Rogue Wizards

Rogue Wizards

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TheronGodspeed Oct 19, 2016 @ 4:48pm
This game is just too simple to have any lasting appeal.
It needs more complexity or at least more nuance. It's just too damn easy and mindlessly straight-forward as designed. Disappointed. This could have been great :(
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Showing 1-15 of 42 comments
mqpiffle Oct 19, 2016 @ 5:58pm 
The problem for me is there is rarely ever that "oh♥♥♥♥♥♥" moment when you step into a room and can sense the inevitable demise of your character unless you play it "just so." It happens more often in gauntlet mode than story mode, but still not often enough.
TheronGodspeed Oct 20, 2016 @ 4:39pm 
Yup. It's just so lame. It's a lame duck. The system has no meat on its bones. I'm not sure how anyone ever dies in this game...So easy AND uninteresting. Death for a (supposed) rogue-like.
Paulytnz Oct 21, 2016 @ 7:49pm 
Hey come now guys it's not THAT bad considering it's an indi game and made by pretty much just 1 person! Give it time, feedback and suggestions and it could become just as great and big name as these other games you might be comparing it to. Remember big ripples come from small movements and all those big games started from somewhere small.
TheronGodspeed Oct 21, 2016 @ 8:02pm 
Hey, I LOVE Indie games. The number of hours I have in Tales of Maj'Eyal is ridiculous. But, there's just ZERO depth here. Every combat is the exact same thing. 1. See enemy. 2. Enemy fires/moves/ 3. You click on enemy. There are (nearly) ZERO choices to make. Switching weapons is almost never worth it. You literally just click on the enemy (usually once, at most twice) and watch it die. But that's it. There's no challenge. Nothing. It just sucks so bad.
Worst purchase I've made on Steam in years.
Gravity_Wolf Oct 22, 2016 @ 3:08pm 
Well it's all a matter of opinion. I really enjoy this game for the fact that it's so low key. I can jump right in and out at anytime. It's a really mellow game and I find it really fun. I for one am glad it's not overly complicated.
odin87654321 Oct 22, 2016 @ 4:43pm 
While I disagree with the tone of the criticism (seriously, not cool), I agree that the game's combat lacks sufficiently interesting decisions to make. Because of the turn taken to switch between most weapons and spells, the "best" decision is often to just click the enemy and take the hits. With whatever you currently have equipped.

Having the best choice be "doing the same thing repeatedly" is not interesting to me.

The art is well done. The enemies look distinct. The dev has certainly continued to tweak things in response to feedback. Full points for that!

I'm still watching the game, and hope it will mature into something I'll enjoy.
TheronGodspeed Oct 22, 2016 @ 8:25pm 
Tone? I'm just being honest. I didn't persoanlly attack anyone. I didn't call names. I merely honestly criticzed a very flawed game (that I had high hopes for). When did being honest become a bad thing? Sheesh...
Grythandril Oct 23, 2016 @ 12:12pm 
I disagree TheronGodspeed

it is simple if you play the easy story level but if you try ths hard story level it is a lot different

In easy if you die you end up get ressurected and continue on

In hard if you die you die and start all over again.

The art is nicely done and animation is cute looking.

The enemies look cool and cartoony.

It ranges from tense to funny to relief when in battle

I like switch weapons because you have different waepons for the best to defea the monster

The developers are quick to responsed to feedback and improve on it.
TheronGodspeed Oct 23, 2016 @ 12:17pm 
I'm playing on Hard Story. It's the simplest and easiest rogue-like ever. I don't know how anyone ever dies.
zamboni5000 Oct 23, 2016 @ 5:13pm 
It's a fun game to waste a few hours.
Samseng Yik Oct 23, 2016 @ 11:16pm 
No disagree.
Seems like TOME really spoiled my rogue-like expectation.
mqpiffle Oct 24, 2016 @ 7:46pm 
Originally posted by Paulytnz:
Hey come now guys it's not THAT bad considering it's an indi game and made by pretty much just 1 person! Give it time, feedback and suggestions and it could become just as great and big name as these other games you might be comparing it to. Remember big ripples come from small movements and all those big games started from somewhere small.

I never said the game was bad...far from it. I was just giving an overarching statement for feedback's sake. I really like what Colin has done with this and hope it keeps improving well into the future!
Doc Clarke Oct 25, 2016 @ 6:15am 
It does need more depth. The campaign mode was so simple I gave up on it after barely an hour. Enjoyed the Gauntlet mode and I do always die a few hours in, but it's not got enough breadth or depth to keep me hooked any more. For the price I got 15+ hours out of it and that's fine by me. But I probably won't be playing it again unless some serious depth is added tot he gameplay in terms of choices and mechanics.
TheronGodspeed Oct 25, 2016 @ 7:30am 
The game is just horrible. It's riddle with terrible design decisions...

1. Potion/Switching weapons taking a turn means battles have almost zero tactics/thoughts/decisions in them. Switching to the "right" weapon doesn't make sense, because it would have to do more than 2x the dmg of your already equipped weapon in order to just make up for the switch. So stupid. I mean, who cares if a weapon does 150 dmg compared to the one that does 100 dmg that's already equipped. The weaker weapon will do 50 MORE dmg by the time the enemy is killed (since all enemies die so quickly...see #3).

2. Enemies die in one (maybe two) hit(s). Always! It's not thoughtful combat...it's much more like whack-a-mole. You simply click once (maybe twice) on each enemy that pops up. You don't need to think, pause, or consider.

3. Death isn't a threat in any particular battle. In my playtime, I've only died once (first game), and it came from seeing just how far I could push using a health potion. Ooh, but that's depth you say...Nope. I had 5 potions remaining. I wasn't on the edge, trying to survive with one or two remaining and thus facing REAL decisions. No. I had a full compliment. And, I was testing just how many combats I could push it. Which was simply dumb on my part, because it's never necessary to manage your life potions that carefully. Again, there's just no depth here.

In fact, I would be surprsied if most deaths did NOT come from this example. I would bet that most characters die with mant, many potions remaining.

4. Swords are pointless. (ha!)

...more to come. I have to go to work.

But I will say this, Crypt of the Nercrodancer has much more depth to its gameplay, and it expects that you manage it all in REAL TIME. This game has zero depth, no mechanics to learn or consider, and gives you an eternity between each turn (if, for some insane reason, you thought you needed it).

The designer should give the graphics to ToME and see if they want to reskin their game with the graphics of this one. Or, you know, simply add an actual game here.
Last edited by TheronGodspeed; Oct 25, 2016 @ 7:30am
Grythandril Oct 30, 2016 @ 8:18am 
Originally posted by TheronGodspeed:
The game is just horrible. It's riddle with terrible design decisions...

1. Potion/Switching weapons taking a turn means battles have almost zero tactics/thoughts/decisions in them. Switching to the "right" weapon doesn't make sense, because it would have to do more than 2x the dmg of your already equipped weapon in order to just make up for the switch. So stupid. I mean, who cares if a weapon does 150 dmg compared to the one that does 100 dmg that's already equipped. The weaker weapon will do 50 MORE dmg by the time the enemy is killed (since all enemies die so quickly...see #3).

**The switching i a good idea beacuse when you face a monster you then decide what is the best tactic. eg Golem move 2 squares so if i switch weapons then he might reach me, so if i keep the weapon i have say bow then i have a chance to do more damages to make it easier for me to kill.**

2. Enemies die in one (maybe two) hit(s). Always! It's not thoughtful combat...it's much more like whack-a-mole. You simply click once (maybe twice) on each enemy that pops up. You don't need to think, pause, or consider.

**You must have powerful weapons because it takes me 3 or 4 hits to kill a creature. Plus the creatures i encounter seem to be 2 or 3 different creatures.**

3. Death isn't a threat in any particular battle. In my playtime, I've only died once (first game), and it came from seeing just how far I could push using a health potion. Ooh, but that's depth you say...Nope. I had 5 potions remaining. I wasn't on the edge, trying to survive with one or two remaining and thus facing REAL decisions. No. I had a full compliment. And, I was testing just how many combats I could push it. Which was simply dumb on my part, because it's never necessary to manage your life potions that carefully. Again, there's just no depth here.

In fact, I would be surprsied if most deaths did NOT come from this example. I would bet that most characters die with mant, many potions remaining.

**I have died once due to my own fault. But i have been down to 1 potion apart from Regroup spell and it was tense enough because i knew the minute i died when half way through the hard game i would have to start again. That was Tense for me.**

4. Swords are pointless. (ha!)

**Swords are good and when you position your hero on a certain single tile with walls on either side then you have a good chance to success. I prefer polearms for multiple attacks, but sword tend to be more powerful.

The designer should give the graphics to ToME and see if they want to reskin their game with the graphics of this one. Or, you know, simply add an actual game here.

** the graphics are the best 2D i have seen for a while. It is what attracted me to the game in the first place. I would say keep the graphics but more to it.**
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