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Recent reviews by dit

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1 person found this review helpful
5.4 hrs on record (5.0 hrs at review time)
This is a good game and I think worth the price, at least the "on sale" price for sure.

The game looks nice, the typing works pretty well, there's good variation between areas.

The story seemed boring, but I didn't really pay much attention to it since it comes at you in tiny bits and pieces.

The level designs don't flow very well in my opinion. Some of them are straightforward, some are maze-like. Sometimes I wasn't sure if I was in a puzzle or a maze. The spark area was particularly bad. Still not sure if I did it right, but I made it out of there.

There are some annoyances, like if you blast an enemy off the screen using knockback, you can't type the next word. Same if the camera angle changes and the enemy goes off screen. I haven't figured out how to exit Arena mode without dying, and the scoreboards don't work for me.
Posted 5 January, 2018.
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No one has rated this review as helpful yet
6.7 hrs on record
Early Access Review
I got this on sale for a fraction of the price, I'd say it's worth about what I paid. The foundation is there, just waiting to be made into a great game, and I really hope they get there.

One huge problem is that the graphics are extremely basic (which is fine) but the game is horribly sluggish. I can only play it in windowed mode on low resolution.

The crafting system forces you to build an item using the grid the first time, and then never again. Just drop the pointless grid and require a certain number of materials like Terraria.

Some things take FOREVER to do, like smashing down boarded up doorways. You have to break down the top and bottom of the door/boards, and each has to be broken down in multiple stages. Even if I'm not using the ideal tool to do this, it really shouldn't take longer than 10 seconds.
Posted 16 December, 2014.
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No one has rated this review as helpful yet
40.4 hrs on record (39.3 hrs at review time)
This is a great game and it's well worth the money. It gets a lot of inspiration from another game that rhymes with ShmastleVania but I think it throws in enough unique twists that it's not TOO similar. Choosing a character with unique attributes and running through a randomly generated castle each time is fun. The remix bosses were amazing, the game wouldn't be near as good without them. They're frustratingly difficult, but I did manage to beat them after fighting them about a hundred times each.

There are some things that in my opinion would turn this good game into a great game:
- Don't make me collect every single rune 5 different times. It's only exciting the first time I discover a new rune.
- Don't make me upgrade the same trait 75 times. Upgrading one of these traits has almost no noticeable effect, so it's not very satisfying to drop all your gold on them seventy...five...times... (x4 traits)
- Don't make treasure chests that only dwarfs can get to. It creates an impossible goal which is just frustrating. Dwarf shortcuts are great though. Same with chests that require a specific magic ability.
- When getting a new rune or blueprint it only tells you the name. Showing the description and/or stats would be nice.
- Vertigo is funny the first time I picked it. Every other time I accidentally picked it I just suicided. Make an unlockable trait that disables vertigo? And do you really need to have a gay trait?
- The castle layout is randomly generated but the rooms that it uses are the same so the castles don't really differ that much. Especially since the areas are always in the same direction. I think having 2-3 more areas would've made a huge difference. Also more enemies that were unique to each area (not just upgraded) would make them less repetitive.
- Maybe add a difficulty setting that affects the remix bosses so that younger people or people that aren't as skilled/patient can still unlock everything.

Seems like a lot of complaints but it's only because I enjoyed the game that I noticed these things. I would buy a Rogue Legacy 2 if they made it.
Posted 24 October, 2014. Last edited 2 November, 2014.
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Showing 1-3 of 3 entries