Darkest Dungeon, Kickstarter |
Darkest Dungeon, Kickstarter |
Feb 13 2014, 02:10 AM
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#1
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Great Dragon Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 |
https://www.kickstarter.com/projects/146025...ed-hook-studios
Finally, a dungeon crawl where your party can start PTSDing. I think it looks terrific! |
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Feb 13 2014, 02:46 AM
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#2
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Runner Group: Members Posts: 2,654 Joined: 29-October 06 Member No.: 9,731 |
Sorry, I am currently conserving funds in anticipation of the Mage: The Ascension 20th Anniversary Kickstarter.
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Feb 13 2014, 02:50 AM
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#3
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Great Dragon Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 |
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Feb 13 2014, 02:59 AM
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#4
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Runner Group: Members Posts: 2,654 Joined: 29-October 06 Member No.: 9,731 |
If the GM chooses to implement it, like most things in tabletop RPGs. *shrug*
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Feb 14 2014, 07:20 AM
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#5
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Immortal Elf Group: Dumpshocked Posts: 14,358 Joined: 2-December 07 From: Winnipeg, Manitoba, Canada Member No.: 14,465 |
I've supported it.
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Mar 5 2014, 06:09 AM
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#6
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Great Dragon Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 |
Only 9000 dollars away from town encounters!
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Mar 20 2014, 09:35 AM
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#7
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Great Dragon Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 |
So it's going to get made with town encounters! I am really looking forward to this!
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Apr 6 2014, 10:30 PM
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#8
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Moving Target Group: Members Posts: 292 Joined: 21-February 07 Member No.: 11,050 |
Looks pretty good,but I can already see people on the steam forums raging about how simple and 'casual' the game looks.
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Jul 20 2015, 02:42 AM
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#9
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Great Dragon Group: Members Posts: 6,640 Joined: 6-June 04 Member No.: 6,383 |
I've been playing Early Access for a while now. The game has had some growing pains but I think they're starting to get things balanced out. Since in many ways the game is sort of a repetitious roguelike, I can almost see it as a casual game where you just need to have a sense of humor about the occasional catastrophe.
There are a lot of things that are very "game-y" that make no sense except as ways to force the game to be challenging or more tactical. For example for some reason you can't heal outside of combat with your in-combat healing abilities. It makes no sense but there was a specific reason for that design decision and how it impacts gameplay. I feel like you have to suspend disbelief with this game and go along with the challenging management aspects of it as part of the experience. My one thought of the day: will they do something like this game but for a Vietnam War setting? It would be like an endless platoon management game with endless patrols that go out in roguelike jungle mazes and get ambushed. |
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