"You can only move one space at a time. This means that if going from point A to point B means you have to pass by points C, D, E, F, G and H, then you have to click all of those points one after the other to reach point B."
Found that in the demo, so glad it was fixed in the release! Especially with as much as I head back to my stronghold.
But wow, this guy has an in-depth review. And there's so much I agree with in it. I've been meaning to say this before, but you did such a spot-on job with balancing complexity and depth. Simple, one-click options and a talent grid that allows focus or deviation have been an example of elegant design, and for that, I tip my hat.
My complaints are relatively minor and few. AI movement occasionally getting hitched on corners in the scenery hampers my exploration on some maps. Wild swings in damage are terrifying, but manageable. Most other 'inconveniences' are understandably by design for theme or to keep you from going into developer hell.
If there's one I thing I could wish for, oddly enough, it'd be a change in the way maps levels are generated. It penalizes having a large, diverse team when I have a 5-level split between my highest and lowest members. Getting them up to speed isn't terribly difficult (back row with a whip in a zone 2-3 levels over them tends to net 1-2 levels), but it does mean a fair amount of backtracking. Or, if I push through for more exploration, I end up with more lower-leveled maps, but my progress is tapering off pretty quickly. In the end, it means not reaching into the level-50 range, where the final skills start to become available; disappointing from a build-completion perspective. As I was pondering it, I was thinking either tweaking the formula toward dropping the lowest member or increasing the level of a zone by 1 or 2 after it becomes unsecured again. Many of the earlier maps are generally ignored by mid-game, and giving locations a bit of a level boost means they can keep up for leveling purposes.
Apologies for the long-winded middle. It's been a grand play experience so far, and you deserve all the accolades you've earned for all the hard work.
I am considering changing the calculations for levels to gradually ramp up as you progress further in the game, mainly so that the end game doesn't become too easy. You'll probably see this in a later release!
I was considering getting it on the first week because of the discount, but I wanted to wait and see if someone would name the full roster of recruits.
Bought BB right away as I was impressed by your previous games and I've always been a RPG fan. Not disappointed and would recommend it to any of my other lewd friends with the same hobbies =)
Nice review. :) The gripe about map movement is inaccurate though, and I don't know if you fixed that in a later revision or if it was always the case, but I discovered in my third gameplay session that you can just click an area and you'll hop-hop-hop over there without further intervention. Might be worthwhile bringing up to the reviewer.
Found that in the demo, so glad it was fixed in the release! Especially with as much as I head back to my stronghold.
But wow, this guy has an in-depth review. And there's so much I agree with in it. I've been meaning to say this before, but you did such a spot-on job with balancing complexity and depth. Simple, one-click options and a talent grid that allows focus or deviation have been an example of elegant design, and for that, I tip my hat.
My complaints are relatively minor and few. AI movement occasionally getting hitched on corners in the scenery hampers my exploration on some maps. Wild swings in damage are terrifying, but manageable. Most other 'inconveniences' are understandably by design for theme or to keep you from going into developer hell.
If there's one I thing I could wish for, oddly enough, it'd be a change in the way maps levels are generated. It penalizes having a large, diverse team when I have a 5-level split between my highest and lowest members. Getting them up to speed isn't terribly difficult (back row with a whip in a zone 2-3 levels over them tends to net 1-2 levels), but it does mean a fair amount of backtracking. Or, if I push through for more exploration, I end up with more lower-leveled maps, but my progress is tapering off pretty quickly. In the end, it means not reaching into the level-50 range, where the final skills start to become available; disappointing from a build-completion perspective. As I was pondering it, I was thinking either tweaking the formula toward dropping the lowest member or increasing the level of a zone by 1 or 2 after it becomes unsecured again. Many of the earlier maps are generally ignored by mid-game, and giving locations a bit of a level boost means they can keep up for leveling purposes.
Apologies for the long-winded middle. It's been a grand play experience so far, and you deserve all the accolades you've earned for all the hard work.
I was considering getting it on the first week because of the discount, but I wanted to wait and see if someone would name the full roster of recruits.