Feedback on the game (minor spoilers)

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Tiavals
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Posts: 17
Joined: November 19th, 2007, 10:44 am

Feedback on the game (minor spoilers)

Post by Tiavals »

Okay, so I've finished the game, so here's my thoughts on it, I'll try not to spoil anything:

Story: Personally, I liked it. It was well thought of and thematically I enjoy goblins being the main threat, normally they are just rabble to sweep aside. Also, the amnesia was logical, I applaud for that. However, the story was also very short, I was expecting a much longer one, and the story-points were few and far between.

Length: The game was quite short, I did everything I could think of(explored every map and dungeon) and the total gametime was 14 hours according to the in-game timer. In reality it was more like 20 hours I think. The most disappointing thing in this is that roughly 50% of the time was "wasted" on walking around, if the walking speed had been 2x what it is, the gaming experience would've been much more pleasant.

Mechanics: Much of the mechanics was rather poorly thought of, such as the fact that with the two magic schools could do anything in the game. Why spend skillpoints in Lockpicking when you can just buy Elemental-magic and use Firedart or Lockmelt and destroy any and all doors and chests. Why take survival when you can take Divine-magic and heal yourself? And so on.

Content: The quests were pretty normal, I didn't enjoy them too much. Pretty much all of them were of the "fetch this item"-kind. The variation on the items was nice enough. I was left mostly disappointed on the conversations, as the NPCs said only a bunch of lines and there were no recurring NPCs as such. They gave you one quest and that's that.


Graphics: No complaints there.

Music: Around 20% of the music was quite excellent, the rest was pretty much unmemorable.

Other stuff: I greatly enjoyed the intro to the game, one of the best I've seen anywhere. You know, the one that plays when you start the game.exe. Gave me the shivers, and that's a great sign. It was full of emotion and such.


All in all I liked the game enough to make me think it was worth the purchase. 7/10 or 8/10 would be my score for the game. So, thanks for making the game for me to play. :)
citizendragon
Apprentice
Posts: 20
Joined: November 12th, 2007, 1:19 pm

Re: Feedback on the game (minor spoilers)

Post by citizendragon »

Tiavals wrote:
Mechanics: Much of the mechanics was rather poorly thought of, such as the fact that with the two magic schools could do anything in the game. Why spend skillpoints in Lockpicking when you can just buy Elemental-magic and use Firedart or Lockmelt and destroy any and all doors and chests. Why take survival when you can take Divine-magic and heal yourself? And so on.

:)
I guess if you want to play straight rogue, fighter, or mage...then each class should have those skills. Also if you choose to only max out one school of magic...its nice to have a complete set of spell skills.

I suppose for lockpicking...the difficulty of opening the lock should scale.
I like the idea that you can open locks multiple ways-
fighter=bash
rogue=pick
mage=open lock spell

Perhaps the only spell that can open locks would be an "open lock spell",
and that should scale, ie. you need to cast it at a higher lvl to open harder locks. Maybe then dmg spells can only be used to open barrels and not locked chests?

There can also be penalties for each unsuccessful attempt/failure.

Random thoughts...may be hard to code etc....
therealspud
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Posts: 16
Joined: November 19th, 2007, 5:24 pm

Re: Feedback on the game (minor spoilers)

Post by therealspud »


There can also be penalties for each unsuccessful attempt/failure.
Or maybe, with dmg spells/bashing have a % chance of destroying an item or items contained in the chest, whereas lockpicking and/or open lock spell having chance of failure to open based on skill level, but in a success have 0% chance of ruining an item

-S
DTravel
Initiate
Posts: 10
Joined: November 19th, 2007, 10:49 pm

Post by DTravel »

I am finding the combat to be incredibly frustrating. First, I've been tracking the hit/miss results I get and they don't match to the percentages displayed. Second, the hit percentages are meaningless anyways since 80% of the player's supposed "hits" don't do anything. ("No damage incurred" is a miss in a game like this!)
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