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Сообщить о проблеме с переводом
Such elaboration
Much detail
Wow
Yeah, I agree. The developers need to start working on some improvements.
EDIT: Welcome to rogue-likes
The characters have no weight to them. This is probably my biggest issue. It might be forgivable under other circumstances, but the majority of the game rests on button-mashing melee combat that always results in an unintelligible flailing of swords. It’s a minimalist game with a minimalist look at design, but there’s not even knockback, characters are unfazed by hits, enemies have no pattern other than walking and swinging their weapons frantically. There’s very little finesse to be gleaned or tricks to be mastered. But worst of all, it’s not fun to hit things. And when it’s not fun to hit stuff, the novelty of finding new weapons or gear to help you hit that stuff evaporates.
But there are still a few parts of the game that don’t consist of fighting. There’s still the exploring to be had. But the rooms are randomly generated and completely disjointed. There are no defining traits for an area. It’s as if someone scrambled the Metroid levels and threw away the map. There’s no wonder or intrigue because there’s no progression or discovery about what type of area you’ve gotten yourself into. There’s nothing to help contextualize what it is you’re exploring except for the occasional blacksmith and the party at top of the dungeon.
Even when playing with friends, the game really fails to capture any sense of excitement because you quickly realize that there’s very little point to all of it. The combat is boring and clumsy, the items are interchangeable and the enemies do little more than fill the space. What is there to master, to overcome? Some spectre is eventually going to claim you down in the dungeon anyway.
And then you begin to understand... the lack of any rhyme or reason to the layout, the unintuitive combat system, the mystifying absence of a goal, the absurd items. Those party-goers aren’t taking a break before their next big plunge into the labyrinth, they just understand, after being trapped for who knows how many centuries in that purgatory, that the only winning move is not to play. Those warlocks aren’t bad guys and you aren’t good guys. We’re all just victims of circumstance so why not party it up as long as we’re trapped in this coil? It’s a lesson in existentialism poorly disguised as a video game. And I love it for that.
EDIT: Welcome to rogue-likes
That really should have been posted as a review. It tells others exactly what you think and it tells it clearly.
Welcome to proceedual death labyrinths. Enjoy your stay, or don't. Whatever.
don´t even give a hint on what you don´t like... the developer has a crystal-ball on his desk to know what people don´t like. maybe it was not cleaned properly, so your wishes and criticism were missunderstood...
i hope the trolls stop posting "i don´t like this game" posts without any info. no one cares what you like or not... there needs to be a possibility to mark posts as troll-posts so they get deleted from time to time. even better would be to mark someone as troll if they just post stupid threads.
@miguel that´s how you do it right. but to correct you.. "disconnected" rooms?? you didn´t play too long, did you? or i missunderstood what you mean.
and fyi it´s not a real rpg, so backgroundstories about the chars are not important at all. it´s a permadeath-dungeoncrawler. if you want something with substance to it you´re right. then l.o.d. is definately the wrong game for you. get the treasure and survive...