|Very good autoamp|
|The shopkeeper give you some sidequests|
- You have merchants where you can buy better equipment (weapons, shields, armour, magical items, spells and the like) which makes this game more varied.
- Instead of continously regenerating as in TDP:LoA you must either heal with potions, spells or by lit a campfire and stand nearby. You need to find the campfire first and then you need to have a torch ready.
- You could store items in a storage section and upgrade the number of items you could store there by paying more money.
- All items have weight and your attribute Endurance control how much you could carry before you are gradually slowed. This is one of the best implementations I have seen of overloading in these kind of games. Instead of giving you penalties of fighting you move more slowly and it comes in gradual steps. If you are too heavy loaded you could forget to accomplish your square dance and barely manages enter fights without heavy losses, since you will be too slow to attack and retreat before the enemy attacks.
- Automap is here. Hurrah!
- Skill tree which give you some variety and replayability even though it is very streamlined within a class.
- Coolness of weapons. With knives you attack faster but inflicts lesser damage, with two handed weapons you attack slower but inflict a lot of damage.
- Special binding stones that allows you to teleport back and forth without having to travel through each level.
- Some sidequests to give you more XP. Delivered by a few NPC.
|You could put items into a storage but have to pay for the room|
The interface is pretty good with the standard movement of the WASD keys. The character screens are clean and easy to understand. The sound of the game is ok and the music does not stand out and are not as good as in TDP:LoA. I do have to say though that it has strong resemblance to the music found in Legend of Grimrock.
Graphics in the game are generally good with much better framerate and animations than in TDP:Loa. But the different environments are not as clear and textures are not always as good as the single one in TDP:LoA. So comparing them a single level to each other TDP:LoA wins easily because it is much sharper and clear.
|Hmm...how to get across this ?|
|Your character and inventory|
I opted to play a mage in the game but I found it underpowered compared to a fighter. The spells do little damage and costs much mana. Mana is only restored by drinking potions or by standing beside a campfire (of which there are few). Unless you use a staff which slowly regenerates mana but that would require you to run back and forth between fighting and retreating and it would take too much time. There are several combats in which you are totally locked up in a room or in a confined space. To run around holding a staff and wait for your mana to regenerate while the staff itself inflict around 50 % damage of a melee weapon was never my choice of play. I thought I had the best combination as a warriormage because I could still retreat and heal myself using the staff which regenerated my mana.
As a warrior you could fight as much as you want and the fights are actually too easy with the squaredance tactics so I found myself always fighting in melee. The only difficulties I had was when the space was too limited to use the squaredance tactic.
I saved most of my skill and attribute points and think I ended the game at level 21. There are three skill trees for a playing style of warrior, ranger or mage. I begun to put some points into the magical tree but spells are still too weak. You will also get a lot more good weapons when exploring than good wands. I have no idea how it is to play a ranger using ranged weapons. There are some good ranged weapons hidden in the game though.
I would like to see a sequel though because this game has good potential to be developed further. I would suggest the enemies gets a little faster so square dancing would not be so easy. Or that they possess more abilities like freeze or slow. You have a bestiary in the game and when you have fought enough of a given creature you will see its relative strengths and weaknesses. My hardest opponent was the moving green garbage slimes because they leave a trail of poison and have poisonous attacks which drain you quickly. Fighting several of them in confined spaces was tough.
Also, more NPC with more elaborate dialogues would enhance the game as well. There are no lore or other information found during your explorations so you quickly forget about your main quest.
Overall, this was a good dungeon crawler that comes highly recommended.
Gameworld & Story
NPC & Interactions
Monsters, tactics & combat system
Character generation & development
Graphics, Sound and Interface
Summary CRPG value