
Retro turn-based 2D pixelart RPG. Exploration, character choices, riddles and challenges. 80+ hours of gameplay.
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Languages: English
Engagement
Reviews
Themes across 40 recent reviews and how positive each mention is. A keyword signal, not full sentiment analysis.
Reviews
I've played way more of this on Switch than I have on PC. It's very good. It's almost like entry level Tales of Maj'Eyal. That's the best way to describe it. It does fill its own niche though. I like everything about this game.
It really tries to be reminiscent of old pc rpg's like ultima, avernum, but ultimately fails slightly in so many ways i would instead recommend playing the old games it takes inspiration from. There are some things this game does well. It looks fine, maybe some people will be turned off by the very simple retro pixel art, but i like it, everything is instantly recognizable, magic items look cool, i have nothing to say against the graphics. Music is mostly background noise, but it's not in any way grating. The story is very basic, maybe it throws some curveball in the later chapters, but so far its a simple, classic plot, which, while not groundbreaking, is enjoyable, and gives me a reason to play. But the gameplay dies a death of a thousand cuts. The game heavily borrows from past titles, but doesn't stand on the shoulders of giants, it makes the same mistakes over and over again. Character creation and stats are confusing, some stuff is explained, but some stats remain a mystery as what do they exactly do. I'm sure i could figure it out with a piece of paper and some math,, but i don't really see the benefits of not simply giving me %chance to hit an enemy, and instead obscuring it behind 8 different numbers. Things like showing how much damage a spell does, and why? forget it! Your spell leveled up! how much more damage does it do? it says it deals "more" damage! thanks game! Most of the skills and effects are similarly cryptic. As are all other tactical options. Taunt "lowers defense and speed". By some amount, i presume. Changing my attack style from "aimed shot" to "quick shot" gives me "speed++" but it also gives me "accuracy-", very helpful. After a while, this kind of pointless obscurity becomes grating. I don't need to have everything calculated instantly, but at least give me data needed to figure it out somehow. The entire combat systems runs on a sort of an action point system, where cetrain actions take different amount of time, but you never get exact numbers. Do i cast many fast spells or a big one that takes longer? The only way to figure out which is better is trial and error! Leveling and skill system is also plagued by a terrible problem, you get talent points you can put either into the 2 main stats, STR and DEX, or you can put them into skills and spells, BUT, you can also just grind out the skills by using them in battle, but very, very slowly. This makes the mathematically best play to put all the talent points in stats, and grind the skills by killing millions of rats. I know i should just level up my spells with talent points instantly, but the fact that it is clearly the suboptimal path feels terrible, but grinding a skill i can use once a day and i have to use it about 300 times to level it up feels ever worse. You can also put talent points into upgrading items, but the game uses a random prefix-suffix system, so there's a very fair chance that you use up 10 levels worth of talent points on upgrading your gear, and the next skeleton you kill drops something infinitely better, and you aren't getting those levels back. The dungeons, which are a big part of a game called "dungeons of chaos" are very hit or miss, some, like ch1 lich's lair, are very fun romps through a tower full of undead, with some light puzzles and secrets, and a cool boss at the end. Some, like an abandoned mine with a dragon in the same chapter, took me a real life hour to explore the winding dead ends, which ended in a fight with 1 enemy and a pile of loot. A lot of the dungeons are like that, full of dead ends and mostly empty, but you still want to explore each nook and cranny, because one in twenty has some cool loot or a secret boss. It's not a good design and made me want to skip everything after that, loot be damned. Ui feels dated on purpose. People have figured a lot of neat tricks that make turn based rpg fight move more smoothly, and this game uses none of them. Everything takes just a little bit more clicks than it has to, you have 9 quick slots for skills, while classes like the wizard can have like 30 spells or more, and if you want to use something not in the quickslots, you have to go through a grueling journey through 6 different menus, to rearrange the quickslots, and only then you can use the skill. Some parts of the game seems unfinished, i talked to a vendor, clicked one of the options made a popup appear explaining that this is an option for items that aren't in the game "Yet". I'm not holding my breath. Overall, the positive reviews i read promised a game that's deep and functional, and i can see the skeleton of that game, but so many little things seem very unpolished badly designed at the core level. I really liked chapter one, i had fun developing some strategies that seemed to work through trial and error, but in the middle of chapter 2 i just had enough of the small and medium errors this game keeps making. I can see this was an hones passion project, but i think i'd rather replay the old games it's inspired by
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Modeled estimate over time, reconstructed from Steam's monthly review histogram.
Hours played at review time, across 40 reviews with recorded playtime.
positive critical· bar length = how often the theme comes up
Excellent throwback RPG. Tons of replay ability!
yep
Can't recommend this game. The dialog options are just all over the place, and you'll be clicking on buttons and something will say you got a quest.... OK,... Plus, there was one glaring combat decision that I couldn't tolerate. For some reason you can't move, or attack enemies that are diagonal to your character! (Like literately every other single tactical combat game ever. I don't know if there is a way or not, because I was NEVER able to figure out how to do it, and the post I made on the discussion page asking about it was never respond to. Who makes a tactical combat game where you can only move up, down, left, and right, and only attack up, down, left, and right? It just feels lame to me. Honestly, if you want a much better tactical D&D style combat game try "Low Magic Age" Edit: The Developer did respond to my post in the discussions eventually and mentioned that it was a design decision and you can't attack or move diagonally. I appreciate that he responded to my post, but I still can't recommend the game based on this game design. But if that doesn't matter to you, then give it a try.
A nice little gem of a game, done by a single dev !!! Played the Ultimas back in the days on Apple IIe, Atari 600/800xl and got a lot of flashbacks while playing this one. Just dont let the interface and the "nine" pages of options drive you away early and you may find: + a crafting-system with Talentpoints, Mana, Life and Gold as payment to use on... + tons of different weapons and armor. + Unique items and Sets + static and "Random" dungeons + tons of archivements that may need 10+ parties to beat the game + the option to speed up up to x10 and autoplay the fights and also speed up the movement in the world. + Unlimited inventory and bankspace. + tons of different monsters + Respawn areas to farm + Classes and advanced Classes via guildquest-unlocks to change classes like a mage to a wizard + Races and traits to unlock for the next playthrou + unlimited save/load before opening chests if you want + random amount of hp/mana per levelup that can be optimized via save/reload until hitting high values + Spellbooks to learn new or if you have some different tiers of the same spell let you train more lvls per talentpoint spent + Chars can be created by unlimited retries rolling "rng" values for dex str mana and life and one of 4 different boni and so much more For ppl who want to optimize and/or finish the game with different classes many times, you will find an NPC in Chapter 3 that can transfer any item between savegames(parties) later on (costs gold/talentpoints). And if that is still not enough, the game let you duplicate items with the ingame save/load/backup/restore system combined with the NPC that let you mule items. One last Tip: READ the quest-texts - as you wont find any "!" or "?" on npcs here and may get lost if you just hoard them.
goodun
Very good game!
If you are in the mood for something like the old Might and Magic games, give this one a go! I just got off the 'starter island' as some refer to it online but that had some challenges that will make you think quite a bit on how to approach building your party and how to tackle encounters. I will seriously reconsider starting another game at some point to try a crazy party but you will definitely get your 'money's worth' on a single playthrough.
One of the more replayable games I've ever played. The creator of this game is also, by far, the most engaged with his community.
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