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Caravel Forum : Caravel Boards : General : Spoiler-free DROD RPG 2 Chat (impressions? having fun? design philosophy?)
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dojo_b
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icon Spoiler-free DROD RPG 2 Chat (+3)  
I'm traveling with a Macbook, and the initial build is PC-only, so I can't play yet... but, eager to hear about your experience thus far! I see Hints threads, but no thread for general discussion.

I'm particularly interested in any insights on this game's approach to the high-level "philosophy" of Magic Tower-style games; like, how they attempt to accommodate differing levels of optimization, and, how they present a generally puzzle-like experience but without giving full information (e.g. about which stats to boost for unknown future fights).
08-20-2025 at 12:18 AM
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averagemoe
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icon Re: Spoiler-free DROD RPG 2 Chat (+2)  
I'd say it's balanced enough. It has features to make it easier for those who are only playing for the plot, as well as ways to make it more challenging for those who are only playing for the achievements. You can even do both at the same time. Or neither.

There's also a fair bit of finer puzzling, usually with spotting a way to slip past an obstacle for cheaper than it would be to take a direct approach. I suspect there are some tricks that I have yet to realize are possible.

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08-20-2025 at 12:34 AM
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Xindaris
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icon Re: Spoiler-free DROD RPG 2 Chat (+2)  
I've been enjoying it so far! I consider myself to be kind of bad at this genre of game; I always seem to reach a boss and have no idea what I can do to actually survive it. But RPG 2 does (IMO) a pretty good job at nudging you towards the right way to survive its levels. I haven't needed that "make it easier" feature yet, and I feel like I'm moderately far in.

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08-20-2025 at 01:20 AM
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Nuntar
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icon Re: Spoiler-free DROD RPG 2 Chat (+2)  
Both the engine and the design of the main hold have had a lot of thought put into making information more accessible.

In terms of the engine, you can now call up the damage calculator while previewing other rooms. Rooms you've visited once remain previewable in subsequent playthroughs (which has been in the engine for a while, but it's an improvement on the initial release of Tendry's Tale), so if you do a scouting run, you can view the boss's stats and how you currently measure up against them at any time.

There is a new collectable that fully reveals all map rooms. A Curious Rescue generally puts these at around the halfway point of every level.

An "easy mode" is available, either if you want to complete the hold that way, or if you want to do a scouting run before playing the hold on normal difficulty. Easy mode gives the player extra resources at the start of every level (but massively reduces how much each resource is worth in the scoring algorithm), so everything you learn about the level layouts and monster stats will remain true on normal.

Finally, the hold has been playtested with various playing strategies (in particular, the classic choice of prioritising ATK or DEF) to make sure that it's well-balanced either way, so there isn't really a question of there being one stat that you "should" prioritise on the basis of unknown information.

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08-20-2025 at 02:33 AM
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