Dungeons of Dredmor reviews

Translated by
Microsoft from French
This game is not so bad, but there are a few points that annoy me. I will probably play it again and I think that on a discount it can be worth the cost. However, games of this type are legions and I think there are better ones. What I blame: mostly slowness. The character moves slowly, the floors are long to explore, the fights take a lot of time... fall on a Zoo and you have 30 minutes to kill all the monsters that you will find there! When choosing the skills at the beginning of the game, the effects of each are unclear. Basically, for the first parts, you have to test to see, with the risk of having a really not optimal combination. Then, some details at the interface: difficulty seeing certain objects when they are on the edge of the lower wall (same for enemies elsewhere) or behind a shelf/crate/décor element; impossibility to compare the characteristics of the equipment when one of them is held (if the inventory is full, requires to take an object, ask it, take the equipment in the inventory to see its characteristics); impossible to pick up an object on an adjacent box if there is an ally on this box (invoked creature), clicking on the box makes us attack our ally; option available to pick up objects on the ground automatically, but only works on the box on which one is (except for the money, which is picked up on the 9 squares) while it is possible manually to pick up the items on the 8 squares around; inability to have the card other than minimap and it is unclear at the base to know which icons represent what (you can easily see stairs, merchants and zoos, but other elements would be interesting to see, such as useful structures for secondary quests, statues, etc... which are actually perhaps visible, but given the size of the map, it is difficult to identify); difficulty in knowing the damage we will do to the enemies; "crafts" menus that can be tedious to navigate (and I haven't yet found out how our skill in different crafts grows), which goes with complex inventory management (limited locations and need for multiple objects specific for some crafts, forcing them to dig into crafts to see the objects that can be created, the necessary components, etc, etc., so as not to throw or sell the components we need); inability to redeem the sold items to merchants: a missclick and it's too bad for you!; annoying voice announcing "your inventory is full", "your health is low", etc (I don't know how to call that voice). Also, several objects do not have their effects described. It is voluntary and it may be a certain interest, but I would find it interesting to have these effects displayed once the object was consumed once. I personally have a hard time holding everything back and I find it annoying to have to use external help (personal notes or website) to which I constantly refer. (This element is minor and has little influence on my overall appreciation) On the positive side, the game has a very large replayability, several "achievements" to complete and some representatives a big challenge, possibilities to modify several game options (no definitive death, 3 levels of difficulty, random selection of skills For more challenge, and some other options).
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