Dread Delusion

Dread Delusion

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flamedance58 Nov 10, 2022 @ 12:03am
So my thoughts so far (10 hours~)
The graphics are nice and very retro without coming off as devs who say "retro" just to give us dated graphics. Only complaint is some of the textures are a lil too flat like some of the bush like formations of mushrooms will vanish slightly if you walk around them in certain angles and a few other things could use a bit of fleshing out so their not too flat.

The combat is what I would expect considering the games their are based around. Though the fact that everything is based around getting ore to upgrade the weapons which are a rare-ish resource unless you roam and roam and roam till they respawn is a bit of an annoyance. It feels like if you try out many weapons you'll be screwed in the end. For example I had the long sword and upgraded it, then found the greatsword and wanted to main that, but I also wnated the bow too but using so much iron and the other metal meant soooo much work of figuring out the alchemy to make the potions to make the ores, etc, etc it's soooo much busy work just to upgrade weapons...and it's a pain. I get it's supposed to be like an older game of and older generation but this is really really annoying. Give us the option to buy the metals for a premium or maybe some quests that give us some ores, etc.

While I get that perhaps upgrade gear is supposed to be done over a longer period of time it's an issue where the enemies you face get higher and higher hp and more and more armor which means you either are taking 10 mins to kill one enemy cause your weapon is made out of rusty cans or you wait and wait till you can upgrade stuff. Which isn't fun.

Stamina.
The current stamina system doesn't feel like it jives well with how the game feels.
It really doesn't make sense for this kind of game honestly.
If this was a game like a Soulsborne game I'd understand but this is sorta like Obvlivion and those older predecessors to Skyrim. So the fact you have the stamina's cap go down cause we overused it? We're trained warriors who eventually have maxed stats and we get semi-permamently get stamina hampered from running too much or swinging a weapon too much? That's a lil backwards. The idea that we're punished for running too much or for fighting too much seems like a good way to scare away future players or to tell us just to farm materials to make crazy amounts of Stamina Potions..or eventually wait for a mod to give us infinite stamina =P

I can understand the Stamina being a cap for how long we can run, or to stop us from just spamming attacks non-stop, but it shouldn't be this punishing. Blocking eats up such a huge chunk of stamina to the point I don't really bother blocking at all. My combat is to just run up to an enemy and attack it till it dies then chug several potions. The idea that I'm ideally supposed to attack a few times, then move away and wait for that bar to slowwwwwwwwly refill (Why on earth is the stat to helps Charm connected to Stamina? It should be Agility and partially Strength) is a pain. If I'm playing caution I'll charge attack then dodge around and rinse and repeat. I ignore the fact your Stamina cap goes down and just keep attacking and blocking without any regard to that system and then go find a bed. So imo the whole "lowering the cap of stamina if you go below 50%" isn't needed. Let us hack n' slash without having to micromanage stuff.

Economy is fine. But there needs to be more things we find from enemies themselves to sell. The shops give us pennies for potions and no one really is going to sell them cause we need them. I'd hope that perhaps enemies would drop monster parts and stuff that some "hunter npc" would buy or perhaps the local govenor would ask for proof for culling some monsters in the region as a constant quest that would give us some money.

The EXP system is fine. The numerous quests and locations we find those Souls are numerous enough. No problem there though I might suggest you make the explanation a lil less wordy. I find the description on what the Blue Skulls are is a lil too deep and might just confuse people.

The stats themselves are fine. Though as stated above why is the Stamina Regen connected to the stat that feeds into Charm? Stamina Regen should be partially Strength and Agility since Stamina Regen would be muscles and how flexible you are and thus Str/Agi not how good you are at talking to ppl.

Items are ok for now as I know that it's still pretty early and that department hasn't been fleshed out however weapons and such needs some work imo if that's to come. The difference between the Long sword and the Great sword just seems to be the DPS. They seem to swing the same and I don't notice if there's any Stamina Cost difference on attack. If there's going to be I'd suggest giving the GS a few more points in damage and slowing it's swing a lil bit but give it some Knock Back if you ever plan to add that. LS would be faster imo.

Armours are okay again though the only differences so far have been "You wanna cast spells, talk real smooth, be a tank, be a lil tanky and swing harder". More options would be great as well as my point earlier about giving us more materials so we can experiment more with them all.

The Inns are nice but more could be done to flesh 'em out. Perhaps give us some options to just "buy" a room instead of the nickel and diming us with the constant need to ask the dude at the giant skull for the 100th time for a room. Just make it 50 coin to "rent" it and that's our room as it'll remove that tedious need to ask over and over again. It also means we could have some options like a small storage chest if ppl don't want to carry everything even if it's just to not have your inventory so messy.

The interactions with Lore are pretty neat. Would be nice to have different things other than candles and skulls to fondle. Perhaps some book cases that have symbols on them that rearrange the books when interacted with, gems that glow or change colours, etc.
Would also be neat to see interactions involving the other stats too like rusty grates that we need strength to yank off walls, rocks we need to shove out of the way, spike pits that you need agility to jump over, a monster keeping guard that you need high Charm to lie and get him to go somewhere else, etc.

It would be nice if the compass when purchases would also give us a UI compass that was small and off to the side and made the arrow of where we are on the map to point the direction we're facing.

Alchemy is fun to play around and figure out the pieces but perhaps give some of those towers which alchemy stations have some notes that give us hints to recipes or just tell us them? Perhaps have some recipes locked behind having to buy them or doing quests for a master alchemist to get? Something like Health Potion+, Mana Potion+, etc.

Overall the game has be quite enjoyable well worth a 7/10 even if it's still in it's early stages of it's life. A few small things that irk me but nothing big enough to have my stop playing or anything. Keep up the good work and hope to see more from this game :)
Last edited by flamedance58; Nov 13, 2022 @ 3:14pm
Date Posted: Nov 10, 2022 @ 12:03am
Posts: 0