Hello Hilltop 2012,
I played this twice, and enjoyed it. A nice short module.
Bug free mod for both runs through. All ran smoothly but I did not get to find out what happened if you succeed on the grave from the floor lever. I am going to look in the toolset to see what goodies you get there.
My parties.Party 1 Druid, Sorcerer and rogue - could not complete the mod; combat too hard
Party 2 Paladin, sorcerer, cleric and rogue - 95 minutes of game play.
My experience of the mod.The whole mod is done well and seems well polished for the short time it has been in development. The dialogue is very light though.
The early part is quite slow and will not appeal to all but then you are not writing for every body (I enjoyed it, the tension is built well). In the second half it turns into hack and slash. The combat gets very tough, but manageable, in the middle but too easy at the end (after level up). I wonder if there might be a story hook you could use to keep the tension up in the second half but you are running out of time I guess if this is to be a Halloween release.
Music is used well in many places but I found the music for the village wearing after a while.
Things I noticed you might want to change.- Campaign has no description.
- Character dialogue is light.
- The combat with the two adventurers at the entry to the village is a bit out of sink. Perhaps you can spawn Ellen off the first convo as you arrive in the area?
- Good use of map notes - dont change that
.
- There are several doors in the upper village which light up with the z key and don’t go anywhere.
- I think an explanation of why the merchant is there is called for. He could perhaps form part of the evolving mystery, Otherwise let the characters find an empty shop behind one of those non static doors and loot it? [Edit] I am in the toolset now and see that the merchant has a convo. This makes more sense of his presence; you need to attach it to your blueprint before release but I guess it's on your to do list.[/edit]
- Liked the listen option when the stair appeared more of this would spice the early part of the mod up.
- Mid fight was well balanced needed a potion I purchased earlier to finish it; good balancing there (it was almost impossible with party 1 but that’s my fault not yours) - dont change that either.
- Combat outside is very hard until you reach level 2 then it becomes pretty easy, and a touch repetitive; level up happens in group 3 of the baddies on the way out. You may want to toughen up enemies after that to keep up the difficulty.
- Treasure drop did not seem excessive to me. It was nice that there were no generic items, even though the properties of the items were standard in some cases; I liked that .
IMO this mod might be better at a higher level (it suits any level in its structure. At level 1 there are no shades of grey in the boss fight nor the fights on the way out. If you get hit; you die. If it went from Level 2 to level 3 then a hit is less likely to top you and you take some of the luck out of the combat and replace the load buff die, load …. Cycle with something more managed and requiring more skill.
These are my thoughts, I hope they help you with your mod and good luck with the release.
Cheers,
PJ
Modifié par PJ156, 30 octobre 2010 - 11:08 .