Julkaistu 26. tammikuu.
Exactly what you want in a Roguelike -- Lots of depth. Lots of variety. Lots of strategy. Very rewarding to play and master.
9 out of 10 (with the potential for 10/10 with further development which is in the pipeline)
Starts off very hard, but you always know why you died/failed. As you learn how the game and characters work, the game gets much easier and starts to really shine. If you're on the fence, get the basic 'Pixel Pack' - you don't get much with the upgrade to Crystal (one hero, one game mode). I play on Linux under WINE with no major problems, although it's not supported.
+ Great characterizations, diverse skills which dramatically change the game
+ Monsters which force you to change tactics floor-to-floor
+ Game modes, while a little thin, do offer a good dose of variety
+ Music/Sound is excellent. even at 100+ hours in, the music is still a welcome addition.
+ Tactics and strategy matter - a lot!
+ Lots of replayability and more in the future thanks to continued development
+ Even if you're an expert, there's still a lot of challenge
- Tower defense aspect is really a second fiddle to the heroes, especially in lower levels, mostly due to one enemy type (Zoners) destroying minor modules
- Multiplayer is still rough (but being improved patch by patch)
- The music in the first video is not in the game
- Interface could use a little work (health is hard to see, 'restore skill' is hidden, can't pin heroes to rooms)
- Characters sometimes don't attack/repair immediately (minor quibble, really)
- Crystal running is usually trivial
About the difficulty: it's hard, yes (and I like hard), but you get to the point where the balance flips and losing becomes a rarity. It's still difficult and rewarding, but the heal mechanic means you can just overproduce food and heal all the time, so it's actually hard to lose outright. Many of my first few losses were simply being to skimpy on healing; lesson learned...always top heroes off if you want them to live.
* take 30 minutes and read a guide or two; it'll save you a few failed runs.
* start on 'very easy'
* PAUSE. all the time. assess how the battle's going. is one hero in trouble? are enemies going a path you didn't anticipate?
* don't heavily invest in offense modules; your heroes should be doing most of the fighting
* change your strategy if you see Zoners (triangle guys which attack minor modules), Dozers (big rock guys which attack major modules), or Riders (can open doors). monsters are set per floor. if you see one of the above, the level is going to be much, much harder
* Max is very, very good thanks to his ability to generate dust on door opens. makes floors 8+ much easier.
* Controlling aggro is essential, although there are many ways to do it. the easiest is with Skroig, the necrophage character, and his Red Plume skill - reset (on the character sheet) when necessary; it's cheaper than healing/rebuilding.
* Floors start at about 11 doors for level 1 and go to about 32 doors. generally, keep building resource generators until 2/3rds through. shoot for two operators at all times. make use of mechanical pals, when you'll be sure they pay off.
* when dust gets short, have one 'exploration' wing where only one room is lit for defenses (with a combat hero that can control aggro), and one 'production' wing where all rooms are lit. only open more rooms on the 'production' wing when you have enough dust to light the room you're going to open.
* neurostun, tear gas, and biotransferrance are some of the best support modules
* research 'Shop's and put an Operator on any merchants you find post floor 7-8