![]() I nearly passed this one up thinking it would be a plain experience, but i’m glad i didn’t and appreciate what the devs have done here. it’s alway in the back of my mind, kind of like when a teacher leaves the mouse pointer on screen during a movie presentation. I would like to see an optimization for the iphone x, i’ve found that i have a hard time completely enjoying games that haven’t utilized all of the screen real estate. The depth of crafting and purchasing equipment is in that sweet spot of ease for quickplay, but also great for min/maxing when more time is available. That being said, it’s much better than other experiences i’ve had. The only commercial release of dungeon-crawl classic Rogue, Epyx version is 1.45, while Jon Lanes original release is 1.1.Im not quite sure what the difference is/are between the two versions, except that Epyx probably tidied up the codes and tweaked play balance a little bit before the commercial release. ![]() The story, however, leaves something to be desired, I’m not very far yet and perhaps it opens up, but so far it’s clear that it was written by someone who speaks english as a second language. The dungeons are quick enough to complete when I have an awkward amount of time between my daily activities, but it also has enough depth to keep me occupied for longer play sessions. I really wish more games would provide the option to change from portrait to landscape view. ![]() The battle mechanics are great for one handed or two handed play.
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