enjoying it as well, despite its flaws, mostly because it has a certain addictive nature that makes me push forward and do just one more floor, explore one more map
- maps are okay, in the sense that it feels nice to fill out the maps and find chest and items all the time, that said
- the maps are too windy and often feel like someone wanted to really use the whole map space, every damn square, instead of putting some thought into it, thus the maze design (if you even want to call it that) feels a bit pedestrian and samey after some time and so far I haven't seen any memorable map
- this is offset by nice wall graphics, I'm really digging the different area visuals
- the growth mechanism sounds nice, until you realize you can save scum and it just becomes annoying
- lots of RT-traps that should be at odds with the TB-combat, but I find them kind of amusing, if somewhat pointless, once you figured out how to walk the tightrope or avoid any of the traps, its just busy work
- I'm not a fan of the sokoban-style arrow rerouting puzzles, because lets be honest, once you've done one, you've done them all, none of the really require much thinking, just moving the re-routers around the map
- combat is pretty much spamming the same kind of attacks ad infinitum, each new area is a bit more involved when you enter, but soon you out-level most enemies (though I play on normal, maybe I should do hard)
- most intense fights are boss fights so far, with my favorite the one in the temple where you have to engage the nightmare in different levels and slowly chip away at him
- the nightmares in general are a cool concept, even if their designs are too damn goofy
- I do like the whole blood corruption thing, and especially how fast the blood level goes up when fighting against low-level enemies, basically makes it a bit more unpredictable, although in most cases auto combat is a godsend
- in general the game feels like its trying out lots of different things, but doesn't really manage to really explore any system in-depth
- that said, its keep you busy with upgrading weapons, finding sufficient kind of loot, doing lots of stuff
- when I saw the purge mechanic, I imagined what the CRPG addicts reaction to something like that would be
- story is visual novel style, 10 sentences when one would have been enough, and admittedly I'm sorta speed-reading/skipping through most of it and still get the general gist
- most plot points are telegraphed far in advance, like you can be pretty sure the professor is somewhat evil and up to no good