- I really like that you can use Charm/Intimidate/Reason skills on Roberts as a quest solution. That was great, and I hope that you can use those skills in many more conversations with NPC’s, and not just your party members.
-The Citizen at 225, 251 in the graveyard has a unique backstory. Shouldn’t she have a name to differentiate her from the generic citizens?
-Where is Robin, the fish thief’s house? He just vanishes into thin air. Okay ,I know schedules aren’t in yet, but in earlier builds, we were told the sad tale that if we send Robin to jail, his wife and child will go hungry. I guess that was deleted. Even if he lives alone though, Robin still exists. If I tell him not to steal the fish, does he just walk out of the city, never to return?
- The Summoning Magic skill was deleted. That will make being a specialist summoner hard, so I would’t mind if it’s brought back. But if it isn’t possible for an Ice Elemental to be boosted by both Summoning Magic and Water Magic, I can see why Summoning Magic had to get the axe.
- The huge gold piles in the underground room are non-blocking. Plus, it kinda doesn’t make sense to have huge gold piles that you can’t use to finance your adventure. It could work as an emergency stash for when the player runs out of money. (But that’s not likely, as coding it to make it unexploitable would be nigh-impossible). Maybe throw in a couple lines like “Hold on, these are just chocolate covered in foil!” “It’s worse than that – this chocolate is so old it’s gone bad. Yuck!” “Who knew that the old Source King had such a sweet tooth?”
- I bought a Level 5 requiring Push Dagger, and it worked very well indeed, even on the undead. The low AP cost plus high critical chance plus backstabbing works well. One fun strategy is to hold the rogue back for a turn or two to max out their AP, then have some teleport them behind enemy lines. The rogue might die, but can take out two or three enemies. I did 220 damage in one turn in 12 attacks, and I missed once, and 3 others were for normal damage not backstabs.
- The guy who you meet in the Sparkmaster cave should give you a clear warning to stay out of range of its claws, or else you’ll get ripped to shreds. Actually that’s not enough. To really get the message across, I’d pop up a tutorial message suggesting that some fights can be dangerous and difficult to attempt head-on, but clever thinking and exploration can make them easier.
- Also, I do kinda question an encounter where melee characters are basically worthless. The only thing they can do is toss barrels at the Sparkmaster for the casters to blow up... and most of the barrels require having to go past the Sparkmaster.