logo

izigame.me

It may take some time when the page for viewing is loaded for the first time...

izigame.me

cover-Gordian Quest

Friday, July 21, 2023 6:54:13 AM

Gordian Quest Review (Devatora)

It has potential.
But it doesn't know what it wants to be, and it is incapable of taking shape.
Let me start off by saying that the best part about this game is the combat. The combat is incredible and there are many classes and combinations for very different fighting styles and experiences, with good bit of strategy involved.
The problem is everything else.
If this was just a simple roguelite like Slay the Spire or Monster Train, then it would be great and everything would end there. But there are way too many low-quality features and garbage game modes. The campaign, which is the main game mode, is comprised of a single story, with randomly generated maps and dungeons, random events, and respawning enemies. The randomness doesn't even have a purpose, because the events are mundane and barely attribute to your growth or demise, and the overworld and dungeons are just node maps, so they all end up looking the same anyways. Add this with the fact random enemies respawn after a certain amount of arbitrarily added time, and you end up with a game that feels unrewarding of your time and progress. One of the game modes is similar to slay the spire, and plays slightly better, but it still has the same low quality features pulled from the main game.
The "Low-quality" features:
- 10 Armor slots for each character. Normally this could be a fun and interesting addition to a game, but this is a "roguelike"-esque game. And armor drops are pretty uncommon. Pair that with the broad array of randomly generated armor, and you have a low chance of obtaining the gear you need. By the time I was at the third act, I only had 4 or 5 decent gears equipped on my characters. The rest were level 1 junk because I either never found those armor types or they were useless to my character. In the roguelike gamemode, I only found 2 pieces of gear, neither of which useful, 40 minutes in.
- The vendors. The vendors in this game sell a small collection of goods at relatively low rarity. You would be lucky to find something to buy at the vendors. There are many armor types and weapon types, all with their own bonuses and detriments. So many in fact, you will likely not find one that your party can even use in the tiny collection offered at shops. The vendors even have additional tabs for services they can provide the player. There are many of these tabs. And you will probably never use them except once or twice maybe in the late game.
-The card management system and the skill tree. You need to go out of your way to get cards and spend skill points to do so. So when you get a bad hand, you not only lost skill points that could have been used to strengthen your character, but you could mess up your deck as well and gain nothing from it. You could ruin your 20 hour run by simply drawing a bad hand and being forced to add a bad card or remove a good one.
-Equipment features. I'm not even going to start. You'd need a 4 page manual to explain all the potential each piece of gear has. It doesn't even matter if your equipment is strong enough. Otherwise its wasted investments.

I hope to see this game make some major positive changes to its overarching gameplay. Remove the unnecessary randomness from the world maps and dungeons. Make vendors exciting to visit by increasing the quantities of goods they sell. Remove the unnecessary equipment features that no one uses, and with it, the corresponding services provided by vendors. And when given a poor set of options at card selection, provide an option to at least gain some tangible bonus out of it. Even if it is +2 HP or +1 attribute, it is still detriment to the player, but it wont end their career.