Post by slayernz on Nov 24, 2013 18:46:17 GMT -5
Just got into Krellin Deeps after making it through the amazing prolog.
Things I really loved:
* The sense of urgency - as much as you really want do explore every nook and cranny (and I did try and do as much as I could), you felt that you were definitely being pursued, especially once the hunds, and the big bad guys appeared at the stairs. Question - is the appearance of the hunds combat, and the boss guys bridge-burning appearance scripted? IE, if I did more exploring, the hunds wouldn't find me sooner?
* I liked the layouts of the keep dungeon and the caverns beneath. There are enough chests to find that yield some juicy goodness for those who are courageous enough to hunt for them.
* The story itself is pretty cool - each of the characters are getting a nice backstory created, obviously each with a dark secret they have yet to share. The bridge burning scene in particular was awesome! AWESOME I tell you!
* The outlander seems to soak a lot more damage now than he used to. That means he is able to be the spear-head that you want him to be.
Things that may need tweaking
* As much as escaping from a dungeon shouldn't be plain sailing, it is on the "ack" side of the balance between cake-walk and ACK!. If it weren't for the fact I've been practicing in earlier Alpha's, I'd have quickly been overwhelmed a number of times. The first time would have been when you have gained your weapons, killed the first group of guards, and are heading north towards the cavern entrance. The hoard of guards that you alert are pretty numerous, and if you don't know what you're doing, it's easy to get surrounded or at least have your characters sustain heavy damage. Strongly advise either reducing the numbers, or providing a recommendation for the squad positioning
* With there being no campfires to use (and that's realistic given you are escaping, and not going on some countryside jaunt), it's easy to run out of SP and HP pretty quickly. It reminds me of my first trip through the Void before I discovered what campfires actually were. Because it's the prologue, it wouldn't hurt to (a) throw lots more potions around? and(b) Provide useful toasts advising what to do when a character's health or spirit level drops too far down
* Some of the initial dialog boxes are too much to take in for a new player. I know how important it is to get people up to speed, but it's too much to read and take in straight off the cuff. Instead, maybe the first time you go into your "talent" button, the descriptions of how to manage the talents is bought up, and same with going into your inventory and the like.
* It would be good for at least the initial encounters against the guards that you heavily weight the dice to roll in favor of the party getting the initiative. In the first encounter, I got my equipment, and the guards burst in. Because my thief was closest, she almost lost all of her HP before I was able to act. No fun for a person just starting out.
* There are a few minor spelling/grammar mistakes - happy to work with you directly on these if that's possible.
Overall though, it was a fantastic start to the game, and the Krellin Deeps should be an awesome next chapter.
Things I really loved:
* The sense of urgency - as much as you really want do explore every nook and cranny (and I did try and do as much as I could), you felt that you were definitely being pursued, especially once the hunds, and the big bad guys appeared at the stairs. Question - is the appearance of the hunds combat, and the boss guys bridge-burning appearance scripted? IE, if I did more exploring, the hunds wouldn't find me sooner?
* I liked the layouts of the keep dungeon and the caverns beneath. There are enough chests to find that yield some juicy goodness for those who are courageous enough to hunt for them.
* The story itself is pretty cool - each of the characters are getting a nice backstory created, obviously each with a dark secret they have yet to share. The bridge burning scene in particular was awesome! AWESOME I tell you!
* The outlander seems to soak a lot more damage now than he used to. That means he is able to be the spear-head that you want him to be.
Things that may need tweaking
* As much as escaping from a dungeon shouldn't be plain sailing, it is on the "ack" side of the balance between cake-walk and ACK!. If it weren't for the fact I've been practicing in earlier Alpha's, I'd have quickly been overwhelmed a number of times. The first time would have been when you have gained your weapons, killed the first group of guards, and are heading north towards the cavern entrance. The hoard of guards that you alert are pretty numerous, and if you don't know what you're doing, it's easy to get surrounded or at least have your characters sustain heavy damage. Strongly advise either reducing the numbers, or providing a recommendation for the squad positioning
* With there being no campfires to use (and that's realistic given you are escaping, and not going on some countryside jaunt), it's easy to run out of SP and HP pretty quickly. It reminds me of my first trip through the Void before I discovered what campfires actually were. Because it's the prologue, it wouldn't hurt to (a) throw lots more potions around? and(b) Provide useful toasts advising what to do when a character's health or spirit level drops too far down
* Some of the initial dialog boxes are too much to take in for a new player. I know how important it is to get people up to speed, but it's too much to read and take in straight off the cuff. Instead, maybe the first time you go into your "talent" button, the descriptions of how to manage the talents is bought up, and same with going into your inventory and the like.
* It would be good for at least the initial encounters against the guards that you heavily weight the dice to roll in favor of the party getting the initiative. In the first encounter, I got my equipment, and the guards burst in. Because my thief was closest, she almost lost all of her HP before I was able to act. No fun for a person just starting out.
* There are a few minor spelling/grammar mistakes - happy to work with you directly on these if that's possible.
Overall though, it was a fantastic start to the game, and the Krellin Deeps should be an awesome next chapter.