Posted: August 9, 2014
Early Access Review
This game by far is the most original game that I have seen ever since before games became re-hashed and ruined by franchise! I saw this game on greenlight awhile ago (love at first sight), and I instantly wanted it. this game totally packs a new kind of competitive gameplay into dungeon crawlers. What is this game? it's multiplayer 1vs3 dungeon crawl, where 3 people can be the dungeon masters and one person will be the player; Here is the twist though: Once you kill the player you "steal" the players humanity and become the player yourself (the killed player becomes a dungeon master); which is totally new compared to the typical co-op experience you get in rogue-like games. The goal of the game is to level up and gear up untill you can face the final boss. Whoever kills the final boss or has the most xp will win. Another cool feature is that you can level up the enemies you can spawn as a dungeon master with a currency called vitae, which is gained by other players leveling up (Very good balancing technique, people who cant kill the player and remain at level 1 will gain more vitae than the others, so they can make their monsters super OP and finally kill the player). You can also collect small brown blobs that charge up the dungeon master's skill, and be able to summon slimes. However this game is not complete, and is still in early access; It also only supports local co-op at the moment (Not LAN co-op, its couch co-op), so For people expecting the multiplayer to be online should wait a little untill the developers can add it. My score for this game is a definite 10/10, and it is completely worth spending $10 on.
How can this game improve?
-ONLINE MULTIPLAYER: in my opinion online multiplayer is this game's key to becoming even better. Even if it is peer-to-peer/Direct IP entry multiplayer, it will still be a major step for this game's future. I know Powerhoof said that multiplayer MAY be added later, but I do not feel comfortable with "may". From what I've seen from powerhoof's website this is their first major release, and pretty much all the other games they released were point and click adventures. It's likely they are unexperienced with networking a game, and I dont blame them (I dont know how to add multiplayer to a game). I wish for the best they can get the help they need to eventually break through this barrier and add the feature this game would be perfected with.
-MORE SPAWNABLE MONSTERS: (maybe make several more monsters with different upgrade trees and have them randomly chosen when you choose which deity you worship).
-MORE SKILLS FOR THE GHOSTS: The dungeon masters/ghosts skill could be different for each deity (current skill just spawns slimes after you gather enough brown orb things). Some examples: Choosing Murkan gives you the ability to summon red crystals and traps, also blocks all the doors in the room, Choosing S'hrim gives you the ability to summon zombies/skeletons that do poison damage, and Choosing Teok gives you the ability to summon slimes/or maybe dwarfs with red cone hats :P .
-MORE BOSSES: (could have them choosen randomly once you enter the boss portal).
Ideas include: Hydra: it lurks in a cave inside of a pool of water. maybe a plant boss of some sort who can roots come out of the ground and stab the player, (it would be in a forest-like cave). Another boss could simulate games where you keep running right (the boss tails right behind you as you run) untill the boss is dead (similiar to the wall of flesh in terraria).
-CAMPAIGN MODE: let the player set the number of floors (10,20,30) before starting. after every 5 to 10 floors a portal will appear that lets you teleport to the boss which will be randomly chosen; after beating a boss in their respective lair a staircase will appear allowing you to continue,at the final floor there will be a giant red door which will lead to the final boss; the final boss will not appear in arcade mode (arcade mode is the original gameplay that you guys can play right now). There would only be 3 tries for each boss (boss is still controlled by the ghosts (dungeon masters). The bosses difficulty scales as you continue going down the floors (more health/damage).
-A POINT SYSTEM: this would be shown on the screen (for campaign mode and arcade mode), to be honest I do not like that the points are completly based on gathering XP which pretty much makes everything you did as a dungeon master pointless (pun-intended). Points Should be added once you get xp and kills. Each XP orb gives (1) points, every time the human player hits a monster he gets (1) point, points should also be given for damaging the human player in any room; this system would be similiar to how the blood currency is distributed - Example: 1st - most damage dealt (75)points, 2nd (50)points, 3rd (25) points, 4th - least damage dealt (0)points), killing a monster gives (25)points.
killing a player gives(100) points, killing a player with a trap gives (150) points, and lastly
killing a boss gives (400) points. This makes it so that even if you didnt kill the boss you can still win first place. The point counter would be shown at the top of the screen, but would be small enough so that it doesn't block any view of the game.
[optional] A message could be displayed under the players point interface, announcing why they got the points.
-DIFFERENT PORTAL MECHANICS: Don't have the portal generate on every floor, and make it so portals dont appear untill floor 5. It's kinda annoying when BOT's fail the boss, and just end up fighting him again on the next floor. Also If a player fights the boss already and loses he should have to wait a certain amount of floors before being able to fight it again (lets say 3) this way it gives the other players a chance to fight it if they are not level 10.
-MORE TYPES OF TRAPS: (Poison darts, mine launcher, spike floor where spikes pop out of the floor when the ghost activates it, and a trap that shoots out acid that remains on the floor for a bit.
-DIFFERENT RED CRYSTAL MECHANICS: A higher chance for red crystals to spawn in a room with traps, and a chance for red crystals to Re-appear in rooms if the player were to enter a room he has been in more than one time. (sometimes BOT's tend to run around FOREVER, and traps don't work well if the player can just run through the room which leads to this situation: The second you posses a trap the player has already left the room).
-MORE ARTISTIC VARIETY: as you go deeper into the depths the floors theme should change. As for what you could do I have a few Ideas. A floor everything is slightly dark and is illuminated by candles (the player and enemies will have a dim glow around them so the players can see where there characters are) The pentograms will also have a red glow. Different themed floors will change the look of the enemies slightly (different colors that match the floors theme).
-MORE DECORATIONS: Pictures, procedurally generated furniture, knight statues, sword racks, etc.
-HERO CUSTOMIZATION: this game could have 3 different hero classes. The customization options (vanity) are unlocked after completing challenges (ie: kill 50 enemies to unlock the beholder mask). You will also be able to choose your class and how your hero will look before choosing which deity to worship (which monsters you will have).
Well This is about everything I can think of that can be added or improved, I hope you can take my review to heart and add these features in the future even if not all of them.