Version: 0.30 Pub
The Good
Combat
Most of the fights you face multiple enemies at ones, they have different traits like dogs fight in pack, bats have bloodlust, you have to prioritize which to take down first.
UI
The clickable map, color change after entering a room, [Emptied] after clearing a container.
Paragraph by paragraph text works well with better pacing control than compared to some other text RPG's wall of text.
Art
Excellect art for a text RPG plus a dress up system.
World building/Immersion
When you explore a ruin, all the statues, paintings, ceiling arts and quest items all maintains a theme.
Dryad's non usage of tools reflexes well on swords, maces, etc are now junk. The amount of junk in rooms also gives me fallout vibes.
Story/writing
No wall of text infodump just enough background for the story to work.
Really like it doesn't shy away from more gruesome depictions.
Dilemma is well built up and believable. But I am not sure if my choices have lasting impact/come back to haunt/help me.
Cleverly blended puzzle into writing, so play has to actually read instead of thinking player character read/know it and it will work.
The Middleground
Unlike some other text RPG being open world, DQ RPG is, so far, linear, more like a dungeon crawler, but it does have a "adventure" tag so it didnt lie. This on one hand limits player freedom but on the other give dev more control on pacing and craft an experience.
The contrasts bewteen the first few black and white artwork and the excellent character art later really caught me off guard, granted they were depicting night time or they were placeholders.
The To be Desired
There are so far two main chapters so it can be finished in a few hours if you read fast but I would advise against it.
The Good
Combat
Most of the fights you face multiple enemies at ones, they have different traits like dogs fight in pack, bats have bloodlust, you have to prioritize which to take down first.
UI
The clickable map, color change after entering a room, [Emptied] after clearing a container.
Paragraph by paragraph text works well with better pacing control than compared to some other text RPG's wall of text.
Art
Excellect art for a text RPG plus a dress up system.
World building/Immersion
When you explore a ruin, all the statues, paintings, ceiling arts and quest items all maintains a theme.
Dryad's non usage of tools reflexes well on swords, maces, etc are now junk. The amount of junk in rooms also gives me fallout vibes.
Story/writing
No wall of text infodump just enough background for the story to work.
Really like it doesn't shy away from more gruesome depictions.
Dilemma is well built up and believable. But I am not sure if my choices have lasting impact/come back to haunt/help me.
Cleverly blended puzzle into writing, so play has to actually read instead of thinking player character read/know it and it will work.
The Middleground
Unlike some other text RPG being open world, DQ RPG is, so far, linear, more like a dungeon crawler, but it does have a "adventure" tag so it didnt lie. This on one hand limits player freedom but on the other give dev more control on pacing and craft an experience.
The contrasts bewteen the first few black and white artwork and the excellent character art later really caught me off guard, granted they were depicting night time or they were placeholders.
The To be Desired
There are so far two main chapters so it can be finished in a few hours if you read fast but I would advise against it.