Soulash
Spear Deer 21 Mar, 2022 @ 4:29pm
Game seems a little slow/easy/simple, but maybe I'm just playing wrong.
After an hour of playing my catperson nomad, and just hitting everything to death with little/no risk of death while swapping my weapon for whatever I found that seemed marginally better, the game crashed and I realized I hadn't had fun yet. It seems like it could be an interesting game, on paper its got all the right bits- but so far I've been pretty not enticed by the skills I've seen on level-up (I was basically offered sprint, ice bolt, and something else I don't even remember), not particularly impressed with the combat (functionally devoid of tactics. My choices were "hit the enemy", or use my starter skill, which was also just "Hit the enemy"), and despite wanting to like the game, I'm not sure its worth diving back in.

When something markets itself as a traditional roguelike, I'm expecting the kind of interesting choices and possibility space that Qud, DCSS, and CDDA show the player. If I were to pick it back up, is there a setting/class combo/playstyle I should employ to make the game less sleepy? Or at the very least like an auto-combat button I can hold down to grind out the brainless early game vs bats and farmers? Any suggestions on how to better explore what it has to offer?
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The Grand Mugwump 21 Mar, 2022 @ 5:25pm 
This is pretty much it. The vast majority of skills are just variations of hit the enemy in different damage type flavors or hit several enemies at once. A few stand out, like nomad's disarm forcing an enemy to drop their weapon or intimidate (supposedly) forcing you or an enemy to run away or pass turns instead of attacking. You can tell which are the more interesting skills if they require a contested roll of your stat vs an opponent's stat.

I 100% agree though. This game is almost utterly devoid of in-combat tactics except against some of the gods. Out of combat tactics seems to revolve around knowing the map and looking for enemies to wander off on their own. There are very, very few abilities which allow for maneuvering around enemies, most enemies at the start can be out run and most enemies later will out run you just because their numbers are bigger, which is not good.
Last edited by The Grand Mugwump; 21 Mar, 2022 @ 5:29pm
Originally posted by The Grand Mugwump:
This is pretty much it. The vast majority of skills are just variations of hit the enemy in different damage type flavors or hit several enemies at once. A few stand out, like nomad's disarm forcing an enemy to drop their weapon or intimidate (supposedly) forcing you or an enemy to run away or pass turns instead of attacking. You can tell which are the more interesting skills if they require a contested roll of your stat vs an opponent's stat.

I 100% agree though. This game is almost utterly devoid of in-combat tactics except against some of the gods. Out of combat tactics seems to revolve around knowing the map and looking for enemies to wander off on their own. There are very, very few abilities which allow for maneuvering around enemies, most enemies at the start can be out run and most enemies later will out run you just because their numbers are bigger, which is not good.
Spot on. The game has a severe lack of options and content, I cannot recommend it in it's current state.
Hopefully this will change with future patches.
I agree that the foundations of an excellent game are here but it needs content and polish. I've had quite a lot of fun with it so far, but after grasping the mechanics and basic strategy I find there's really no advanced strategy. It boils down to picking off enemies one by one, replacing any equipment you can with better equipment, and avoiding fights you can't brute force. I've been really enjoying the lore of the world but the game feels very limited in its current state.
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