- Joined
- Feb 17, 2009
- Messages
- 291
I've played only on normal so far. You are very good at creating puzzles and I wish there were more games that made you think like this one. That is a major highlight for me and I was impressed. I tried really hard on that cross puzzle but damn I suck at those types hahahaha...
Also I want to mention what you did with the catapult - I really enjoyed that. This campaign has a good tutorial, and that may sound funny but a lot of tutorials in games aren't that great and many have none at all. I've never personally played a game like this and when I saw the description on the front page, I was really excited because it sounded right up my alley.
I love the music, the terrain is good even though you elected not to use imports. The warcraft related lore is dead to me cause I've been around it too many years lol but the look definitely fit nicely. A lot of text needs to be proofread. That always happens in these kind of maps which I don't understand because it completely breaks immersion. The ice temple was very cool, it felt just like a zelda dungeon. Your use of images and especially the runes on the icecrown tiles was an awesome touch. I never expected anyone to use them like that.
Now, it feels like I'm playing NES in 1987 because this game is so damn hard. There's no difficulty curve at all, it just starts out kicking your ass. It feels flat out unfair, you can be killed almost instantly if you don't react perfectly. Maybe I should've started on easy, since it seems like normal is actually the hard setting. That being said, this does help you adjust/improve much more quickly.
The turn rate and small cone AoE of the warden is annoying. You think you're able to hit something but nope...it's just not intuitive enough in my opinion. This is made worse by the wait period between dash and being able to attack again. It's really hard to deal with when spamming buttons in a fast moment. The lich battle was absolutely infuriating for me. The entire screen is white because your fogs are too dense. I could hardly see any of the spells, so it was either run around helplessly for eternity or dart in close and die instantly.
As far as a suggestion maybe, I feel like there are times where you're fighting monsters for no gain, only to lose HP and die on something that actually matters. In zelda four swords adventures you'd reset your cash after each level. That was a temporary objective for each stage that would help you get stronger, similar to the health regen upgrade. That was appreciated to be sure. Unfortunately that is a passive effect (aka limited amount of interesting interaction) so something more active would've been nice.
Again, I love the Zelda influence (like the Lost Woods and Forest Temple, that was priceless) and you have done a good job executing that. It's something I always wanted to do when I was little.
Also I want to mention what you did with the catapult - I really enjoyed that. This campaign has a good tutorial, and that may sound funny but a lot of tutorials in games aren't that great and many have none at all. I've never personally played a game like this and when I saw the description on the front page, I was really excited because it sounded right up my alley.
I love the music, the terrain is good even though you elected not to use imports. The warcraft related lore is dead to me cause I've been around it too many years lol but the look definitely fit nicely. A lot of text needs to be proofread. That always happens in these kind of maps which I don't understand because it completely breaks immersion. The ice temple was very cool, it felt just like a zelda dungeon. Your use of images and especially the runes on the icecrown tiles was an awesome touch. I never expected anyone to use them like that.
Now, it feels like I'm playing NES in 1987 because this game is so damn hard. There's no difficulty curve at all, it just starts out kicking your ass. It feels flat out unfair, you can be killed almost instantly if you don't react perfectly. Maybe I should've started on easy, since it seems like normal is actually the hard setting. That being said, this does help you adjust/improve much more quickly.
The turn rate and small cone AoE of the warden is annoying. You think you're able to hit something but nope...it's just not intuitive enough in my opinion. This is made worse by the wait period between dash and being able to attack again. It's really hard to deal with when spamming buttons in a fast moment. The lich battle was absolutely infuriating for me. The entire screen is white because your fogs are too dense. I could hardly see any of the spells, so it was either run around helplessly for eternity or dart in close and die instantly.
As far as a suggestion maybe, I feel like there are times where you're fighting monsters for no gain, only to lose HP and die on something that actually matters. In zelda four swords adventures you'd reset your cash after each level. That was a temporary objective for each stage that would help you get stronger, similar to the health regen upgrade. That was appreciated to be sure. Unfortunately that is a passive effect (aka limited amount of interesting interaction) so something more active would've been nice.
Again, I love the Zelda influence (like the Lost Woods and Forest Temple, that was priceless) and you have done a good job executing that. It's something I always wanted to do when I was little.
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