainer that could teach some things, like a focus in the use of some type weapon, etc - again, it would give more options for builds and not require much micro management (since you set the passive and do not need to do anything afterwards);
Spells should be not found only in books, for example, one of my preferred spells is haste, but I found it very late in the game (last 3 floors, and never found the level 2), again, giving us a NPC to train is a option to alleviate RNG when creating a build, giving the player more freedom (for example, choosing which spells to improve/learn), it is also a money sink (I will talk more about it later);
The game needs a small stun lock when you attack enemies (I sensed that they could stun lock you, maybe I am wrong), for example an enemy is charging in my direction and I am firing a bow, the enemy dos not fell my attacks, by being able to stun lock a little it would help us kite the enemy better, and is also good for melee, slow weapons could stun more, right now slow weapons are a simply worse because of lower DPS (when we factor hit change slow weapons are penalized, because if you miss you lose a lot of DPS)
Another thing, this stun lock is necessary for situations where you are outnumbered, in those you can be hitted simultaneously by all enemies and go from 120 hp to 0 in a blink of eye, if you are able to stun lock you could hit the enemies to prevent them from attacking (right now you try to kill everyone as fast as you can, block them in a door/tunnels) and spam potions.
The game needs a block chance (for both monster and player), when a player/monster blocks the attack it should stun lock for a moment the attacker, functioning in an inverse way to attack, this way fast weapons are not simply better, because if you have low attack rating (and the enemy is centered around blocking, like the Shield Demon), attacking a lot could be a disadvantage instead of a advantage, it also helps to balance better the flow of combat, the prevents the attacker to stun lock the defender and it prevents that the game devolves in a battle in which the one that has the highest DPS always win. Again, Diablo 2 is a very good reference for this topic.
The only magic type good is ice, in some sense it applies this stun lock (you attack a enemy using ice and you stop it for a brief moment, essential for crowd control), the issue is that enemies/casters fell very weak if they are not using ice, so it is very unbalanced (again, in Diablo 2 this is correct by enemies having immunities and differences, for example, fire is the highest overall DPS, lighting has the higher damage celling and floor, and cold is a little less damaging, but applies slow)
Again, the same applies to enemies and melee, if the enemy is fast like a Goremaker (and hits fast) it is a very high threat and sometimes unfair (when they are in a big group they kill you incredible fast), but if it is a little slower monster like a Shield Demon or a skeleton gole it is a nule threat (to give examples of monsters in the same area/levels), again with things like stun lock/block change the fast enemies could be less of a threat and slower monster could be made a little faster and more resilient to stun (they are slower, but less prone to stop when hit, and can put you in stun lock by blocking, for example).
Again, in the topic of fast monsters, they are soo fast that you need to use haste or you cant create a distance (since you cant stun lock them), I am not saying that we need a option to run, but consider that a stun lock and/or a aura of speed could alleviate this problem for ranged characters.
The actual balance is impacted by this issue, for example, when you reach a floor with a lot of fast monster the game difficulty spikes (becomes too hard) and when you reach a floor where they are not so prevalent it become too easy. Again, fast enemies are a lot worse than slow ones, even if they have less HP and deal less damage (they seem to deal a lot of damage, War Mothers and Goremakers attack fast and very hard, for example).
Spells variance of monster, a minor point, but the game has a lot of spells, and the monster use very few of them, they should be more varied, especially to avoid weak casters (lighting, poison, fire) and strong ones (ice).
No enemies should have a permanent shield against ranged attack or any type of damage (except if it is a immunity), for example I was playing a melee/archer, and my only option was to dive straight in the middle of the monsters when fighting casters and monsters like the unseen. I am not against a protection, but I should be able to play a ranged character if I want (and not use offensive magic, or use it only for buffing). In this case, mak
👍 : 2 |
😃 : 0