15c4d21242b7d0a38a6a01d1354d919494818f529ddae21d70b95870ea32970f

15c4d21242b7d0a38a6a01d1354d919494818f529ddae21d70b95870ea32970f
overall_rating 3.782608695652174 23

Forum thread for rettear

Unregistered user “Ankh” posted:

Good map. The flow was nice. Lots of room tom manoeuvre.
The entrance to gold key area is hidden in a nasty way.

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quite entertaining and well built. easier than expected.

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I was torn between giving this a 3 or a 4… ultimately I went with three because this map has a couple big drawbacks:

  1. The architecture is basic. Many of the rooms and hallways look the same: the same brown-brick texture, the same shape and width, etc. There’s not much detail.

  2. The combat is far too easy. Most enemies can be picked off one by one, some of them safely from a distance. At only one point in the map does the player face a real challenge.

On the positive side, the secrets are nice (if a bit too easy) and the map is moderately non-linear in a way that adds to its depth without making it confusing.

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After having played Atlantis, the sheer competence of Retinal Tear is like cold water in a desert. There is nothing particularly innovative here, but the craftsmanship is solid and the gameplay is fun. Well worth playing.

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Around id quality with some decent combat and a nice flowing layout with good room to move. Unfortunately the gameplay basically ends abruptly when you grab the gold key. There are no monsters spawned to lead you back to the door, and if you killed the zombies previously you’ll only have a couple of scrags left to gun down in the exit room.

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