Monomyth

Monomyth

View Stats:
Some thoughts and impressions after finishing the game
What I feel needs improvement

1) Maps: I understand the idea of searching for maps of locations, but sometimes it becomes quite tedious and difficult to justify through game mechanics. A map should always be available, and it definitely needs a better design—perhaps something resembling an old, more atmospheric map. The map should also have a better system for marking doors, chests, inaccessible areas, etc.

2) Item interaction system: Interactive elements should stand out more clearly. I understand the concept of making buttons less visible, like in Grimrock, but wouldn’t it be better if detecting buttons depended on a skill, and once detected, they became more visible?

3) Chests and items: I found numerous empty chests and cabinets. Even chests in hard-to-reach places or those requiring keys and solving puzzles were empty. Or the rewards were unsatisfying. I understand that after one trip, the inventory might be full, but empty chests or ones filled with junk?

4) Special enemies: I found only two special enemies (unless I missed something). There could be more bosses, like a big troll or something that would give a sense of satisfaction from defeating a tough creature. A powerful mage, or anything else that doesn’t make enemies feel like just another regular monster to kill.

Other things that could be improved

1) Teleportation: I saw teleporters, but I don’t know if they work (I couldn’t activate them). Something should definitely exist in the game to allow traveling between locations or areas within a location. Walking everywhere is a bit tedious.

2) Quest navigation: It would be nice to have some sort of navigation for quests. When you select a quest or mission in the journal, it should be marked on the compass to make it easier to follow and complete.

3) Better loot from enemies: Almost every time, the same loot drops—gold and food. I never got any different loot, so it would be good to add something else. Right now, checking bodies is monotonous. Even after killing a large gelatinous creature (which I assume was a boss), I didn’t get any loot. There’s zero satisfaction from defeating the creature.

4) Inventory tabs: Two tabs in the inventory are not enough. When I have all the necessary items, I notice that as I gather more, two tabs become insufficient. It’s playable, but if you want to play a character with several sets of items, it’s nearly impossible. The inventory system forces monotonous character builds.

5) Lack of distinctive characters: For example, someone like Elminster in BG3. Someone who appears occasionally and adds magic or deepens the immersion in the story and lore of the world.

What I think would be cool to add

1) Item upgrades: Maybe there is an option to upgrade, but I haven’t discovered it yet. For example, adding additional damage at the blacksmith—like fire or ice damage. Apart from arrows, I don’t see a way to add such elements to weapons.

2) Points on level-up: For main skills like strength or dexterity, the system is okay. But when it comes to points for weaponry, magic, stealth, athletics, or lockpicking, there are too few. Instead of 2 points, I would give 3, maybe 4, on level-up (with the limitation that you can only add 2 points to any one stat per level). It’s difficult to build a character who can fight with a sword, use a bow, and also pick locks. I won’t even mention other attributes because it’s always a choice between one or two max skills, leaving no points for the rest.

3) Additional points for other stats: Maybe there could be points for improving other stats, like critical hit chance, damage dealt, defense, or carry weight. I know other stats influence these, but something is missing. It’s not always worth spending points on a main stat just to improve one specific aspect. Adding 1-2 points to spend specifically on critical hit chance or similar stats would be a good idea.

4) Smashing vases gives nothing: Often, breaking chests and other containers isn’t worth it because nothing drops, just like with vases. Or the containers are empty (I understand that not everything should drop items, but weapons break so quickly that it’s not worth searching for items when nothing drops or they’re empty, and then I need to go to the forge to repair everything).

5) Weapon durability during combat: In corridors and sometimes in more open spaces, if we try to hit an enemy, we end up hitting the walls, which damages weapons. This should be disabled during combat.

6) Enemy health bars: It’s sort of indicated, but I think a health bar that decreases with damage would be better. When shooting a bow, it’s impossible to know how much damage you’ve dealt or how much health the enemy has left.

7) More details in locations: The areas are somewhat sterile and empty. There aren’t enough objects; walls are too clean, and rocks lack variety. There should be more lighting effects to enhance the atmosphere in the game.

8) Targeting enemies: Sometimes I miss attacks, whether with a bow or a sword. It would be nice if, when the cursor is over an enemy, it highlighted them. Also, I don’t know if headshots make a difference or if it’s just the same as hitting the torso.

For now, I rate the game at 7+/10 with potential. The combat feels good, exploration is interesting, and items give a bit of satisfaction in the game. Level-ups give a sense of progression. I also see many flaws, so it’s a 7+ for the potential that’s there, and it’s clear that someone’s doing a good job.
Last edited by bartoszmalek87; Oct 8, 2024 @ 12:45pm
< >
Showing 1-15 of 16 comments
-Ghost- Oct 8, 2024 @ 12:57pm 
Agreed with all your points!

Loot in general definitely needs some improvements. There are tons of empty locked containers and I don't know if it's deliberate or just RNG having issues or what. Same for enemy loot, loot from breakables, etc. It just needs a lot more variety.

Item durability could do with a bit of a buff too. I love the system to repair stuff in the field, but for how long it takes everything should be at least twice as durable as it is, or give us whetstones, etc. to put the edge back on a blade for a smaller repair.
You describe almost all my experience so far.

I disagree about Navigation, I don't want an arrow poiting the way of the quest to me. There's a compass and a better description on the journal would make a difference. Maybe an Option to turn on and off Quest Pointers on the Game Menu would be the perfect solution. But I feel like this game's trying to give a Kings Field vibe.
BUT, stamps to mark locked doors, chests, npcs, shrines, etc would do wonders!!!

Teleportation do work and I use to Lysandria to Heart, but it's not that intuitive to do so since you have to find the room of the teleporter and organize the runes to the correct location every single time.

About the points, I don't know if I agree with you or not. Maybe 2 Stats and 3 Skills would totally change the balance.

I tried a Dashing Rogue with Steath, Lockpicking, Piercing, Search and Athletics and I felt VERY weak.

Then I built a mage and focused 10 points in Cosmic (I won't say the reason for the 10 specific points, but they're a game change) and focus only on Magics, INT and CONCEN. Totally glass canon, but it's working. But finding repeating Magic Spheres was insanely frustrating.

But eh, that's an Early Access game. Maybe things will improve a lot. Specially the loot and chests.
richarduitt Oct 8, 2024 @ 2:23pm 
Originally posted by bartoszmalek87:
What I feel needs improvement

1) Maps: I understand the idea of searching for maps of locations, but sometimes it becomes quite tedious and difficult to justify through game mechanics. A map should always be available, and it definitely needs a better design—perhaps something resembling an old, more atmospheric map. The map should also have a better system for marking doors, chests, inaccessible areas, etc.

2) Item interaction system: Interactive elements should stand out more clearly. I understand the concept of making buttons less visible, like in Grimrock, but wouldn’t it be better if detecting buttons depended on a skill, and once detected, they became more visible?

3) Chests and items: I found numerous empty chests and cabinets. Even chests in hard-to-reach places or those requiring keys and solving puzzles were empty. Or the rewards were unsatisfying. I understand that after one trip, the inventory might be full, but empty chests or ones filled with junk?

4) Special enemies: I found only two special enemies (unless I missed something). There could be more bosses, like a big troll or something that would give a sense of satisfaction from defeating a tough creature. A powerful mage, or anything else that doesn’t make enemies feel like just another regular monster to kill.

Other things that could be improved

1) Teleportation: I saw teleporters, but I don’t know if they work (I couldn’t activate them). Something should definitely exist in the game to allow traveling between locations or areas within a location. Walking everywhere is a bit tedious.

2) Quest navigation: It would be nice to have some sort of navigation for quests. When you select a quest or mission in the journal, it should be marked on the compass to make it easier to follow and complete.

3) Better loot from enemies: Almost every time, the same loot drops—gold and food. I never got any different loot, so it would be good to add something else. Right now, checking bodies is monotonous. Even after killing a large gelatinous creature (which I assume was a boss), I didn’t get any loot. There’s zero satisfaction from defeating the creature.

4) Inventory tabs: Two tabs in the inventory are not enough. When I have all the necessary items, I notice that as I gather more, two tabs become insufficient. It’s playable, but if you want to play a character with several sets of items, it’s nearly impossible. The inventory system forces monotonous character builds.

5) Lack of distinctive characters: For example, someone like Elminster in BG3. Someone who appears occasionally and adds magic or deepens the immersion in the story and lore of the world.

What I think would be cool to add

1) Item upgrades: Maybe there is an option to upgrade, but I haven’t discovered it yet. For example, adding additional damage at the blacksmith—like fire or ice damage. Apart from arrows, I don’t see a way to add such elements to weapons.

2) Points on level-up: For main skills like strength or dexterity, the system is okay. But when it comes to points for weaponry, magic, stealth, athletics, or lockpicking, there are too few. Instead of 2 points, I would give 3, maybe 4, on level-up (with the limitation that you can only add 2 points to any one stat per level). It’s difficult to build a character who can fight with a sword, use a bow, and also pick locks. I won’t even mention other attributes because it’s always a choice between one or two max skills, leaving no points for the rest.

3) Additional points for other stats: Maybe there could be points for improving other stats, like critical hit chance, damage dealt, defense, or carry weight. I know other stats influence these, but something is missing. It’s not always worth spending points on a main stat just to improve one specific aspect. Adding 1-2 points to spend specifically on critical hit chance or similar stats would be a good idea.

4) Smashing vases gives nothing: Often, breaking chests and other containers isn’t worth it because nothing drops, just like with vases. Or the containers are empty (I understand that not everything should drop items, but weapons break so quickly that it’s not worth searching for items when nothing drops or they’re empty, and then I need to go to the forge to repair everything).

5) Weapon durability during combat: In corridors and sometimes in more open spaces, if we try to hit an enemy, we end up hitting the walls, which damages weapons. This should be disabled during combat.

6) Enemy health bars: It’s sort of indicated, but I think a health bar that decreases with damage would be better. When shooting a bow, it’s impossible to know how much damage you’ve dealt or how much health the enemy has left.

7) More details in locations: The areas are somewhat sterile and empty. There aren’t enough objects; walls are too clean, and rocks lack variety. There should be more lighting effects to enhance the atmosphere in the game.

8) Targeting enemies: Sometimes I miss attacks, whether with a bow or a sword. It would be nice if, when the cursor is over an enemy, it highlighted them. Also, I don’t know if headshots make a difference or if it’s just the same as hitting the torso.

For now, I rate the game at 7+/10 with potential. The combat feels good, exploration is interesting, and items give a bit of satisfaction in the game. Level-ups give a sense of progression. I also see many flaws, so it’s a 7+ for the potential that’s there, and it’s clear that someone’s doing a good job.

This would turn the game into just another POS hand holder.
riles656 Oct 8, 2024 @ 2:36pm 
Originally posted by richarduitt:
Originally posted by bartoszmalek87:



This would turn the game into just another POS hand holder.

I was just thinking that too. Only things i agree about with this guy is that loot can be better (in chests, from enemies, etc), enemy health bars need rework, and I really wish that vases and jars had stuff inside of them. Everything else just changes it to a generic rpg, one could even say it would drop it to a mobile game level rpg.
Last edited by riles656; Oct 8, 2024 @ 2:36pm
bartoszmalek87 Oct 8, 2024 @ 2:36pm 
Originally posted by richarduitt:
Originally posted by bartoszmalek87:
What I feel needs improvement

1) Maps: I understand the idea of searching for maps of locations, but sometimes it becomes quite tedious and difficult to justify through game mechanics. A map should always be available, and it definitely needs a better design—perhaps something resembling an old, more atmospheric map. The map should also have a better system for marking doors, chests, inaccessible areas, etc.

2) Item interaction system: Interactive elements should stand out more clearly. I understand the concept of making buttons less visible, like in Grimrock, but wouldn’t it be better if detecting buttons depended on a skill, and once detected, they became more visible?

3) Chests and items: I found numerous empty chests and cabinets. Even chests in hard-to-reach places or those requiring keys and solving puzzles were empty. Or the rewards were unsatisfying. I understand that after one trip, the inventory might be full, but empty chests or ones filled with junk?

4) Special enemies: I found only two special enemies (unless I missed something). There could be more bosses, like a big troll or something that would give a sense of satisfaction from defeating a tough creature. A powerful mage, or anything else that doesn’t make enemies feel like just another regular monster to kill.

Other things that could be improved

1) Teleportation: I saw teleporters, but I don’t know if they work (I couldn’t activate them). Something should definitely exist in the game to allow traveling between locations or areas within a location. Walking everywhere is a bit tedious.

2) Quest navigation: It would be nice to have some sort of navigation for quests. When you select a quest or mission in the journal, it should be marked on the compass to make it easier to follow and complete.

3) Better loot from enemies: Almost every time, the same loot drops—gold and food. I never got any different loot, so it would be good to add something else. Right now, checking bodies is monotonous. Even after killing a large gelatinous creature (which I assume was a boss), I didn’t get any loot. There’s zero satisfaction from defeating the creature.

4) Inventory tabs: Two tabs in the inventory are not enough. When I have all the necessary items, I notice that as I gather more, two tabs become insufficient. It’s playable, but if you want to play a character with several sets of items, it’s nearly impossible. The inventory system forces monotonous character builds.

5) Lack of distinctive characters: For example, someone like Elminster in BG3. Someone who appears occasionally and adds magic or deepens the immersion in the story and lore of the world.

What I think would be cool to add

1) Item upgrades: Maybe there is an option to upgrade, but I haven’t discovered it yet. For example, adding additional damage at the blacksmith—like fire or ice damage. Apart from arrows, I don’t see a way to add such elements to weapons.

2) Points on level-up: For main skills like strength or dexterity, the system is okay. But when it comes to points for weaponry, magic, stealth, athletics, or lockpicking, there are too few. Instead of 2 points, I would give 3, maybe 4, on level-up (with the limitation that you can only add 2 points to any one stat per level). It’s difficult to build a character who can fight with a sword, use a bow, and also pick locks. I won’t even mention other attributes because it’s always a choice between one or two max skills, leaving no points for the rest.

3) Additional points for other stats: Maybe there could be points for improving other stats, like critical hit chance, damage dealt, defense, or carry weight. I know other stats influence these, but something is missing. It’s not always worth spending points on a main stat just to improve one specific aspect. Adding 1-2 points to spend specifically on critical hit chance or similar stats would be a good idea.

4) Smashing vases gives nothing: Often, breaking chests and other containers isn’t worth it because nothing drops, just like with vases. Or the containers are empty (I understand that not everything should drop items, but weapons break so quickly that it’s not worth searching for items when nothing drops or they’re empty, and then I need to go to the forge to repair everything).

5) Weapon durability during combat: In corridors and sometimes in more open spaces, if we try to hit an enemy, we end up hitting the walls, which damages weapons. This should be disabled during combat.

6) Enemy health bars: It’s sort of indicated, but I think a health bar that decreases with damage would be better. When shooting a bow, it’s impossible to know how much damage you’ve dealt or how much health the enemy has left.

7) More details in locations: The areas are somewhat sterile and empty. There aren’t enough objects; walls are too clean, and rocks lack variety. There should be more lighting effects to enhance the atmosphere in the game.

8) Targeting enemies: Sometimes I miss attacks, whether with a bow or a sword. It would be nice if, when the cursor is over an enemy, it highlighted them. Also, I don’t know if headshots make a difference or if it’s just the same as hitting the torso.

For now, I rate the game at 7+/10 with potential. The combat feels good, exploration is interesting, and items give a bit of satisfaction in the game. Level-ups give a sense of progression. I also see many flaws, so it’s a 7+ for the potential that’s there, and it’s clear that someone’s doing a good job.

This would turn the game into just another POS hand holder.


Which of these changes is supposed to achieve that effect? Can you provide specific reasoning?
richarduitt Oct 8, 2024 @ 2:59pm 
This game has character. It is special because it is different from the usual. More than anything, it is about exploration which 1 and 2 would ruin. The rewards are fine as they are, as is the levelling up. It's up to the player to figure out how to best utilise them. The teleporters work just fine (if you can be bothered to figure them out). Ask yourself what kind of idiot goes around smashing pots and vases. Additional points, for what -sitting on a stool maybe ? Inventory is fine, especially with the backpack. Guess some people just don't like to think, or we could have a button called 'click to win game'.
󠀡󠀡 Oct 8, 2024 @ 3:18pm 
Originally posted by richarduitt:
This game has character. It is special because it is different from the usual. More than anything, it is about exploration which 1 and 2 would ruin. The rewards are fine as they are, as is the levelling up. It's up to the player to figure out how to best utilise them. The teleporters work just fine (if you can be bothered to figure them out). Ask yourself what kind of idiot goes around smashing pots and vases. Additional points, for what -sitting on a stool maybe ? Inventory is fine, especially with the backpack. Guess some people just don't like to think, or we could have a button called 'click to win game'.
Have you played Arx Fatalis?
bartoszmalek87 Oct 8, 2024 @ 4:48pm 
Originally posted by richarduitt:
This game has character. It is special because it is different from the usual. More than anything, it is about exploration which 1 and 2 would ruin. The rewards are fine as they are, as is the levelling up. It's up to the player to figure out how to best utilise them. The teleporters work just fine (if you can be bothered to figure them out). Ask yourself what kind of idiot goes around smashing pots and vases. Additional points, for what -sitting on a stool maybe ? Inventory is fine, especially with the backpack. Guess some people just don't like to think, or we could have a button called 'click to win game'.


Zero concrete points in your argument—you're thinking in outdated terms and clearly don't understand how things work. Your perspective seems to be the classic 'I like it, and that's all that matters.' Saying the game has 'character' without backing it up with specifics doesn't add much value. Just because you personally enjoy it doesn't mean it's immune to valid criticism. Dismissing legitimate issues like exploration, inventory management, or rewards as 'fine the way they are' isn't constructive. And seriously, teleporters 'work great' if someone can 'figure them out'? That's not a feature; it's poor design if it's unclear to players. As for smashing vases—maybe some players want to explore all possibilities. Not everything is about sitting back and doing nothing, but it shouldn't feel like an exercise in frustration either.
richarduitt Oct 8, 2024 @ 5:18pm 
Originally posted by 󠀡󠀡:
Originally posted by richarduitt:
This game has character. It is special because it is different from the usual. More than anything, it is about exploration which 1 and 2 would ruin. The rewards are fine as they are, as is the levelling up. It's up to the player to figure out how to best utilise them. The teleporters work just fine (if you can be bothered to figure them out). Ask yourself what kind of idiot goes around smashing pots and vases. Additional points, for what -sitting on a stool maybe ? Inventory is fine, especially with the backpack. Guess some people just don't like to think, or we could have a button called 'click to win game'.
Have you played Arx Fatalis?

No, but I did play Zork. Ultima. Gothic etc.
richarduitt Oct 8, 2024 @ 5:22pm 
Originally posted by bartoszmalek87:
Originally posted by richarduitt:
This game has character. It is special because it is different from the usual. More than anything, it is about exploration which 1 and 2 would ruin. The rewards are fine as they are, as is the levelling up. It's up to the player to figure out how to best utilise them. The teleporters work just fine (if you can be bothered to figure them out). Ask yourself what kind of idiot goes around smashing pots and vases. Additional points, for what -sitting on a stool maybe ? Inventory is fine, especially with the backpack. Guess some people just don't like to think, or we could have a button called 'click to win game'.
Ichthyic Oct 8, 2024 @ 6:29pm 
"but wouldn’t it be better if detecting buttons depended on a skill, and once detected, they became more visible?"

uh, that's what the search function ("v") ALREADY does. People should actually pay attention during the tutorial portion.
Ichthyic Oct 8, 2024 @ 6:31pm 
Originally posted by bartoszmalek87:
Originally posted by richarduitt:
This game has character. It is special because it is different from the usual. More than anything, it is about exploration which 1 and 2 would ruin. The rewards are fine as they are, as is the levelling up. It's up to the player to figure out how to best utilise them. The teleporters work just fine (if you can be bothered to figure them out). Ask yourself what kind of idiot goes around smashing pots and vases. Additional points, for what -sitting on a stool maybe ? Inventory is fine, especially with the backpack. Guess some people just don't like to think, or we could have a button called 'click to win game'.


Zero concrete points in your argument—you're thinking in outdated terms and clearly don't understand how things work. Your perspective seems to be the classic 'I like it, and that's all that matters.' Saying the game has 'character' without backing it up with specifics doesn't add much value. Just because you personally enjoy it doesn't mean it's immune to valid criticism. Dismissing legitimate issues like exploration, inventory management, or rewards as 'fine the way they are' isn't constructive. And seriously, teleporters 'work great' if someone can 'figure them out'? That's not a feature; it's poor design if it's unclear to players. As for smashing vases—maybe some players want to explore all possibilities. Not everything is about sitting back and doing nothing, but it shouldn't feel like an exercise in frustration either.

and your answer was literally just rephrasing and repeating yourself. useless, but in a different way.
Ichthyic Oct 8, 2024 @ 6:34pm 
Originally posted by richarduitt:
This game has character. It is special because it is different from the usual. More than anything, it is about exploration which 1 and 2 would ruin. The rewards are fine as they are, as is the levelling up. It's up to the player to figure out how to best utilise them. The teleporters work just fine (if you can be bothered to figure them out). Ask yourself what kind of idiot goes around smashing pots and vases. Additional points, for what -sitting on a stool maybe ? Inventory is fine, especially with the backpack. Guess some people just don't like to think, or we could have a button called 'click to win game'.

"Inventory is fine, especially with the backpack"

not only that, there are actually THREE backpacks in the game... so far. having one backpack to start forces the player to get used to sorting their items and using their memory. Then the game opens right up and all of a sudden you have plenty of carry space.
This game keeps reminding me of Ultima Underworld, in a good way, but it is SO much less buggy. Hope it does well.
Last edited by Ichthyic; Oct 8, 2024 @ 6:35pm
MaceLupo Oct 8, 2024 @ 7:52pm 
There is so much in your list I do not agree with. Quest markers for map or comapss should never exist. Map should not always available. Weapons should alway be damaged for hitting walls.
Ichthyic Oct 8, 2024 @ 8:05pm 
what about a combination of map things? your map gets created as you explore (so you map the places you have already been), AND you can find a map that instantly gives you a map of the entire area? I'm sure I have seen that in many games before, but my memory for names is bad.
Last edited by Ichthyic; Oct 8, 2024 @ 8:07pm
< >
Showing 1-15 of 16 comments
Per page: 1530 50

Date Posted: Oct 8, 2024 @ 12:44pm
Posts: 16