Claustrophobia: The Downward Struggle is an indie RPG roguelike, with a retro graphic style and a terrible sense of humour. The game takes place in a series of ever descending randomly generated dungeon floors, packed full of monsters to slaughter and loot to pillage. The game plays like a traditional roguelike, but with a clean UI, a slick, action orientated combat system, and a massive range of enemy types, skills, gear and room designs. With features like crafting, skill trees, characters development, and just-one-more-room style gameplay, Claustrophobia is a love letter to traditional RPG rougelikes. Create your ideal hero, build your own custom class, then set out on your quest for glory, slaughter, and anything shiny!
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Apr 18 2013 Anchor | ||
Hi I am a Chinese player, I used Google Translate my messages, the difficulties you read Sorry. I really like the minimalist design of the game, but some part of me that is too simple, and thus the loss of a part of the fun, when I continue to play it over one hours later, I would think this is just a simple game to open the door. Game designed many doors, and can be closed.This is a very interesting design, but unfortunately there is no good use of this unique design elements.The most obvious feeling is that many of the time did not open the door to surprise. I think that the main problem in the design of the room, including the size of the room changes, the number of monsters, as well as room detail, the richness of the props.And so on. I think that you should be here more than some effort, which would allow a significant improvement in the entire gaming experience. Speaking of monsters, I think it bothers me for two: Let us return to the room, the room is very small, a lot of doors, I feel very crowded room.Why not spacious and some rooms?Placed in the larger organs or post or something like that, let me deal with the here and the monster in the room? Room elements too, and many elements not play a role. Such as Candlestick can not increase the lighting system? Although the workload will be relatively large, but rich elements of the game. Each room is lit sometimes also a fun and goal of the game. Bookshelf did not play its due role, for example, I can read to understand the game tips, found the reel, or learn a recipe, you are now forging and Alchemy by combination of their own experiments, it is better to use the bookshelf to give some synthetic tips? In addition, I have a few small complaints: Things broken or dead monster should disappear, leaving something useful props in the box debris is not easy to identify, and a houseful of debris does not look good. (Simple enough) The box should have better props, and open to be more difficult, open box will be displayed on the map, and always make me feel that there there will be something. Skill tree too easy! These comments and suggestions feel when I play the game, I really like the game, so I hope it can be getting better and better, continue to refuel, I strongly support you! Goodjob! Edited by: BopCN |
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Apr 19 2013 Anchor | ||
Hello there! I'm not sure how well my answers will translate back, but I'll try to answer everything! I hope that goes some way to answering your questions! Thank you for your comments! |
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Apr 21 2013 Anchor | ||
Thank you for your reply, I will continue to play it and look forward to your updates. |
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