And yet when their reply came back, it was a list of tips. "Oh haha, it's literally impossible!" I began. So it was that I sent my you-got-me email. So I thought: tactics! I left two of my three heroes on the other side of the door before triggering him, perhaps sacrifice the one guy while the other two sprint for freedom? Oops, nope, because a) the key to rescue the prisoner we were here for in the first place was in with the boss, and b) it turned out that coming in the way I wanted to escape were approximately 49 billion skellingtons, priests and demons, and they were flipping raising other monstrosities from beneath as they went. I had a single go at just attacking everything, and that quickly proved suicide. (This is no rogue-like - the game checkpoints you within a level, although I was soon to learn this is as much a curse as a blessing.) But I did it! I was mastering this thing!Īnd then the level's boss appeared, and started conjuring four other utterly lethal enemies every third turn, while at the same time turning the floor on which my team were standing into some terrifying roulette of death. Because once I'd managed to survive the first two mobs (three attempts), I then took about five goes to get past the third. But, I thought I'd realised, they were teasing me. "Pretty hard for first timers, so good luck!" they said when first sending me this single level, before deploying a telling smiley face. This is impossible, isn't it?" They'd warned me it was hard. At one point over the weekend I emailed the game's creators, Ctrl Alt Ninja, to say, "Ha ha, you got me. But playing it, it quickly becomes apparent this isn't going to be a game that lets you spam your most powerful attacks at repeated mobs, but rather something that's going to demand a lot more planning, a lot more forethought. This is at first glance a very traditional turned-based RPG - much as Grimrock recalled the glory days of the first-person dungeon crawler, this visually suggested memories of late-90s BioWare-ish battling. And yet, there's something about this deeply tactical isometric RPG, from Legend Of Grimrock's creators, that contains the same spirit of gradually gaining a deeper and more refined understanding of a limited set of tools, through repeated failure, and incremental improvement. Not least because it doesn't feature any decks. The last thing I was expecting Druidstone: The Secret Of The Menhir Forest to remind me of was a deck-builder.
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