Right then. I have played the demo to its extent (which, I believe, ends after fighting two square blobs in one room) (excuse the derogatory term 'blob'), and found it puzzling, intriguing, but mostly heavy on the mind. Allow me some musings
- The art and backgrounds look fantastic. I enjoyed the music and menu sound effects. I enjoyed the attack sounds less (though it's because of weariness from the RTP sounds).
- I love the detail given to the way in which people speak. There is a weight to everyone's voice, even the common guard.
- I love the lore; however, it's thrust heavily upon the player almost immediately, using archaic language (and, surprisingly, indirect speech when talking to most characters). It reminds me of
The Silmarillion, which (despite being impressive) was not easy to get through.
I concur with the comments by AteOneZero. Did find a minor bug: when walking back to the room with the first enemy, they were still visible through the chest they left behind upon defeat.
The battles are a bit too hard to figure out (luckily one can't die, as of yet). Arcane powers aside, what each attack does is confusing; when to use them/how they affect targets is unclear too.
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I'm all for throwing the player into a creation myth with little guidance, but you risk losing engagement or immersion by making it overly convoluted. The archaic prose that makes up dialogue, though wonderful for fans of literature, adds to the confusion. I understand that
without indirect speech you can't savour the small details; it fits better in a novel than a game. I was confused with the main character's motives, and thus did not really care about her or the world she inhabits (or,
not inhabits, as it turns out).
We, the player, do not know what Lon is, or why Rakar is in shambles, what the protagonist's role is/was in it all, and why it matters.
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I decided to play through the intro a second time, this time ignoring the indirect speech. I found it much more pleasant to read, and things cleared up a little, including the interesting flare of character given to the protagonist. I still do not know about Lon or Rakar.
The problem with a difficult-to-understand world, and characters who understand it perfectly, is that we, the player, are left behind. I'm not suggesting you make things simple, merely that you should start off smaller. Players are drawn into a world over time.
Also, I am jealous of your attention to detail and story writing. Write a book and I'll buy it.Sorry for rambling on. Here, have that dog again.