Echoes of Mystralia

Echoes of Mystralia

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Demo's Feedbacks/Fellings
My impression of Echoes is that it's very good/fun, but there's a HUGE problem with the information given to the player. They just throw icons at you on the map and in the rooms without explaining what they are.

So you just go ahead in "well, God willing" mode.

Except that in a roguelite/like game, everything is tactical, so "God willing" doesn't really apply unless it's the player's intentional choice (like, "I'm going to do a random run, whatever").

There was a room that led to a path with an orb icon and another path with an orb icon in front of four characters. I thought, "Orb icon behind four characters, that's a room that gives more orbs but has more enemies." In the end, it was the merchant's room, but I didn't have any orbs, so it was useless because I couldn't buy anything, and it messed up the room that actually gave orbs.

Similarly, I took a path (in the world) with "up Max HP." On that path, I came across a room that led to a "heart icon" and a "wind icon." I grabbed the heart icon thinking, "Ah, that's funny, path's rewards can be found randomly along the path, not just at the end," but it was a room with a healing fountain that was useless to me because I was already at full health. ^^

In short, huge problem with the information conveyed.

It's especially frustrating because the NPCs talk a lot, but they didn't bother to give any hints about the core gameplay, like, "Gameplay doesn't matter, we just want the player to read the story."
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Showing 1-3 of 3 comments
Most roguelikes/roguelites I've played don't tell the player what's in the next room, or only indicate it with cryptic information of some kind that you won't understand until you've experienced it at least once. Knowledge is power, and acquiring it is part of the game, IMO.
the most important problem to me is that you have some stuff who just modifies stats. A waste of slot to me. In magicraft every slots are to modifie the spells. Stats are on the different wands you can get.
Some kind of discovery list that unlocks as the player progresses would be really useful to help distinguish between icons as there's a fair number of them to encounter and try to remember as the next run you may not meet those rooms.
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Showing 1-3 of 3 comments
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