I believe it's not FULLY correct, as you just toggle on arrows rather than enable the old GUI, but it's still awesome they did that.I was already feeling really good about this game, but this is pretty awesome:
I believe it's not FULLY correct, as you just toggle on arrows rather than enable the old GUI, but it's still awesome they did that.I was already feeling really good about this game, but this is pretty awesome:
This made me gift a copy, just because they're great.I was already feeling really good about this game, but this is pretty awesome:
I was already feeling really good about this game, but this is pretty awesome:
Pre-order goodies are really cool.
I was already feeling really good about this game, but this is pretty awesome:
I got real excited when I saw the world map and then was crushed when I found out it was just for flavor and not representative of where you go in the game.
But we dont think its the end of the road, more like a fork in the road with ways branching into all sorts of interesting directions: iOS, Mac, map editor, sequel, new IP, living in a dumpster totally broke
There's always the sequel (or map editor) down the road to take it outdoors...
Probably requires this being a smash success to give enough funds to hire a bigger team to pull that, but it does seem to have plenty of buzz at least.Here's hoping Grimrock 2 goes full on Might and Magic with a nice big overworld and lots of crazy dungeons.
As a HUGE DM fan, I'm going to get this, but I can't help but have a strong strong desire to be able to play this co-op online. Have they said anything about being able to play this coop, even if *eventually*?
WTF is wrong with some of you.
I was thinking the same thing. Pressing 4 different buttons for each character's attack isn't demanding enough to warrant coop.
I know I know....but It's just that I'm spoiled by coop experience these days
I know I know....but It's just that I'm spoiled by coop experience these days
You won't find a bigger fan of coop than me but it makes absolutely no sense in a game like this.
Wait, it's ready to download?
Ahh thought as much. I hope it's long
I was already feeling really good about this game, but this is pretty awesome:
This is going to be interesting but real time combat stinks.
Yeah, I almost wish it was truly old school turn based, like Bard's Tale III combat old, or Eye of The Beholder!
This is going to be interesting but real time combat stinks.
I never played them, but I feel like they'd loose all the tactics if it wasn't turn based.Most of the old dungeon crawlers had exactly the same REAL TIME combat system.
I never played them, but I feel like they'd loose all the tactics if it wasn't turn based.
The magic system remind me a lot Dungeon Magic: Sword of the Elements.
Legend of Grimlock give me so much nostalgia.
Read about sidestepping technique or opening/closing doors one.
More than often it was a dexterity game not tactics one. Who clicks faster (there were no keyboard shortcuts) and survives.
I never played them, but I feel like they'd loose all the tactics if it wasn't turn based.
It is sorta turn based, just in real-time. It works great, you can issue attacks every so many seconds and so on, so it does have some turn based elements to it. The dungeons feel more alive in pseudo-real time, and your actions are simple are simple enough that a hard locked turn-based system isn't really needed. You can see an example of the more complex dodging techniques talked about above here, which at first glance might seem cheap, but it's part of the system and not necessarily simple to do if you have multiple enemies from different directions chasing you and holes in the floor.
I'm pretty sure they implemented that shortly thereafter. This is from August last year so a lot of polish has occurred since )Needs to have some sort of auto ammo pick up. Picking up every knife you throw is a time waster.
It is sorta turn based, just in real-time. It works great, you can issue attacks every so many seconds and so on, so it does have some turn based elements to it. The dungeons feel more alive in pseudo-real time, and your actions are simple are simple enough that a hard locked turn-based system isn't really needed. You can see an example of the more complex dodging techniques talked about above here, which at first glance might seem cheap, but it's part of the system and not necessarily simple to do if you have multiple enemies from different directions chasing you and holes in the floor.