It's definitely a unique experience that's worth the purchase, but in its current state I don't antisipate it holding my interest for as long as FTL did.I'd sort of like to have a game that plays like a traditional roguelike, but without permadeath, at which point concepts like fairness become less important to worry about that funny death no longer forces you to start the entire game over, so the death can be funny rather than frustrating. And of course the game is incomplete, so it's somewhat unfair to draw direct comparisons to FTL (or any other complete game). Heal is mandatory, and AoE DPS is king it beats both DoT & synergy based skills.Īll that said, the art style, writing & narration are top-notch. hero diversity, viability & balance needs work. limited inventory size largely negates the loot scaling that comes with level difficulty stalling combat for infinite healing/stress relief it's often the optimal play, yet is rather tedious. cannonfodder heroes->infinite resources mean that in the long run there is essentially no lose condition. dis/advantage of light level isn't clear cut unlit runs are quite often more profitable & easier. No info on enemy abilities or turn order significantly restrict the scope of tactical decisions. Excessive information hiding restricts player agency. Quite often you'll find yourself flipping back & forth between screens trying to collate data that has been inexplicably seperated by the UI design. I played FTL to death even before it was released on Steam, and believe it to be *the* best rogue-like-like game - a classic must-play.ĭarkest Dungeon is good, but thus-far suffers from a few flaws that I feel prevent it from reaching quite the same heights. To OP while it's obviously thematically very different to FTL, it does share many core mechanics.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |