Reply to Re: New D-Mod: Necromancer Demo v1.01
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Well, I can now say I've finished it. It was not like I expected it would be. I have to say, it is one of the most interesting and fun D-Mods in my recent memory. It's quite different compared to original Dink.
I completed it on a theurgy run. Should I also try a necromancy run?
I played it on the latest version of YeOldeDink. I have not encountered any major problems. Sometimes I'd get stuck on terrain when using fast-forward, but that also happened with other D-Mods. And it's not like you'd even want to use it with this D-Mod anyway.
The enemies are difficult, and noticeably smarter then usual Dink enemies. Sometimes I could bait the one-eyed blobs behind corners or rocks in the caves. And once a spikey one decided to flee to the end of the cave, only to go back and fight Dink. Yeah, I got weird nicknames for the monsters.
Every time there was a numerical puzzle, I could bypass it by random guessess. I don't know if I should even consider this a negative though. I wasn't one for me. The color-shape puzzle was triky, but was finally a puzzle I could solve by thinking instead of cheesing.
Combat is very different from regular Dink. I found myself switching between a fighter and a mage many times. It was no more "strong and sturdy fighter who also happens to know magic". It was more like "a mix of a figher and a mage who switches styles depebding on the enemies". I had low defense, and I had to use hit and run tactics for most enemies. I found the herb boots essencial if I were to cast magic to fight the faster enemies.
The story seemed longer then it probably was. That I had fun and my playstyle is likely different from others likely says something about the D-Mod.
The only bug I noticed was that I managed to get two bags of chicken dung, but the alchemist only gave me 6 flashbangs in total. Was this intentional?
Also - Bluray?
Overall, I'm impressed. This might be one of the very few demos on TDN I'd actually rate with at least a 9. Well done, Simon. Necromancer might live up to it's legendary reputation. I actually like it more then your any of your other D-Mods.
I completed it on a theurgy run. Should I also try a necromancy run?
I played it on the latest version of YeOldeDink. I have not encountered any major problems. Sometimes I'd get stuck on terrain when using fast-forward, but that also happened with other D-Mods. And it's not like you'd even want to use it with this D-Mod anyway.
The enemies are difficult, and noticeably smarter then usual Dink enemies. Sometimes I could bait the one-eyed blobs behind corners or rocks in the caves. And once a spikey one decided to flee to the end of the cave, only to go back and fight Dink. Yeah, I got weird nicknames for the monsters.
Every time there was a numerical puzzle, I could bypass it by random guessess. I don't know if I should even consider this a negative though. I wasn't one for me. The color-shape puzzle was triky, but was finally a puzzle I could solve by thinking instead of cheesing.
Combat is very different from regular Dink. I found myself switching between a fighter and a mage many times. It was no more "strong and sturdy fighter who also happens to know magic". It was more like "a mix of a figher and a mage who switches styles depebding on the enemies". I had low defense, and I had to use hit and run tactics for most enemies. I found the herb boots essencial if I were to cast magic to fight the faster enemies.
The story seemed longer then it probably was. That I had fun and my playstyle is likely different from others likely says something about the D-Mod.
The only bug I noticed was that I managed to get two bags of chicken dung, but the alchemist only gave me 6 flashbangs in total. Was this intentional?
Also - Bluray?

Overall, I'm impressed. This might be one of the very few demos on TDN I'd actually rate with at least a 9. Well done, Simon. Necromancer might live up to it's legendary reputation. I actually like it more then your any of your other D-Mods.