- There are too many random and dead-end rooms filled with nothing but the occasional health or mana pot. The bottom right minimap is actually useless, the rooms are not connected in a logical order. The doors inside buildings are practically random teleporters. Reaching a miniboss is a boring slog through five areas, that's way too long.
I've been keeping up on development as they went, and the huge buildings was actually on purpose. They're trying to create the feel of this huge, sprawling world that you can't hope to possibly explore. They seem to have succeeded, mostly, but I'm still undecided as to whether I like the idea in practice...
- The RPS review mentioned permadeath, but there's no permadeath as far as I can see. Dying just allows you to pick from a random list of 6 candidates with stats dependent on your civilization level.
Yeah, that I'm unsure about just from a design perspective. They wanted perma-death, but they didn't want a player to feel like they lost everything if the character dies, so instead we got this system. I'm very undecided on it, as it feels like they wanted permadeath, but chickened out on actually going through with it, so instead we got this perma-death-but-not thing. I dunno how it works in practice, though, as I have yet to play long enough to die. They seem to have some great ideas about how to work character death into the world, though, so hopefully those pan out.
- As the common complaint goes, the character art does not match the background art. It is very aesthetically unappealing.
Yeah... I can see what you mean, though it's not too bad. You get used to it, though, and the actual background art is beautiful, at least as far as my tastes are concerned.