At first I thought I was watching some really cheesy and whiny, self-loathing, stereotypical love story. It was nice to be wrong! My only complaint is that it took a bit long to get to the point.
Interesting game, but since it's predominantly interactive fiction, it hinges a lot on the writing. I found it a little bit stale. It's certainly competent, yet somehow seems a bit terse and often places the reader away from the action. I'm certainly not a writer myself, but I think the writing could be more engaging if it was more in a style like this: "Halt!" shouted a man emerging from the shadows. As opposed to something like this: A man emerges from the shadows and tells you to halt.
Great game! The controls were a bit awkward and it started a bit slow, but after I finished having sex with all 72 virgins, I really felt like a true champion.
I really like the creepy atmosphere but as a game I think it's really dull. I kept going anyway since I wanted to find out what was happening, and there the game is pretty effective. One of the major problems as I see is that the game is filled with uninteresting objects. The vast majority of things we look at provide the same generic response: "Nothing interesting there." The practical expectation is that the player is going to get bored and stop looking at things. Yet the game requires looking at certain things to progress, but those things look the same as the generic background filler items which the player is likely to skip over. The result is a game that requires the player to read and try the same-looking things over and over without much of a sense of direction, and that doesn't make for a particularly nice gaming experience.
Fun little game! I wish it was a bit longer. Winning seems to come down to choosing the best weapon for the job and conserving ammo. The ending felt a bit abrupt and terse -- would have liked to see a little more to it.
Eye of Bardulus seems like a horrible downgrade since it no longer gives us the ability to precisely control where explosions happen. I think gunpowder should be modified so that each hit (piercing or not) triggers an explosion. Then the two skills would complement each other perfectly.
I thought it was a great game but it has a really slow start IMO. The movement speed is slow, attack speed is pathetic, etc. Once we get higher level with more powerful equipment, the game starts to pick up in pace quite a bit and things get more challenging and fun. Nevertheless, the difficulty seems very uneven. Even on hard difficulty, I thought the game was too easy all the way up to the ancient god which suddenly got pretty challenging, and one thing that really drove me nuts: the number key shortcuts and shift-clicking work for potions but not spells. It's really annoying having all these spells but only being able to access two at a time.
I love the simplicity of this idea of streamlining and focusing purely on the branching nature of a storyline. However, I think in the process it got simplified a tad too much. I'd like to see a bit more entertainment value out of the panels themselves -- maybe not every one, but major ones, like a larger, more detailed panel every once in a while, or a colorful one, or one with more writing and text to convey the story, or one with sounds, or music that plays but changes as you follow a particular branch, etc. -- something to just spice things up a bit and draw the player in more.
Or another possible idea. If the game is going to punish you for becoming really high level by making it very hard to find anyone to play with, at least make it so all the spells and weapons we buy can be shared among our new characters. Then even if we create a new character just because there's no one to play with our level 17 guy, he gets to keep all the same stuff. With that it won't have to feel like we're restarting from scratch just to find other people to beat up.
Controversial suggestion, I'm aware, but I think the level restrictions on rooms should be off by default. What's the point of having a level 17 character if we can hardly ever find anyone to play with? Now I feel lucky just to find anyone who will play with me. If I create a room with that character, I can't even allow people to join lower than level 14. The result is that I'm creating a lot of extra characters just to find people to play with. If we don't want such powerful characters to come in and dominate the game, maybe there could be some other mechanisms to prevent this.. or significantly increase the rewards for lower level players killing higher level players so that there's sufficient incentive. You could also make it so players below level 6 have newbie rooms they can join where they won't be killed immediately. Otherwise I think leveling up will always come as a penalty. I wish my character was back to level 12 since it was more fun then.
Seemingly a fun game, but I had the worst showstopping bug imaginable. Right as I killed a boss, I leveled up and the game froze to a point where I could access the menus and so forth, but couldn't move my character or do anything. I thought surely not all if lost, so I tried reloading the game and continued. After that, the same thing happened -- my entire character seems to unplayable! Please fix this glitch, as a bug that ruins an entire character is simply unacceptable.
The game looks great and is initially fun, but turns into a horribly tedious grind later on. I've found the only setting I could tolerate later was turbo, but even in turbo, the game feels like a really slow-paced shooter. The other thing is that it doesn't feel like a proper bullet hell game -- the ship was designed to take many hits, and that becomes a necessity because it simply seems impossible to dodge certain enemy shot patterns given the extremely large hit box. The result feels almost like a strategy game rather than a fast-paced, reflex-based shooter game. I think the game could be considerably improved if turbo speed was considered the norm, and the game mechanics were adjusted in a way such that the difficulty and nature of the gameplay matched this faster pace. I think the ship should take a very limited number of hits, but the hit box should be small so that we can properly dodge particles with pinpoint precision and also turn invincible for a second when hit.
This game is fantastic. I wish there were more games like this which combine elements of sim, strategy, and RPG-like character building. It's such a powerful combination and it's why I think games like X-Com and Pirates are such beloved classics.
I like this game but does it have an ending? If not, I feel like it gets too repetitive. After the boss it's just an endless loop. Most annoying IMO is the feeling that there's still quite a bit of luck involved in a run. Occasionally I'll face a seemingly impossible situation like a cart coming towards me from the center while I'm lycan: I dodge left, and there's a barrier *after* the cart shows up that even kills the lycan: I'm trapped for an inevitable doom. Other situations seem not quite impossible but impractical for a human player to respond appropriately: normally in such situations I'd think that maybe it's a matter of skill and I just didn't anticipate well enough, but I'm on the leaderboard so apparently I'm pretty decent at this game yet I still run into situations in every run that I think even really good human players would inevitably die in. Nevertheless, I liked the game pretty well initially and played it for a good while before I started wondering if it'll ever end.
I love this game: a CRPG with a focus on numbers and statistics with a decent amount of character customizability and randomization of encounters to keep things interesting. In spite of its flaws, I was hooked to the end. My main complaint is that it's a bit too grindy and the combat starts to get far too simplistic: either we're strong enough to plow through the enemies or we have to use the same basic tactic of trying to lure in one or two enemies at a time. I actually think the slow rate at which the party levels up would be excusable if the combat was interesting enough to keep us engaged all along. Nevertheless, games that feel like this are becoming increasingly rare these days, so I consider it a gem, albeit a very flawed one. I'd love to see more like this with improvements along the way from the same author in hopes that the gameplay mechanics get sorted out since I see tremendous potential.
The game has a lot of good things going for it: nice graphics, sound, and fluid controls, yet it just doesn't seem very fun. I think the problem is that the gameplay seems like it's meant for either a superhuman or a cheapskate. If we spam pods, the game is a breeze. If we don't, things move so fast that it seems impossible to dodge anything without memorizing and anticipating the level and the enemy patterns in advance. Yet the game seems like it was designed to be played for pod spamming, at which point it ceases to become much of an action game and becomes a rather tedious bore -- I beat it in spite of playing terribly on the last level and bumping into all sorts of things. Considering that there's a sequel coming, the game has a lot of potential and I think it could be a hit if this aspect of the gameplay was improved considerably.