Views: 69
First, let me address some of the issues that people bring up. It's turn-based like old rogue games. Each time you move or attack, the enemies move or attack. You fight in the cardinal directions, so you need to be smart about your positioning. All of this is as-designed. Making this a real-time game would make it a different game. If you're looking for something real-time, then you'd need to look for a different game. Part of the fun is predicting enemy actions and movements, making a deliberate choice, and being surprised. Related, you can't turn on a grid, but really, how hard is it to mentally overlay squares on the map? The UI is not fantastic, but it's not horrible, either. Press a key (U) to open up the high-level menu, then navigate between inventory, equipment, crafting, etc. Sometimes it's easier to use a mouse within some of those sub-menus. I don't understand how this is all that different from Skyrim. It's not the pinnacle of user interface design, but I don't think it should be seen as a show-stopper. People are also complaining about the pet AI being bad. But again, to me, part of the fun is trying to predict the AI, which, like real intelligence, isn't completely predictable. I've found that with some careful consideration, I've been successful in making things align such that my pet is kicking ass with me most of the time. Again, it takes some strategy. In my opinion, this game is suffering from the same problems that many roguelike games are suffering from: some gamers just don't "get" these types of games. They expect something different. These types of games are not for everyone. But at least this one has a Classic Mode that allows you to save your progress to learn how it works before going hardcore. I played for two hours last night and can't wait to get back into it tonight. This game is oozing strategy. Heaps of items, >500 crafting recipes, lots of fun to be had with equipment and skill combinations, challenging positioning gameplay, random world generation, lots of stats. Anyone that says that there isn't enough content for $20 is out of their mind, if you ask me. Some of these reviewers have like 5 hours into the thing. That's $4/hr. C'mon. It takes time to learn games like this. I remember picking up Dungeon Crawl Stone Soup and it felt like I was studying in school or something to learn how it worked. But it paid off. You'll find similarities in this game if you've played Stone Soup before. You'll need to be willing to put a little time into understanding how this game works. But it's worth it.
Tried to discard a shovel from the context menu, accidentally ate it and died, Game Over... 10/10 would eat shovels again. In all seriousness though, the game is good but can't recommend since it's a bit of a coin toss if you'll be able to play through all the story, you could get a random crash in some specific dialog like me and never being able to progress. It also seems like this game stopped receving support after 2016.
A promising game but with MANY flaws. The game mechanics are good, the random dungeons are well generated it looks great and it captures that classic turn based dungeon crawler feel complete with hidden traps and teleports, chests and gold galore and even a few puzzles here and there to solve. BUT it's got a few flaws 1. 1st off there is an annoying one second delay between attacks! But the devs reckon they will be fixing this so we'll see. 2. crafting is pointless since you get the equips and ammo anyway in the dungeons. 3. if you do attempt to craft you'll find a terrible system instead. Instead of everything being in categories and easy to find it's all in 1 big long list that you have to scroll up and down through which is just frustrating as hell! Also some of the recipes to make stuff like bombs and ammo are just ridiculously stupid it's far easier just to pick up the drops in dungeons. This alone makes you avoid the craft system. 4. if you use liquor to heal if you drink too much you go nuts and start running around doing nothing while the mobs continuously attack you and you die! My advice get the healing spells FAST than just sell all your liquor from there on! If you have to play this do it with a controller (logitech f710 works great) and ignore the crafting system and it's actually quite playable. You'll be back for more with the insanely hard survival mode (you'll be lucky to survive 5 floors!) as well as endless dungeon modes!
I picked this game up cautiously after reading the reviews posted about it and having followed the game's development since it came out. I went in with very low expectations. Within the first 2 hours, I have encountered no bugs and the game runs on my potato of a laptop. It chugs along and occasionally becomes unresponsive during load times. BTW, the game loads a lot. Especially during story mode because it reloads every time the screen changes and this can take a while. A long time in some instances. The humor is amusing, but nothing original, the graphics aren't specatular, but they are colorful and cute. If you have played rogue-likes, the system is nearly the same, there's no hunger meter to worry about! But seriously, at its current price of 5 bucks, and if you set your expectations to the bottom, this game is pretty fun and a decent time waster. Also, I wanted to write a recent review since the most recent are from a couple of builds ago.
DO NOT BUY! This game has been abandoned for years! What a shame. It WAS interesting.
This game is what you get when your game development team's writer isn't really a writer and your designer isn't really a designer. It looks nice for the most part. On the outside. The art is nice, I feel bad for the artists who put effort into this project. Feel free to admire it in the screenshots and trailers, at least. The interface is a hot mess of convoluted, unintuitive garbage. Expect to fumble with weirdly placed elements, like the menu bar thing that opens up before your inventory, or indeed after you close your inventory even if you accessed said inventory using the hotkey, I, so you have to close the menu bar before you can get back to the game. Just as an example! Crafting is tacked on, serves little to no purpose except to vastly increase the amount of "what am I supposed to do with this?" items in the game. Also you have to find recipes before you can even make components that might some day (unlikely!) be used to make actual, usable items. Also you can get duplicate recipes that all show up individually in your crafting list. Oh, and you have to level up your crafting skill by making things in order to make the higher level stuff, aaand you find recipes for level 77+ stuff right from the beginning of the game! Have fun waiting and grinding, I guess? Gameplay is semi-enjoyable top-down dungeon crawler exploration and combat with some tactical item use and a really annoying voice that mumbles "backstaaab" every time you perform one. Plus, as a bonus, most monster types have random names that appear to have been selected by kickstarter backers... i.e. they're all immersion-breaking, stupid, crude, nonsense and/or generally crap. The writing, as you may have guessed, is sub-par. Fanfic level at best, "who thought this go-nowhere conversation would be remotely interesting to the player?" at worst. I love narrative, quirky characters, lore and flavor dialogue. This game, however, has word salad with a side of filler. Extra large portion. The jokes (which you can barely call jokes) are along the lines of: "Lol, booze instead of healing potions. You're a drunk." "Lol, yellow snow rum, because it is yellow and tastes like yellow snow. (It's like you're drinking urine! HAHAHA!)" "Lol, 'Cheap Shitis' liquor. From far away it looks like it says "cheap shit". DID YOU GET THE JOKE YET?!" Some games know what they want to be, and become that. Realise their potential. Provide a solid, enjoyable experience. Dragon Fin Soup on the other hand, has no clue what it wants to be, tries to be a bunch of different things that don't really fit together at all, half-asses those things so hard it's almost impressive, and falls short of any kind of consistent enjoyability. Which is sad, as I wholeheartedly support the independent video game development movement; it's where most of the cool stuff and actual evolution in video gaming comes from. However, from time to time, it also spits out a crummy mess like this game. Avoid.
I was really excited for this game, and followed the development for a while. I just can't recommend the game, though. I love roguelikes and have played a number of them (Caves of Qud, ToME, DCSS, etc.), and this game isn't nearly as fun as any of those. The controls are akward, the UI is clunky, the missions are boring, and it's hard to even see what is going on. I gave it a shot, and was sorely disappointed. EDIT: Developer responded, apparently they have updated the game. I won't be playing it, though as I was turned off by the initial release and refunded the game. Hopefully the kinks were worked out and the game is as good as it seemed it was going to be prerelease. Cheers.
I wanna like this game. I really really do. I got hyped for it when I saw it at PAX Prime the past two years cause the story and character(s) seemed fresh and new. Unfortunately, for the price I paid, the game is severly lacking. The UI is clunky, the crafting system is burdensome and impossible to manage (500+ recipes /all/ of which have to be learned by discovering them in the world if you don't look them up on random forums). The story line hasn't progressed and currently I'm level 33 without any idea of where the writers/developers planned to progress the story. It has been a never ending series of fetch quests and rescue missions and none of them progress the story. Not being able to map keybinds is also frustrating as there are quite a few menus to make use of. The manual is extremely short and not nearly detailed enough. I still have no idea the purpose of the rage bar or what monster defenses are like. I'm hack and slashing through combat hoping for the best even though I'm a min/max player. Robin is such a cool and interesting character but this game doesn't do her any justice and she doesn't get nearly drunk enough (plus the dialogue feels flavorless). Has literally felt like I'm continually going back and forth to the den of evil over and over again and I'll never even get to andarial... if you get the d2 reference. I will definitely revisit the review if any of my suggestions are taken into account but in the mean time I have to shelf this game since it's not just doing it for me. I'm surprised none of these issues (and others) were considered considering how many times this game was "delayed" for release. Also I still have no reason why I ate a pair of leather pants that seemed pretty good. Why that's available is beyond me.
What the Heck is there in my Library Edition 2020? What was with this Game....? (Reading up Notes) Ah Yes... Since 2017 waiting for the Extended Version... Now, as of 2019 / 2020 Abandonware
When I got this game it was great at the time. Since then the Developers have disappeared leaving it buggy and overall underwhelming. I do not regret purchasing the game because at the time it was a lot of fun to play. As you dig deeper you see the bugs and will not be able to complete some quests. Great idea, neat lore that piques interest but after you dig a little deeper you realize that this was just someone's summer hobby to tinker on that they forgot about three years ago. Now it sits like a forgotten project in a garage waiting to be sold for spare parts or hauled off to the dump
This game is…meh. It’s something to play if you are bored. Would have made an excellent cell phone game. Positives Very easy to pick up and put down Many creative weapons and equip able items (can’t see them on character though, which is probably a good thing considering some of the items) Pretty graphics for a simple game Negatives All missions are the same, or at least they are where I am at. You either have to find a certain number of items/people or kill a certain number of enemies/boss. Not that thrilling. There are the crafting and fishing missions, but if you aren’t in a spot where those supplies are at, you aren’t going to be able to work on them. There isn’t any incentive to level up, because the enemies level up with you. Bugs! Bugs! Bugs! Turning off that special graphic thingie (very technical, I know, but I don’t remember what it was) helped immensely. But the main map freezes still. Thankfully there is an autosave function every time you enter a new room. Crafting- it’s fun, until you realize that you just spent a good 10-20 minutes, creating the ingredients for the weapon you want, only to realize after you have created that special weapon that you are too under leveled to use it. And don’t even get me started on finding the crafting ingredients. The digging is very random, so if you are trying to make a particular item, it’s going to take you a lot of digging to find it. Which I suppose is realistic, but I’m playing as an alcoholic red riding hood. I’m not going for realism here . Though I wouldn’t mind the shovel being more like a real shovel. I don’t understand why the shovel is a consumable item. Graphics- weather events can obscure them, which makes it annoying. Storyline-not that great. It’s not very storyline intensive, as far as I can tell. It’s definitely not humorous. I don’t remember laughing at anything in this game actually.
I watched a friend play this on Twitch and I fell in love with it without even trying it. I immediately recognised it as a traditional, old school Roguelike game, and being a fan of that genre I'm finding it amusing how game reviews keep describing it as a blend of Tactical RPG and Roguelike, or a blend of Chrono Trigger and Diablo, or whatever. Naw, it's straight up old school Roguelike gameplay, and I love it. I keep picking up hints that this is a game made by people who love video games, just little references to other games here and there. This makes the game very enjoyable for me. I'm actually playing it on a computer that's not at all deisgned for gaming (a bargain bin, single core laptop) and the game is playing just fine, minus some lengthly loading times. Since it's a turn based game I can't see this being much of a problem. So good job! My only complaints just far, echoing some of the others I've read, is that there's no way to rebind keys. The game also promises quite a bit of replay value, and I hope it lives up to its promise. If you like old school Roguelike you'll probably love this game. If you like contemporary roguelikes and want to try something fun with an old school flavour then I would highyl recommend this title.
It's a pretty solid graphical rougelike. First, read the manual. Anything about useing the mouse (or even wasd) to run around and/or fight, forget it. Use the 10-key. Use the mouse for crafting and/or abilities. I do like the way the fighting works. While turn-based, it still gives a sense of urgancy.
Idea is good, the implementation is not. Pros: + pleasent graphics and animation; + humor in dialogs; Cons: - repetitive boring music; - repetitive boring gameplay: fishing, digging, crafting and at some point fighting are not enjoyable anymore; - weird mechanic: lucky dodges, stats which doesn't tell/explain anything, all same weapons/gear; - poor UI, game is targeting too many platforms and as always PC version suffer: lack of keybindings, partially working hotkeys (you can open inventory with F1, but you can't close it with F1), with mouse is easier to talk to npc, but impossible to combat; - perspective is weird: it's unclear where are obstacles, walls below obscure view; - effects: fog, strange lightning change; - primitive AI. - map: it's half-opaque, hard to see on certain background, maximized map is absolute crap, colors indication is terrible (red enemies and green friends are ok, rest = crap). - bugs: got many UI related bugs, disabling touch-screen will disable mouse lol, most annoying is to get impossible to complete quest; - quest system: poor description and rewards, boring non-skipable dialogs, repetitive random encounters; - balance: digging may yield item for lvl 40 worth 30k, while completing quest rewards with just few coins and worthless items; - fishing: boring, unclear, but with related quests; - crime system: incomplete, unclear and worthless; - no steam ingegration: no cloud, no achievements, not even cards; - magic system is dumb; Game feels shiny at first look, but once you get few levels the woah feelings are gone and you see how incomplete it is and how much polishing it required. Stay away and don't be fooled (as me) by videos, it's boring as hell.
To sum up: It looks good but feels wrong. It feels like a casual game and a bad port and something that could be fun. I hope the devs polish this a lot. The PC release needs to play well on a PC. Let's start with some basic things, controls. Though the devs have stated that the pc is their primary platform, they don't play by longstanding pc conventions. What do you expect 'esc' to do in a game for pc? Nothing? Oh, wait, it exits menus, but does not bring up an options menu with load and save and most importantly - quit?! How about "alt-tab'? In full screen, nothing, nada, zilch. That's not right. In a roguelike, dungeon crawler, rpg, etc, pushing the "i" key should bring you to your inventory. And it should be customisable. These are only a few of the issues. All in all it feels like a bad port made primarily for gamepads or touchscreens. I play with mouse and keyboard and have the option of a touchscreen. Touchscreen is too tedious and not precise enough for the action. Mouse and keyboard are awkward. Moving by mouse click will have you fined your hard earned gold when you accidentally cut down city trees (Protip: some things are worth smashing in town once you have some money to pay for it). Moving by WASD and QEZC for diagonals is much better, with enter for attacking the selected target, though that requires the occasional mouse use to point your character in the right direction. For a game that require precision to survive, the controls don't always allow it. Then there's the camera... Though the difficulty ramps up appropriately for its genre, it doesn't feel very satisfying when you die or lose your comrades to clicking on an iceblock instead of the ghost next to it. The terrain needs to turn transparent at a distance, not when standing directly under/north of/next to it. And it seems that this "feature" is used in the dungeons fairly often to hide treasure and treasure rooms. I found myself playing by the minimap too much, which just can't be right given the work put into the look of the game. And sadly, once you remove that aesthetic, DFS doesn't compare well to other roguelikes out there. The limitiations of the character, the apparent lack of content (linear progression), and the awkward controls really let it down. Oh, and the fishing minigame is broken out of the gate (to be patched soon according to the forums.) The menus UI must be improved. It can easily be slimmed down. There are three, possibly four, screens that could be combined into one. The inventory screen is pointless; it might as well be merged with the equipment screen. The pets screen could be merged too, since your pets are just another item. The other item management screen, crafting, has its own issues - far too many clicks, no recipe automation - and realistically could be merged with inventory too, though that might confuse the already awkward controls. One glaring fault in the crafting menu is no easy transition to equipment. If I make something worthwhile I probably want to put it on as quickly as possible. There is wasted space on the left hand side, why not have my equipment over there so I can try on my new stuff? Or, if that isn't feasible, and I admit it would start to look a bit too cluttered, how about a button that brings me straight to my equipment menu like the one that the redundant inventory menu has? Crafting is dull, awkward (again) and a bit of a grind. When you finally do make something interesting you probably can't use it for some time. I have some cargo pants that must wait to wear because I was half the appropriate level when I made them. Finally putting them together was a genuinely exciting moment. But now I must be very patient. To wear cargo pants... As far as awkward goes, it is far better with mouse than with gamepad. But it can still be imroved. Right click, shift click, alt click, ctrl click,middle click, even double left click could move the ingredient into the crafting station. Instead we right click the ingredient, move the mouse to find the occasionally different location of the move ingredient button, then left click that button. You do this over and over again to level up your abilities to craft something that might be useful. You can slowly drag and drop too, but both of these options are inferior to a simple double or single click. This particular problem has been solved, before. Why are we reinventing the wheel of inventory management with every game? The right click context menu of move, eat, exit menu, and trash is unnecessary and slows every process down. Perhaps it works for gamepads but it's a step backward for the rest of us. A trash can in the corner works fine for the few times you need to use it. I doubt it requires the 25%-33% attention that the right click context menu affords it. And the buttons moving around are just... aweful. On the far right hand side, I have to be very careful not to throw my gear away, because the context menu buttons are suddenly in a different place to account for the side of the screen. And they change based on edibility. There are no takebacks for trashed items. Combine that with the massive amounts of item sorting for successful crafting/ingredient storage = headache. Skills also need improving. They have short descriptions but no NUMBERS! I must open my equipment, look at my wall of numbers, exit to the game, use the skill, open back to my equipment and then compare to see what it did. Why not just tell me in the first place? Once again, this problem has been solved before. The devs say it is not a casual game, but the text only descriptions of skills says something else. Skills are also gained entirely at random, which brings me to leveling. Leveling. This is where it feels most casual. Sometimes I get +1 attack from a level. Sometimes I get +1 in six or seven other areas too. It isn't obvious why this is happening. I assume it is based on what skills you have used. This leads to the following scenario: if you spent a character level (or ten) doing very well and killing enemies before they can damage you, then you won't improve your armor skills, leaving you out of luck later on in the game. Your character doesn't progress in any other way. There are no skill trees, classes, abilities, perks. None of that. You find random skills in crates. For a game with an "adult humor" veneer, that feels very immature in a game design way, not much substance, it starts to veer into a territory that is very shallow, very... casual. Combat is hampered by all of the above. Also, when you heal or find an item or skill, there is a very annoying popup (can i get a popup blocker for this game?) that hangs around for a little too long. It is directly over your character, stopping all action. Put that information to the side where it belongs, color coded to show health and items different from damage rolls. There are also obnoxious popups for leaving areas. If I walk through a doorway I don't want to confirm. If I speak to a vendor I don't want to confirm. All in all, this game seems to have gone through production without quality feedback. Some of these design choices are obviously wrong for the medium. Escape should bring up an options menu so we can quit easily (and seek a refund, perhaps). You don't hide it in a submenu of to the side. Furthermore, game design according to the popup ads industry is a huge annoyance for everyone. Keep things smooth. It all leaves me my scratching my head, and by the length of this review, for clearly too long. That said I am still trying to play it and I am having some occasional fun. There seems to be some fun to be had here, but the tools to scratch that itch are all wrong and somewhat painful. Much of this is cosmetic. Some is substantial. For me, it is death by a thousand cuts.
So Dragon Fin Soup caught my eye long time ago, when the Project started on Kickstarter. I've been playing this game for 2 hours now, and all I can say is that this game suprised me. I was sceptical about the turnbased kind of gameplay but I was really satisfied with it in the end. Combat feels nice, when you want to plan your moves, simply slow down. Using your gadgets is pretty cool. The game feels kinda oldschool in general. Like other developer they hid some known characters here and there, which is nice to see. I have to say, I've been always diging Randis work, the game art is on the spot. It's really amazing that all the art was done by just one person. The game has some minor Problems, yes - But I am certain that the developer will take care of them soon. For their first game, this is nice. I am proud of you :') P.S: fuck the guy who put the Ring "Certain Death" in there. I still have to admit I laughed when I put it on.
Significantly unfinished, and very much abandoned. Not sure why I played it so long, given the state of things (utter boredom?). Nice Smashing Pumpkins reference in there though.
(Note: I only spent about 3.5 hours in Dragon Fin Soup, before asking for a refund. Sorry Grimm Bros.) First off, I want to explain why I did ask for a refund. The bugs, oh the bugs. I've had to delete my game 4 times over that course of time because of my Story Quest not triggering, or because the dungeon I just finished killing EVERYTHING in, had no Exit Portal. Even saving, going to Title Menu and entering again did not show and Exit Portal which is VERY frustrating. The Combat, while different and innovative it feel so urgent. In cases of multiple enemies on the screen you constant feel that "Oh s%!#, Oh s%!#, Oh s%!#" motion because they actually know how to double back and attack you in the back causing critical hits and getting you killed. Because, you will die alot, because it's nearly impossible to get healing beverages early in the game. So I just bashed the game to the ground, what did I like though ? The graphics are pretty great, the sound assets are okay but annoying after just a single hour due to repetition. The music is so short and it's on a loop, after that 1 hour I just muted the game because the looped music was just annoying to me. I just keep going don't I ? Well, my best tip is - Do the research before purchasing Dragon Fin Soup. Watch some reviews on YouTube or your preferred source, get some gameplay videos in as well, I don't think you can get too many spoilers, the maps are randomly generated so every save file is going to be different, however it can be seeded just like The Binding of Isaac. And if you do purchase it, you can still ask for a refund if it wasn't worth it for you. Will I come back if the game gets updates ? Maybe, it depends. I'm the kind of person that doesn't come back to anything if I get dissappointed by it, so I more than likely won't unless Grimm Bros. patch out the bugs.
its like chocobos's dungon 2 which is one of my favorite games of all time but with sexy red robin hood as the main chracter the crafting system is kinda hectic and its annoying seeing copys of the same recipe in my recipes section if i found it i need to only see one damn copy of it and not like 7 copys of the some one but overall i enjoy the game a good bit because it reminds me of my childhood game i highly recomend this game and i hope it gets some tweeks to make it even better PROS: - Three game modes (Story, Survival, Endless Labyrinth) - Two difficulties (Normal and Hardcore/Permadeath) - Unlockable characters in Endless Labyrinth - Controller support - Pets to collect, up to two in your party - Crafting and fishing systems to play around with - The dungeon areas have a lot of little secrets - Devs are listening, taking in feedback, and releasing patches to fix major issues CONS: - Crafting UI is awful. - Menu system needs to be reworked - Not enough information in battle - Dungeons can feel "cluttered" and sometimes tricky to see/escape - A lack of keybindings - Storage space is small
There's quite a bit to say about this game because it's honestly not *that* bad aside from obvious balancing issues and unpolished mechanics. My point with this review is telling everyone that this game *was* going down a good path but now it's ABANDONED. Yep, another fucking fake-out game. If you buy it, just be aware that it's unfinished and the developers haven't responded / made another update for a full year. EDIT: And this was a KICKSTARTED game too. Cheers.
Sadly I will have to give this title a "thumb down". As we know amazing art assets does not create an amazing experience. I can see a lot of poor decision that the dev team made for convinience( like given more ephasis to the portability of the product) by sacrificing game experience itself. -Front Ortho-cam is rather unefficient to handle multiple overlaying scene objects that are more than one square unit tall. -No key shortcuts or key remaping options (after all you dont use keys on a tablet or phone right?). -There is a lack of user feedback and tons of redability problems. That said the art would be the only thing that could justify the current price. If you are not art an art oriented person I would suggest you to think twice before purchasing this title. =====================Second Edition================== Hello Ash and Grimm Bros Team, It is nice to see that the dev team is willing to improve the current product and hear the customers’ opinions and observations. Since you took the time to take my opinion into account I would be more than happy to provide you a more detailed answer. Before getting into those details I want to express that I’m aware of the complexity that is involved on the creation of any interactive media product and how difficult it is to create an accurate user-product dynamic. I do apologize for my English as well, since it is not my first language. With that said, lets begin with the answer you requested me. USER FEEDBACK RELATED ISSUES: Cut-Scenes: When watching the intro cut scene I saw no “press to skip” kind of message so my first thoughts were that transition between one cut scene image and the other one was automatic. Then the dialog stopped and it didn’t advance automatically. Hmmm…maybe I should press a key but which Key? There were no clues to figure out the key that I should press. I wanted to see the intro cut scene so my concern was: “what if I press an input to close or skip the whole cut scene instead of advancing to the next part of the cut scene”. I tried pressing space, enter and a bunch of other keys. But the game wasn’t asking me for a key. It wanted me to perform a click. Too much user-guessing right from the beginning. Game Mini Map: A mini-map’s main functionality is to allow the players to locate themselves on it. That means that you main focal stress on a mini-map should be the convention that represents the player on the map. A yellow pixel on top of equal sized brow pixels are not the best pallet and form choices to achieve this. All the other secondary elements on the mini-map (NPC and items) are more visible than the main character’s location itself. Conventions take a while to figure them out since there is no visible map legend to take a look at. Also it would be nice to be able to see key level features on the minimal like where are the local-zone teleporters located. Party health and stats: Moment to moment feedback of you party member’s is a must have. I can only see my party members’ health-bar briefly when moving from one tile to another one. Why not showing it always to allow the player to take more accurate decision and weight the risks before moving. Key bindings: In the beginning I thought that there were no key shortcuts on this game. Then I read in some forums that apparently there is some key shortcuts but not much information about them. The game should include a control scheme section to be able to see the possible inputs for the user. Also the ESC key functionality could be a little bit more practical. Open main menu and close menus will be a more common setup for this key. Curse Skull Icon: I didn’t notice when it was added to my screen or for what reason. I thought maybe is the time that I have to complete my quest. Then I notice that I ran out of time but I didn’t failed the quest. Then my conclusion was maybe is a period of time in which the undead enemies spawns. But again I was misled to believe that because of the undead iconography. Then I notice that it didn’t appear again. Long story short the 4th time I got cursed was when I realized that that Icon was meant to be the curse duration GUI representation element. Chosen Path for the main character: If you give the players the ability to move by clicking on the ground at least show them which path is the one that the AI is going to choose since the best path decided by the AI is not always the path that the player has in mind or would like to take. Moving by clicking is rather risky since the player is not able to forecast which path the AI is going to pick. READABILITY RELATED ISSUES: Overlaying Objects: I can see how important was to create non-square art assets to maintain the overall aesthetic of the game. But, the proportions of the objects combined with the chosen orthogonal perspective create a lot of undesired overlapping. I can see that the current solution allows the player to see the main character through the front objects by reducing the opacity of the last ones but the low opacity is not enough to see the immediate surroundings of the player. It is really difficult to spot obstacles, path and items on dense vegetation areas were a lot of overlapping occurs. Input inconsistency: In terms of inputs there are some dynamics that are natural for the user to expect. One user input equals to one outcome. If the user press the movement key once he or she would be expecting for the character to move one step on the map instead of two. The same can be said on the menu. If the user press the down key to go to the next option it should go down one step not two. Vegetation and Terrain coexistence: The Vegetation and the terrain does not integrate well in terms of creating a clear paths for the player to follow. Sometimes the vegetation can spawn in some places where it would give the impression that the player reached the boundaries of the map but is only an illusion created by the graphic composition on screen. This can be rather annoying if a target or objective is located on an area that is only reachable through that path. This is one of the biggest risks of leaving the level design to a procedural process. It can work very well sometimes but other times it could go really wrong. UI Usability: Trying to open the options menu is rather risky if you miss the button. The icon that brings the in-game main menu has a rather small clickable area and size. If you miss the click your character will walk towards the border of the screen no matter how far it is and how dangerous it is. You could step over several traps or get into undesirable fights. Also it would be nice to be able to close the menus by clicking outside them instead of closing each menu one by one. Once again thank you for hearing my observations and I will look forward to see the evolution process of your product.