The Nameless: Slay Dragon

The Nameless: Slay Dragon

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My Thoughts
Well well, what a surprise. Was expecting something simple and was impressed in the effort put in:

good visual design, surprisingly in-depth mechanics and a real effort to tell a story in an interesting way. The ability to really make your own classes via a interesting mix and match system, as well as an interesting level up system make this one that could be very worth keeping an eye on. Which I will do.

Good Job :)
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Showing 1-4 of 4 comments
Kasa Jul 25, 2024 @ 5:31pm 
I agree, I've been testing it out for a day or so now and it's really good!

Though personally I don't like the roll system for attempting tasks, it's a snow ball system that encourages save scumming.

Failing a roll should lead to interesting results not "You take damage, reload".
And as I said it snow balls, the more you succeed in your rolls the higher the stat gets the more you succeed in your rolls.

Meanwhile if you play it straight and live with your rolls you will end up failing more rolls as time goes on (assuming the rolls get harder with time).
Wicca-san Aug 3, 2024 @ 10:27pm 
Would LOVE if there was some more detail when it came to leveling up some of the passive skills as well. I mean, I get from the pop-up that whichever skill is noted, that's the one that you're gonna level up doing the thing, but it would be nice to have some details as to what those skills do, how that affects things down the line, the difference in grades, etc.
Squishy Aug 20, 2024 @ 9:04pm 
+I love how you can freely change sparks whenever you want.

+I love how you can essentially be a jack of all trades or multi class into specific classes.

+I love that there are grind spots sprinkled around. They don't give much exp, but you can use them to steal farm stuff like mushroom encounters at the mushroom/spider room in the mine and steal from the spiders to get a super acid item you can use on a boss in the same area.

+This game has a lot of risk/reward in it.

+I love that you can essentially save scum your way through crappy situations if you get softlocked when you run into a "Holy sh-t, I'm not supposed to be here yet/I shouldn't be fighting these people" scenario, which there's a lot of in this demo so far. It allows me to back off and explore more options.

+I love that you can always improve even when failing checks for stuff. It really makes it feel like my party isn't incompetent and can't improve after making mistakes. They get better through just doing the action and essentially "getting more experienced".

-There's some UI stuff that needs to be cleaned up and organized still.

-Details and tooltips on level ups for things would be nice.

-I wish it was easier to tell where your selection is highlighted. Maybe something for colored blind people or even an arrow next to what is currently highlighted will work (hell, give us both).

-I'm sure there's more I can find, but right now, as of writing this, I just solved a puzzle and opened a secret door after a boss fight in the mine that was apparently secretly timed and I didn't know it. You apparently have a very long time to do it because I spent a lot of time screwing around the area - which I appreciate - but it would be nice to be informed instead of never knowing in the first place and potentially Elden Ring questing my way through the game, missing out on stuff and there's nothing I could have done to know about it or be aware it existed in the first place. "Blind questing" you can call it.

Almost wish there was some kind of indicator that I'm on some sort of timer.

Last edited by Squishy; Aug 20, 2024 @ 9:13pm
Vorpal Aug 28, 2024 @ 2:21pm 
I agree; I'm usually not into gamebook style games but this one pulled me in with the art style and turn based combat. The systems are deceptively deep with class, stat, and equipment options (including a full cooking/crafting system) from what I can tell in the first 2 hours or so, and it is interesting that some choices seem to leave significant imprints on the characters and world (again, still too early to fully tell).

The potential stat system is very confusing and a bit arbitrary, as are the level up rewards; I would definitely look to improve the in-game information and tutorials around these. I would also suggest some either guidance or "recommended" options might be for beginning players (such as class, skill, etc. choices) as it seems possible to underpower a character(s) by making bad choices (it may be equally possible to OP them which is ok for more experience players).

Really love the aesthetic and will be watching as this game comes to release and some reviews!
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