And most importantly, it's *responsive*. The only thing that made the dungeons on Questron 1 so frustrating was the unbearable time it took you to move a single space. I didn't even mind the vector graphics as it had it's own little charm. But yeah, no doubt these are the best dungeons we've experienced in the whole of these 3 games. I'm *really* excited to see how they improve in Blacksilver.
@@thegamedesignlexicon I was comfortable with the speed of the wireframe Questron 1 dungeon graphics. It was different playing without a guide or maps or save states. There was no way to "rush" through the dungeons, and I had to think a bit more with each step anyway. If I tried to "hurry up", I'd get punished for my foolhardiness.
The dungeon graphics do look nicer than the later released Questron II. The enemy creatures do look nice. The color flashing works really well.
And most importantly, it's *responsive*. The only thing that made the dungeons on Questron 1 so frustrating was the unbearable time it took you to move a single space. I didn't even mind the vector graphics as it had it's own little charm.
But yeah, no doubt these are the best dungeons we've experienced in the whole of these 3 games. I'm *really* excited to see how they improve in Blacksilver.
@@thegamedesignlexicon I was comfortable with the speed of the wireframe Questron 1 dungeon graphics. It was different playing without a guide or maps or save states. There was no way to "rush" through the dungeons, and I had to think a bit more with each step anyway. If I tried to "hurry up", I'd get punished for my foolhardiness.