

There are some unnecessary frustrations there, at least a couple of which might seem relatively easily avoided with a quick patch. Some of these will no doubt clear up after a couple more runs, however some people won't play more than the first 5 mins and first impressions count. There's a message that says that unsaved progress is lost, so I presume that there's either an auto save or I've missed the save button somewhere? The message should be more specific, something like "if you leave now progress will revert to the start of the dungeon" or just "progress is not saved".Īnyhow, that's my first impression. It would be nice to have some explanation of how/when the game saves, if at all? Having not booted the game again I'm not sure if I start back at the start of the level or have to instead start a completely new game. Regarding game saves, after finishing my first dungeon I needed to drop out to get back to work. Unfortunately, any mechanic where I deliberately impale myself for a few gold scraps breaks my immersion. The mechanic here appears to be collect a few coin, walk away and get some more health, then deliberately get spike trapped again to collect the remaining coin. I found a chest surrounded by spike traps and presume that later there is some way to disarm these? The only way to open the chest/collect the coin was to run over more or less all the spike traps, which was frustrating and I'm not sure what this was adding to the game. I presume that there's a lot of work associated with making this user-customisable, but I mention it as I'm not yet sure whether the camera angle will be an ongoing irritation or whether I'll simply get used to it. Either way, it would have been nice to be able to modify the camera angle a little. The perspective view is a little disconcerting - I either wanted to scan a little closer in for a more third-person view, or back things out a touch. This issue could possibly be solved with a screenshot with a picture of a weapon say "find this, run!", or similar, but running while getting pummeled from behind wasn't the reason I booted the game up to play. This would have been an opportunity to illustrate how the pickup mechanic worked, and eliminated some unnecessary frustration. I think the idea might be that I need to sprint through the dungeon to find a weapon somewhere, which was eventually what I did, but I'm unclear why a weapon wasn't made available immediately in the starting room. I wasn't sure what I should be looking for that might be a weapon, so looked around the walls and the floor and pressed a few keys in case I'd missed a pickup button. I died my first couple of games due to having no weapon, indeed, I gave up and let myself be pummeled as I thought I must be missing something.

Making her slightly more recognisably female would also have been nice, certainly not something like boob-armor, but the male/female tab made such little noticeable difference that I wondered why it was there at all. I would have preferred to see the face at all times, which would have assisted me to bond with her a little better. Because of the hunched posture of my character their face was obscured by the hoodie for much of the animation, which I found off-putting. I know that many people like a gritty colour palette, but each to their own, a bit of brightness for those who disagree would have been nice. A few early thoughts, while still fresh in my mind.īecause first impressions count for influencing future sales, I thought it worth writing this down in case my experience is of some value to Phi Dinh.Ĭharacter customisation felt fine, but I would have preferred some brighter colours.
