- Joined
- Dec 30, 2013
- Messages
- 106
I played the map twice while making different decisions in both playthroughs.
I have to say that unfortunately, I found the whole "different decisions" aspect of the game to be rather underwhelming. The decisions don't change the game all that much.I think part of the reason for that would be the fact that the game is rather easy. I had no difficulties with any section of the game regardless of my decisions. In relation to that, I never needed potions, which rendered the shops in the game completely useless.Even the main story decisions. I would have thought that siding with a different prince would make the story take a different turn, or at least make Ethan and Sammy go to different areas. I was very disappointed.
On that note, gold was also completely useless in the game, since there was no point where you could buy something more useful than anything you could find from quests and drops. The most pointless item would be the teleport scrolls, since there's no reason to go back to areas. Although, even if they WERE helpful, the fact that only Ethan can carry any items at all meant that anything not helpful to combat was just a waste of an item slot.
The siege near the end of the game seems poorly designed. I don't know what the lose condition is, but I lost all my men aside from the archers as well as all the citizens but still didn't fail. The archers, Ethan, and Sammy did most of the work. The invulnerable towers seem very overpowered.
I'd also like to note some bugs:
Overall, I guess I might have gone into this RPG with too high expectations for the decisions mechanic. Aside from that though, other gameplay aspects of the map also detracted from my experience. 3/5 from me.
- In the barracks late in the game, there are some barrels behind the bed. Making Sammy use his pouncing move on one of the barrels caused him to somehow end up in the palace.
- My companion kept punching the scout during the cutscene and killed him.
- One of the siege towers at the south wall got stuck and never released the units it was carrying.
- Ethan and Sammy will stop gaining exp from enemies with levels (like bandits) at level 5. They start getting exp from these enemies again after they receive exp from an enemy with no level (like werewolves).
Side note, I don't think this map should be tagged as a Campaign. I was under the impression that campaigns had to be a different file type, and needed to consist of multiple maps in one.
Thanks for such a thorough comment Vindeus. The game is easy because i wanted to make sure it was completable without doing any side quests, so that everyone plays through the story, which is the main aspect of the game. The decisions however make it more personal, but the overall plot stays the same. And of course I will fix the bugs in the next versions.
That is one the best map in the HIV
I give it rate 5/5
And please make another map like this
Really thanks
Cheers man