Hello, finally got around to playing this for a few hours. It's basically just Diablo, so I had a blast.
Ranged does seem pretty OP, like everyone else is saying. I ended up with a lifestealing bow and two rings that added poison damage, so I rarely needed to heal, and anything that wasn't immune to poison died really quick.
Stuff I noticed and wrote down during the playthrough:
Can see Cult apprentice's magic hand and other particle effects through walls.
The way enemies can hide behind walls is a little annoying as a ranged character. Could we get an outline for them? Maybe toggleable with alt, like items on the ground?
Or maybe a second circle of transparent wall around the cursor, so you can see stuff near walls without having to walk there.
I can't believe there's no town in a game that draws so heavily on Diablo 1. That's really ballsy, and I had to fight really hard to get rid of my "pick everything up" habit from every other ARPG.
Footsteps get pretty monotonous - multiply the pitch by a random amount between .9f and 1.1f for each footstep?
The pathfinding seems able to handle long distances easily, so maybe let the player choose a destination on the map to walk to? Would make it easy to take a sip of water or whatever when you're going back from a dead end in the dungeon.
Shame that the skeletons don't have blood to show off the damage effect. Maybe they could get visual damage of a different sort?
Skeletons' glowing red eyes really should go out when they die.
Had an item land behind the stairs up on level 1, meaning I couldn't interact with it?
2nd-floor boss was quite the damage sponge. I assume he was healing? Don't think I could've killed him with the bow, so I just facetanked him and drowned myself in healing potions. Is he beatable with the bow? (In hindsight, probably should've used archery skills for burst DPS and he'd be manageable)
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But they're the only enemy that really challenged me, so maybe they're not so bad.
I just noticed I got some spells with drawbacks, presumably from the menacing cauldron? That's great, I hope you expand on stuff like that.
5th floor seems way easier than the 3rd. Maybe because the Faceless are the only things that don't get wrecked by kiting, or maybe because I finally found a better bow.
I kinda miss some proper choke points; all the doors are three player-widths wide, but it was a lot of fun back in Diablo 1 to use the narrow doorways to manage how many enemies you had to fight.
Sun cultists don't seem to get bloody on their back as they take damage?
I really like how varied the skeletons look. It's nice!
I feel like a lot of the later melee weapons would be better as early-game weapons - something like a cleaver or sickle shouldn't be stronger than a sword, surely. It would also help with the lack of variety in the early dungeon.
Had two cases of a temptress in the Upper Halls whose death animation didn't trigger. Clearly dead - collission was off - but she was still standing up. Both were poisoned - perhaps that had something to do with it?
Regarding the Burrows and Breeding Grounds, I noticed the phasmids(?) and parasite spreaders were doing something to the character, but I couldn't tell what effect it was having.
Had a behemoth in the Breeding Grounds that didn't lose collission on death - I could push it around by walking into it. Again, poisoned when it died.
Found a "maneuvrable padded coat" that claimed to increase defense at the cost of armor, but both its armor(8) and defense(13) were lower than the regular padded coat I was already wearing(17 and 18, IIRC).
I didn't make it past the Breeding Grounds because I couldn't find an exit to a higher level after killing everything. I thought there was supposed to be a level past that - am I mistaken? Did I miss something?
Anyway, great promise, rough around the edges; especially the player model's walk animation gets grating over time. Lots of fun though!