Forum Overview :: Invisible Inc.
 
I wouldn't call Darkest DUngeons a roguelike by fabio 12/24/2016, 4:23pm PST
It brought to mind what you said about Darwinia. There's no chance of losing; it's just a matter of how long until you win.

The aspect of sending scores of expendable adventurers to go insane in Lovecraft dungeons for a 1-5 hour roguelike run could have worked. Having a consistent party over a 15+ hour game could have worked. Having expendable party members that you had to spend many hours grinding and gearing up to max level for a shot at the final dungeon in a 15+ hour game was too frustrating.

I hit the final dungeon, where suddenly bleed effects are ten times deadlier and you realize you need all those anti-bleed relics you ignored for the entire game. So I go to abort and am introduced to the brand new mechanic of a party member automatically dying if you retreat from the dungeon. It finally broke me. I wasn't going to sit through more grinding for that. I thought the new mechanic of upgrading the coach to deposit pre-levelled recruits would alleviate that but it's mostly just level 1s, maybe a 2 every once in a while if you're lucky.

They need to get the art designers working on more games.



FTL was fun up until the last boss and realizing that success was 90% lucking out in what the stores offered you, specifically the 1 or 2 items needed to beat the last boss.
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Final verdict: still negative by fabio 12/23/2016, 11:29am PST NEW
    Re: Final verdict: still negative by Ashamed 12/23/2016, 11:35am PST NEW
        Fuck yes on the art style by fabio 12/23/2016, 11:58am PST NEW
    Re: Final verdict: still negative by Mischief Maker 12/24/2016, 10:36am PST NEW
        final score: Benny Hill / 10 NT by Eurotrash 12/24/2016, 1:14pm PST NEW
        I wouldn't call Darkest DUngeons a roguelike by fabio 12/24/2016, 4:23pm PST NEW
            The new game + has a turn limit before the end of the world by Mischief Maker 12/25/2016, 7:50am PST NEW
 
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