Got a few levels to go but I'm almost done with it.
My thoughts are the same, it's a very fun game with one amendment. I feel the game peaks end of chapter 1-mid chapter 2. The game doesn't get necessarily worse in late 2-3 but the problem is that the more complex mechanics they've introduced are so prevalent that the level design has no choice but to play bitch to those mechanics, which in turn makes levels much easier and also very one-solution to win.
These mechanics are:
- Rogue spirits. Any character who ends a turn in the same room as a sleeping spirit awakens them. The spirit goes apeshit and tries to teleport to that character(telefragging is a thing in the game) - chasing them across the map if need be - and also kills anything in the cardinal directions(sometimes it's also diagonals and sometimes it's just the whole room, the spirits appear to get more enraged as time goes on) from the area it's going to teleport in. They're often used as either escape monsters or as a puzzle mechanic where you need to lure them onto a glyph to get them to magically activate something your thieves couldn't. My problems with this mechanic are two fold
- Spirits going apeshit means they're eventually going to latch onto guards and kill them, meaning if you trigger a spirit it usually ends with the whole map getting cleared out. This made certain levels(mana stone) extremely easy when it shouldn't have been, and also leads to a very tedious benny hill chase where I had to stall a spirit while my other thief was doing other objectives.
- They have a counter mechanic to this where purple paint can contain spirits and not allow them to pass. This is fine, but it has the issue of making the scouting phase(you scout with ghostly spirits in a no risk environment where getting caught only resets some of the fog of war and then actually heist with flesh and blood thieves) annoying as hell.
- Sharpshooters. They don't move and get infinite viewing cones, but the cones are modified to be linear(ie it's just the tiles in the direction they're looking at and not the adjacent ones too).
- Mainly they replace large quantities of guards in chapter 3 in favor of a couple of sharp shooters keeping an eye out on corridors which I really hate, they're extremely easy to avoid as opposed to the clutter of patrols of the guards and they're often spawned with some mini puzzle that boils down to either distract them or push them into a conveniently placed bear trap to kill them and access some extra loot.
I still really like the game and the story is surprisingly compelling but I recall struggling a lot earlier in the game and without that difficulty it just feels like it's missing a part I loved about the game. I'm more patting myself on the back for being a clever little boy whose perfect plan was executed flawlessly instead of frantically course correcting a misstep and that's just not as much fun. I guess it's difficult to balance for the player having the choice of three thieves each with their own pair from at least 6 abilities and a fourth with 2 from the choice of 12, and the ghosts which can put glyphs to make things easier and support the thieves.
I also made more merged tracks.
Escaping Time - the one that plays at the end of each chapter.
Runic Trap
Tension - my favorite of the bunch
Night
Dream
Haunted Cave - The cut here is sadly obvious but that's just how the sound file is.
End of Madness - Second favorite of the bunch, love the piano bit at the end.
If these are too much space on the forum server I can make a zip file instead and upload it wherever.