Dragon Ruins | Review & Analysis

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  • Опубліковано 13 тра 2024
  • Dragon Ruins may be too tired, even for tired people.
    Game Page: store.steampowered.com/app/29...
    My Patreon: / addylovestar
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    Discord Server: / discord
    Branding art is drawn by: / modularpon
    #dragonruins
    A key for this game was provided by the publisher.
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КОМЕНТАРІ • 4

  • @cheesi
    @cheesi Місяць тому +1

    I like one of this dev's other games, Demon Lord Reincarnation, a lot more. Stronger aesthetic, more active choices in gameplay, and it has no in game map so you have to either spend a _lot_ of time fumbling around or draw it out yourself, it's a little thing and a lot of players would say it's pointless inconvenience but it gives me a much more immersive vibe :] one thing I would have liked is some kind of in game map drawing tool though, it just feels a little much to expect people to have graph paper ready to go.

  • @ishkabibblescribbles7599
    @ishkabibblescribbles7599 Місяць тому

    Sort of a curious take on very early mechanically simple blobbers per the wireframe dungeons. Most of the commentary I've read about these play experiences (of early blobbers, since I don't have the patience to play them ^^;) aligns with what I see here: That exploring the dungeon and figuring out when to make the call to back out is more interesting than the actual combat just due to the tactical decisions being pretty route. Your fighters always attack, your casters always cast, so why not just put it on auto and let you pull the ripcord when things get too dire? Focusing on the threatening atmosphere and navigation isn't the worst idea, though neither seem to be breathing down your neck too bad here either.
    Interesting too that nowadays we can specifically market games to people who are tired. Even if it's a little tongue in cheek like that exit screen, it definitely rings true.

  • @NiphanosTheLost
    @NiphanosTheLost Місяць тому

    I love you.

  • @RunePonyRamblings
    @RunePonyRamblings Місяць тому

    A first-person dungeon crawler without resource management or arduous navigation seems to miss the point entirely. Like, stress and strategy are supposed to be intrinsic features of this kind of game; it's the Diablo-likes you go to for mindless numbef-dopamine, right?
    It kinda feels like making an infinite-runner that visually resembles the NES Legend of Zelda. Like, why?