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Reply to Re: Updated D-Mod: Cast Awakening Part 1: Initiation v1.1.0

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September 30th 2014, 02:30 AM
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Arik
Peasant He/Him
 
I actually really liked the key system for the consistency it provided - you knew from the very start of the module what you needed to do to bypass those obstacles, rather than it being a case of finding out once you got a specific item. I've gushed about this before, and I can't remember if it's really communicated in the module, but I also loved that you can just bomb your way past them, and that by doing so it's technically possible to get the best ending without fighting anything but one screen of pillbugs. (You'd probably need to be incredibly familiar with the module to do so, but still cool).

That looks like a really comprehensive list of changes. I'll admit that last time I played I gave up at the sewer; maybe I'll give it another shot.