Mr Windblade Feb 1, 2013 @ 1:28pm
My Greatest Fear (Not Controls)
There is a lot of content, but it feels like there is very little to drive me forward in playing the game. I fear that the game will not hold the attention of its genre's fans.

Starting out, you pick a class - it determines your spells (essentially your equipped weapons) and then you are expected to roll with this loadout through a few stages, or swap for other loadouts between stages, and then you can move to a new set of loadouts as you progress.

So say I pick the Forgician. No matter how many enemies I tear up or stages I complete, the Forgician will always be just that - the Forgician. There is no reward for impressive combat feats, so logically, there must be some kind of reward for exploration? Alas, there is not - at least nothing to give you a change in gameplay.

Exploration of certain tiles (indicated by a giant "go here and this will happen" tooltip) confers certain "town" bonuses, but nothing that adjusts or changes the action stages in any meaningful way. Eventually, you'll level up, but it doesn't change how incredibly monotonous the whole process feels.

Back in the days of old, when technological limitations prevented us from developing deep or involved advancement systems, we used to have power-ups/pick-ups which would immediately influence the action stages. In the classic Castlevania, it was the sub-weapon with ammo - if you grabbed the Crucifix, you could spend 5 hearts to throw it for extra damage, and you made a game of dodging the Knife and the Axe pickups so you could keep said Crucifix.

If you were a snappy lad, you could find the hidden stones that allowed you to throw more projectiles - and if you performed well enough and survived the stages, collecting more of these stones further improved your offensive capability with the sub-weapon (assuming you had the heart income to support the gameplay).

If I had that on an 8-bit platform... then what the **** is this? Non-linear exploration with no benefit of doing so, platformer combat with nothing to gain, strategic overworld with minimal benefit... why?

What is the point in putting so much time and effort into this if the core game mechanics are fundamentally flawed? The first game may not have been everything you wanted, but at least I had treasure rooms to find and things to actually collect!
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Mr Windblade Feb 1, 2013 @ 1:34pm 
Of course I just realized that some of my complaint here has been addressed in recent patching but still... MOAR.
=[RoS]=Justinpcgamer Feb 2, 2013 @ 1:57pm 
Exploration of certain tiles (indicated by a giant "go here and this will happen" tooltip) confers certain "town" bonuses, but nothing that adjusts or changes the action stages in any meaningful way. Eventually, you'll level up, but it doesn't change how incredibly monotonous the whole process feels.


True true true...
Mr Windblade Feb 2, 2013 @ 7:34pm 
I like the addition of the "equipment" which adds certain temporary bonuses that promote tactical gameplay since they only last so long as you can avoid damage. It does at least change the item drops occasionally and it does help break up the combat monotony.
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