Great game, but . . .

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Moderator: Sir Tawmis

Ravenwoods
Posts: 10
Joined: Sun May 19, 2019 3:36 am

Re: Great game, but . . .

Post by Ravenwoods » Sat May 25, 2019 1:47 pm

Sir Tawmis wrote:
Thu May 23, 2019 11:06 pm
Ravenwoods wrote:
Wed May 22, 2019 12:05 pm
Is there a way to speed up the enemy turn animations?
Heh - I am weird. Perhaps because of the music, I don't mind the enemy animations. It pulls me all into the game. I will say, the only time I would wish to hurry it up - is if I have failed to hit all the goals, repeatedly - and am trying to knock out ALL of the goals. (The basilisk one, early on is an example of this... I played that one about 10 times!) :lol:
But some scenarios have like 20 monstes moving in one turn and I am like, wish they moved a little faster! (do love the OST myself though!)

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Louis
Posts: 7
Joined: Sat Jun 15, 2019 9:29 am

Re: Great game, but . . .

Post by Louis » Sun Jun 16, 2019 7:11 am

Oiko is my only misgiving, I think he would be better defined but you can get used to him :lol:

ElderOne
Posts: 3
Joined: Thu Aug 22, 2019 1:53 am

Re: Great game, but . . .

Post by ElderOne » Fri Aug 23, 2019 4:12 am

Just finished my playthrough. Great game. Great systems: very simple, small numbers, easy to grasp. Fun character abilities, fun unique itemization. Great game mechanics. I thought of one thing which probably could made me happier.

So, at around character level 10-12 you get all the important abilities you need, all your ability slots are taken, no new powerful abilities appearing at levelup and your character build is essentially complete. It could be very nice if you had, say, double the amount of current abilities availabe at level ups, some low level, some high, so you should actually scratch your head to choose one.

And these allows for actual character builds in the game which in turn incentivize players to replay the whole game using different strategies. Right now its mostly tactical game and this adds extra RPGish element to it.

For example, you can have offensively oriented dual wielding warden or defensively oriented shield wielder. And a bunch of fun abilities supporting both concepts, like whirlwind available only to dual wielder or shield bash, which stuns its opponent.

Probably great material for the modding community :D

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petri
Posts: 117
Joined: Thu Apr 11, 2019 10:07 am

Re: Great game, but . . .

Post by petri » Fri Aug 23, 2019 7:33 am

Thanks, glad to hear you like the game!

I agree more abilities would be nice for replayability. Any takers on the modding community? :D

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Isaac
Posts: 33
Joined: Fri Apr 19, 2019 5:05 pm

Re: Great game, but . . .

Post by Isaac » Fri Aug 23, 2019 8:34 am

I was impressed with the many ways that the abilities can compliment each other during the battles. I was even able to save characters, and achieve victory by pulling one enemy into another when they both had 1 hitpoint left.

Another time I won by teleporting Mad-Eye onto the lightning glyphs.

I have have a wholly enjoyable time playing the game through... though I haven't completed the last battle yet; [due to the update crash].

Image

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petri
Posts: 117
Joined: Thu Apr 11, 2019 10:07 am

Re: Great game, but . . .

Post by petri » Fri Aug 23, 2019 9:01 am

Sorry about the crash! The bug has been fixed in 1.2.1 (out now).

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