DROD: Journey to Rooted Hold 2.0.13 review

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by rbytes.net on

Swordplay and puzzles combine in this thinking man's dungeon crawl.

License: Shareware
OS: Mac OS X
File size: 30679K
Developer: Caravel Games
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Price: $19.00
Updated: 08 Aug 2006
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Swordplay and puzzles combine in this thinking man's dungeon crawl.  
It's simple to learn, with just a handful of commands to master.  But the unique gameplay provides an amazing depth.  A detailed overhead view shows monsters, obstacles, and other game elements.  You have as much time as you like to contemplate your next move.  So this is a good game for relaxing, but also terrifically involving once you get started.  You'll be hooked by the story of Beethro and his troublesome nephew, Halph.  Our heroes set off on a harmless jaunt, but end up far below the surface, chased by a clownish madman.  They begin to uncover a vast, underground bureaucracy, and things only get stranger the further they delve.

You've got over 350 rooms ahead--each one a singular challenge for you to conquer.
A level editor, online features, and enthusiastic player community make this a game you can play for years.

Here are some key features of "DROD Journey to Rooted Hold":
25 sprawling levels with over 350 rooms.
17 types of monsters with greatly varying abilities and behavior.
11 different characters, some of which contribute to puzzles as well as story development.
15 other game elements including obstacles, potions, explosives, and tunnels.

What's New:
Now demo recording isn't aborted when rewinding to a move inside the recording session.
Lost drod.ini entries are now set to default values on startup.
Reduced slowness caused by unneeded data saves.
Faster in-game rewinding to a checkpoint save.
Halph pathmapping faster with lots of monsters in the room.
Script commands created, then changed to a Label type, couldn't be made Goto destinations.
Victory demo recording wasn't working after restoring to the start of a clean room.
Slayer's wisp couldn't find player on a tunnel; wisp shouldn't intersect decoy swords.
Goblins now avoid decoy's sword when targetting the decoy.
Now orb associations aren't lost when door tiles are deleted in the room editor.
Scripted sounds wouldn't play repeatedly.
Minor aesthetic and UI fixes.

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