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Whoa and you played easy modo too. I was playing this on normal <_<;
It has a difficulty option! Just press the easy text earlier you'll see the options.
I lol'd so hard at your discovery of escape.
And kudos CC for being able to play as far as 6th floor! The navigation was too much for me and I get sick especially when I hit the walls because of the perspective.
Thank you for playing the game, when the boss in 6th floor kicked your ass, my reaction was, "Damn that damage hurts. Imagine if it was Normal." :u
ps. I put a lot of points in speed because I'm a glass cannon and want to evade every single attack instead of getting hit. People like me exist! 8'D;;;
It has a difficulty option! Just press the easy text earlier you'll see the options.
I lol'd so hard at your discovery of escape.
And kudos CC for being able to play as far as 6th floor! The navigation was too much for me and I get sick especially when I hit the walls because of the perspective.
Thank you for playing the game, when the boss in 6th floor kicked your ass, my reaction was, "Damn that damage hurts. Imagine if it was Normal." :u
ps. I put a lot of points in speed because I'm a glass cannon and want to evade every single attack instead of getting hit. People like me exist! 8'D;;;
Were you being sarcastic abut never having played a game like that. ? there are plenty.
author=BurningTygerI watched/edited the video a while ago so I might be wrong, but I haven't seen a first-person dungeon crawler Rm game before.
Were you being sarcastic abut never having played a game like that. ? there are plenty.
author=UltimateGamerCC2012A lot of games use SmT style fights, and I feel as though it's a good habit. While low numbers are a tad harder to balance, it helps the creator create fights that require strategy.
it's got a "shin megami tensei" feeling to it, very remeniscent of it in fact.
You can see the full map of a floor by pressing R (W on the keyboard)
To be honest, the game was designed to make players rage quit. Really. It's very SMT.
On that note, the yellow circle (which is my fault for not telling the player lol) is actually more of a bonus boss. In general you should avoid it until you're comfortable fighting enemies 3-4 floors higher.
I do admit though that this game severely lacks polish ;w;. the 3D dungeon system is very hard to keep track of at times, and the game itself has many little things I can't fix (turn order is supposed to be limited to twice as your initial turn: see SMT:Nocturne or DDS for reference)
Thanks for the feedback! It's likely that I won't be continuing this game (i know :<, but vx is hard to touch nowadays), but i'll keep the feedback in mind for future games!
To be honest, the game was designed to make players rage quit. Really. It's very SMT.
The end dungeon (21F to 25F) has invisible walls, pitfalls, damage floors, teleport mazes, one way doors, dark zones, hidden passages, and that's not counting the encounters you'll be facing.
NOT EVEN KIDDING
NOT EVEN KIDDING
On that note, the yellow circle (which is my fault for not telling the player lol) is actually more of a bonus boss. In general you should avoid it until you're comfortable fighting enemies 3-4 floors higher.
I do admit though that this game severely lacks polish ;w;. the 3D dungeon system is very hard to keep track of at times, and the game itself has many little things I can't fix (turn order is supposed to be limited to twice as your initial turn: see SMT:Nocturne or DDS for reference)
Thanks for the feedback! It's likely that I won't be continuing this game (i know :<, but vx is hard to touch nowadays), but i'll keep the feedback in mind for future games!
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