9e36f588f2e02ce9da5d0aada8ab279e1664e6bb433c4450b5b25136fdef7716

9e36f588f2e02ce9da5d0aada8ab279e1664e6bb433c4450b5b25136fdef7716
overall_rating 4.241111111111111 30

Forum thread for necrobrood

Unregistered user “Fr3n” posted:

btw the teamshambler link is wrong.

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Fr3n: Wow, that is interesting. While I am personally not a fan of the gameplay of the three [Kona] releases I’ve played so far, I did really like the colour palette in all of them (and they were all obviously well made). Have to give this one a try later.

Played this today and it turned out I had no memory of ever playing it. A very nice release although some of the AI changes resulted in silly jumping or ice-skating monsters. Liked the final fight a lot.

I’ve played this one a couple of times, and enjoyed it. The greens really are distinctive – fascinating to read how they came about.

Good quality and nice colours throughout, as I’ve come to expect from [Kona], based on haunting, flesh and nihilore.

Sadly the gameplay is also what I’ve come to expect, and I’m afraid I’m not a fan of [Kona]'s style in this regard, as I find it too linear and simplistic. The continuous teleporting in of monsters was a little overdone here, I think.

I did like the start of the first map, though (up to and including the first key grab), and I agree with Spirit that the final fight was nicely done (and I’m not usually a fan of Chton battles).

I also agree, however, that the monsters come across as a bit silly when they’re jumping all over the place like demented bunnies from hell.

Hmm. Large, evil bunnies. Now that would be an interesting custom enemy. Anyone?

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He mentioned that he has a color deficiency that made shades of green look brown and actually chose and developed the graphics without a clear idea of what they actually “looked like” to most players.

His abundant and often strange use of greens on monster skins suddenly makes a lot of sense.

Hmm. Large, evil bunnies. Now that would be an interesting custom enemy. Anyone?

Uhhh. MadFox!

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On replaying, I feel that this stands up better than most of Kona’s releases. The first map in particular has a good feel to it, and the escape vibe is strong. The second and third maps are arguably less memorable, though it was satisfying to kill a Chthon again – it’s been a while since I did that.

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Quite a good set of maps indeed. The AI jumping all over the place does look a little silly, but also makes for a welcome increase in difficulty–even small numbers of grunts are now a threat like they’ve rarely been before. I’m not normally a fan of Chthon fights but this one was particularly well-done. There is ample cover from its fireballs, and near-constant pressure from teleporting monsters without being ridiculous. The consistently detailed architecture, custom sounds, and interesting color palette give all the maps a unique feel.

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