Really want to try this but my only worry is the difficulty. I am not a "walk in the park" type of player i do not mind if a game is difficult i want to support Crescent Moon Games as i always do but if the game reaches frustrating levels of difficulty then that's another story. Guess i will wait for some impressions first.
I've already purchased the game earlier, then I saw this and my desire to even open it dropped to 0 (it's not like I could play too much until Saturday though) What is stat rolls, I mean is it possible to work your party ass for hours, get a stat roll and finding yourself losing all your party strategy (because you invest the lvl up points in specific attributes) in a blink of an eye? I'm sorry, but I've never encountered this "stat roll" in any rpg I've played so far
It just a random dice roll at the party creation for starting stats. You then choose which stat to increase as you level
Rolling dice as a mechanic for stat generation is a super old school RPG thing. I used to play in an AD&D group a million years ago where you got one chance to roll your stats and you had to do it sitting at the table. Resulted in some truly hilarious characters, in both good and bad ways.
Early impressions, in no particular order... UI is awkward and inconsistent (you have to double tap to pick up some items but tap and drag to pick up others). You can't see what's written on signs until you tap on them, even when you're right in front of them. The movement buttons seem a little unresponsive at times. The map is ugly (squares unnecessarily divided into smaller squares) and there seems to be no way to annotate it. Walking onto a square with a ladder automatically changes floors, even if you wanted to just walk past the ladder. The lantern seems a bit pointless (meaning I can't see why you'd ever have it turned off). You can't move while you're looking down at the floor (which makes an early section where you're told to "thoroughly search" a corridor particularly tiresome as, mindful of the possibility that there might be something on the floor, you have to look down, look up, move forward, look down, look up, move forward, and so on).
Still have a few first person dungeon crawlers to get through, but this is something I'll have to keep in mind. Looks really nice. So is the normal price $5.99 if it's 25% off? Math doesn't quite work out.
Is this game really supposed to be this hard? What is the point in fighting rats and bats and getting killed again and again. I like games that show me on level 1 what to do but this is not working in this one. Of course i can presave and reload and maybe win the fight... but this is no fun at all. The puzzles are great... but the fighting is really bad. I also absolutly dont like that enemies move when i dont move. Maybe its just not my type of game. Had high hopes this would be turn based.
There is a superficial similarity, as both games are 3D dungeon crawlers. However, when it comes to actual gameplay mechanics, and especially to usability, Deep Paths and LoG are quite different. Developing your party was deeper in LoG, and I have yet to discover that a mage can do more in terms of magic than wield a staff that shoots bolts. Movement in combat is only possible when all characters' actions have cooled down, so there's not much you can do in terms of strategy beyond hitting enemies until they're dead, and then recover your health by waiting around. I have played about 80 minutes now, and Deep Paths' GUI still feels a bit awkward, but maybe it'll grow on me. Since the game supports ReplayKit, I assume there will soon be a lot of gameplay videos, so you can see for yourself.
Hey guys - in regards to the combat difficulty level, please keep in mind that this is an RPG, so the approach is intended to be a little more slow and strategic. It's entirely possible to play through the entire game without dying, and without ever having to just "wait around" to heal. We'll see how everyone goes. If it becomes a major thing, I can look at adding some difficulty settings in there to reduce the "toughness" of enemies for those that are struggling with it.
Hm, I'm a few floors down, and I haven't died yet. Since I don't see much variability in terms of combat strategy that would explain your experience, maybe you want to invest a few minutes and roll a party with decent stats?
Neither yourself - nor the enemies - can move after attacking for a short period of time, as an attack is an action and that initiates a TURN. The fact that you can't move if you've chosen to attack is very intentional. It prevents you from simply kiting around enemies to avoid ever being hit. If you wish to run away from a fight, you just need to stop performing actions, wait for the current turns to complete, and then move away.
Opinion: There is nothing about this game that an ipad4 couldn't handle other than the middleware platform it's developed on (unity I presume) arbitrarily limiting compatibility to "newer" devices.
Can the people who are breezing through the deep paths share their stratagies please? Other than hitting enemies until they're dead then waiting to heal I haven't found one that works well for me so far, other than trying to keep them blind the whole fight and attempting to lure them into the firing line of magic traps. Is there some way to prevent my party members taking so much damage? My weaker party members are in serious danger of dying most fights. Just passed level 5 so far and know I've missed at least 2 trickster walls I couldn't work out how to open. The first being on the level with the 3 sentry traps in a line and the second at he end of level 5 in the room with 3 buttons. Have I missed anything essential and is there a way to open more than one door in that last room of level 5? Oh and what do the different attributes do? I haven't noticed any change in the hit points between two characters who started on the same vitality one of whom I increased the strength of and the other vitality. Thanks in advance for any help and advice!
Disappointed. I find the selection of items confusing, sometimes double click, other times single click, and another time click and drag. Using the pixk-axe, I have to go into inventory, double-check pick-axe, equip it, close inventory, smash rocks. Move to next rock pile and repeat. Would be nice if position of individual buttons was changeable. I am always pressing 180 turn when I mean to press look down/up. Don't like the maps, they are worse than useless..Must persevere in the hope that it/I get better/use to the mechanics. Also, very slow loading new floor level, on an iPad pro with latest iOS.