Posted: December 15
First, the positives: Eldritch is probably one of the best games that takes advantage of randomly generated maps, particularly 3D ones. Even though the graphics were simple, the game seemed to "intelligently" position most things, except for wooden doors - some of those seemed very weirdly placed. The game also does a great job at giving a creepy feel. For anyone who likes roguelikes, this is a good game. However, I find having to start from the beginning after making a few stupid mistakes to be annoying. Thankfully, the game saves your progress to the hard drive, and I just copy+pasted my save so I could continue where I left off. That being said, I completed the game probably a lot sooner than I should have, and what I did was technically cheating.
Now for the negatives: Like I said, being unable to save is irritating, but not something I fault the developers for since it is intentional. For a game that has well-written books in it, you don't have a strong idea of what you're doing and why you're doing it. The game gives you very little incentive to explore. Once you pick up a knife and a revolver, just keep finding health fountains and run straight for the exit. I have found little to no use to any of the magical spells (though, I'd probably use the teleporter or cloak more often if I didn't "cheat" with saving). The compass and silent boots are also far more useful than any other item you can pick up. The items just aren't balanced at all. I also don't like that once you beat the game, you can't continue where you left off at the library.
There's also the obvious "the graphics look bad" complaint. You get used to it pretty quickly, but I think what bothers me is there's no need for the style. Aside from the blockiness, the game is actually very detailed in many ways. The developers easily could have spent a little more time just polishing the appearance of the game - increase polygon count and just do a "cartoony" style instead of the stereotypical indie "8-bit" style. I understand that using blocks for the floors and walls was needed in order to easily manage functional 3D randomness (and destructable walls), but they could have still kept the cubes and make everything else prettier.