Silentpony said:
Yeah...that sounds almost exactly like my experience, except I loaded up a walkthrough by about the third encounter with the seemingly invulnerable skeletons. Apparently, it was supposed to be instinctive knowledge that skeletons are basically immune to swords and deathly vulnerable to maces.
Silentpony said:
The problem I had with it was the utter lack of direction. You're not told anything and expected to learn by dying enough times to trial-and-error your way through.
Unfortunately, I went into the game with the expectation of "Really challenging but also very rewarding RPG" when what it played like was a 3D version of 'I Wanna Be The Guy.' Those are two wildly different experiences. They can both be fun, sure, but you have to know what you're getting into
and design the game appropriately. I think a lot more people would enjoy the game if it was just a little more obvious what direction you're supposed to be going in. Not what direction you're
required to go in, mind you. If you want to brave an area that expects you to be much tougher than you are, then by all means.
But as it stands, it's a game with very little direction to give players that expects you to gauge which way you need to go based on whichever direction kills you the fewest times, and that's a problem. In virtually every game ever, 'death' is synonymous with 'failure.' If you didn't enter the game with the modified mindset that death does
not equal failure, you're going to get frustrated real fast.
And when you have a dozen different types of weapons, spells, and magic doo-dads that can drastically change how effective you are against certain enemies, there will be players (like you and me, apparently) who hurl themselves into zones while wildly underleveled because the only information on the game they were told was "The game is super hard."