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unmerged(665092)

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Feb 15, 2013
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  • Impire
Okay, in order to make this simple. I'm just going to list everything I absolutely hate about this game that just drove me crazy about 4 days of play. At first I was really digging this game, but the more and more I played it the more I realized just how restricting it was. I was looking forward for greater freedom in Dungeon building, but that freedom never came. Instead of freedom, the game felt more tedious and I felt like I was just being ordered around by the developers to do things according to their odd and cryptic logic. So here is list of things I hate about Impire:

#1. 50 DEC point limitation. This "pick and choose" system is really only viable for the Lord, who picks a path of growth. Yet limiting what I can build and how I should construct my dungeon based on my 'build order' and giving me tasks I don't even want to do, just to fund stuff I want to do -- is stupid. I'm sorry, this is just not fun. I don't like feeling like I have to build entire sections of my dungeon just to appease some script of how I get points. Why do I get DEC for torturing heroes, but don't get DEC for getting them drunk? Why do I get DEC for getting Free Units, but don't get DEC for killing enemy units outside my dungeon? Why do I get DEC for building 10 traps, but you only let me deploy 7 traps? This doesn't make any sense!!! The only way to circumvent this system is with RUNES which reduce the price of DEC and give you extra DEC. These become a MUST HAVE, which is showing your system is purposely flawed.

#2. Pre-Built Rooms and Hallways at the start of EVERY game. I was okay with this at first, but the more I played it felt like the more stuff was being built for me and arranged for me. This is Dungeon Builder, why should I have the developers outlining HALF of my dungeon for me each time I play!? I really want to place where the dungeon entrance is ultimately. This I want to choose where my Treasury is, etc. This is MY dungeon, I’m not just managing the one you guys give me. If I want to put my Treasure Pit in the deepest, farthest bowls of my dungeon SURROUNDED by traps, then by god I SHOULD. I shouldn’t have to constantly be worried about a Treasure Pit SITTING RIGHT NEAR THE ENTRANCE OF THE DUNGEON!!!!!!!!!!

#3. New Ladders Have Appeared. Okay, where to start with this? These ladders feel like a last ditch effort to make the game challenging. It’s a dungeon builder, why would ladders be appearing randomly through my dungeon? Why would they be appeared like clockwork too? Why should I fear something that circumvents my traps and dungeon design so easily? Why does this force me to HALT what I’m doing and STOP having fun just to do some annoying chore? The momentum of the game is drawn to a crawl when these things appear. They suck the fun out of this game. At first I was okay, but over several games they just drove me crazy. Why give me traps? WHY!? Ladders makes traps USELESS. I have to teleport all my squads back to handle the ladders, by them I know the heroes will hit the entrance so I just teleport to the entrance and kill the heroes. They never touch my traps. My traps are never used. There is no purpose in traps at all. Even worse these ladders appear in entrances, places I can’t even build traps! Please, please, PLEASE-PLEASE-PLEASE!!! --- Remove the ladders from this god damn game.

#4. The Constant Feeding of Minions. You all knew this was coming. Yes, the constant feeding of minions. This is only made easier by choice runes, but really those runes cost 5 DEC points each and really punish you for trying to SQUEEZE a little more enjoyment out of the game. This happens too often, too fast, and even worse is only maintained if you have squads. No one is talking about how minions who are not in squads will just endless starve in your dungeon even if they are sitting in the kitchen waiting for orders. There is no way tell these minion in mass to make an action like “eat”. You have do them one by one, one by one.. one by one….. one by one. Really? REALLY? Are you kidding me!? I do not want to tell 22 minions when to eat, when to piss, when to train. I’m a Dungeon Lord, I have better things to do – like BUILD a dungeon.

#5. The Limited Number of Traps. Okay this game has traps -- dandy. But this games doesn’t want you to use traps apparently! Not only do you have a limited number to pick from, but you can only deploy a meager handful and there is no known way to really increase the value of this number with any room. Why is there a limit? What’s wrong with my Dungeon? If I want to build a BAZILLION traps that line every inch of every hallway, by god I should have this power. That is WHY I bought this game in the first place. I wanted to build one long dangerous corridor of death. Apparently, the designers don’t want me to do this. Well here’s fact for your designers. You’re not building my dungeon, I’m building my dungeon. Don’t limit me, give me the ability to easily expand my limits if I desire to.

#6. The Pointlessness of Patrols. Did you know you can tell Squads and Random units to just run around aimlessly in your dungeon? Yeah you can. You know what would be nice? Allow me to actually put some reason to this. Why do I want units patrolling endless hallways? I should be able to determine a path for them so I can actually have them guard certain hallways of choice. You know what’s pointless? – Having minions do this when not in a squad. Why would I send a Squad on patrol anyway? I need squads for completing objectives quickly.

#7. No Doorways. I knew the designers didn’t want doorways. But this just seems like laziness to me. I still don’t understand why I don’t have a giant iron door guarding my Treasure Pit. Why don’t have gates hindering Heroes from wandering in my Dungeon? Why don’t I have false doors at the end of a hallway which kill heroes who open them? Sigh… I hate this game so much.

#8. Unable to place traps at entrance. I still don’t know why I can’t put down traps at the entrance. This is where heroes come from, this is where they walk the most. Logic suggests “PUT TRAP HERE” but can I? Nope. Oh well.

#9. Tiny Work Space. Maps are way too small. I have to cram so much into so tiny of space. By the time I’m done it looks less like a dungeon and more like the layout plan to Hotel Transylvania. I just don’t have enough room to really stretch out and make my own unique dungeon design. Ultimately I’m just making carbons copies of pre-laid out dungeons for the most part, and that really bores me. I wanted to systematically build a complex dungeon. Guess I’ll never be satisfied.

#10. The Teleporting to Multiplayer Objectives. Yeah, once you discover the objective. Just teleport right to it and finish the game! Yeah, that’s a constant scare. Nothing says “Fun” like SPAM TELEPORT over and over and over. Like one endless zergling rush to one spot. Yeah, what a wonderful RTS this turned out to be.

#11. The Tedium of Armor & Weapons. You have to individually equip EVERY minion. The squad doesn’t do it automatically, there is no quick way to do this. You must tediously equip armor and weapons, one by one, to each minion or else this won’t work. Hell half the time I don’t even have the option to do it, despite having resources. I see in squad menu they aren’t wearing the upgrades like their squad-mates, but I can’t do crap to arm them.

#12. Inability to Outfit my Dungeon Lord. So what happened to letting players outfit their Lords with pieces of armor and weapons of choice? From the looks of it, this is done automatically for me via the Dungeon Lord leveling system. I guess I was misinformed about this too. Not very RPG-like, I really wanted to hunt down or fashion some unique gear for my hero to make me really stand out and look awesome. Well poor me – I wasted my money.

#13. Inability to Customize My Forces. I really wanted to mix and match various creatures of all different types. Instead there are just two set factions, Fiends and Soulless. I can’t have Soulless mixed in with Fiends and visa-versa. I really wanted a whole army of skeletons and ratmen, but that dream fizzled out pretty quickly. I REALLY wanted to pick and choose which units I wanted in my profile and then pick and choose which structures I wanted in my final build. I expected this to unlock as I moved on with the game, but nope.

#14. Lack of Meaningful Objectives in Multiplayer The central map doesn’t have anything to do by kill heroes, and once you kill those heroes they are dead for good. They do not respawn either. There are no treasure chests to fight over, no enemy dungeons to raid or attempt to explore. Ultimately, the multiplayer is INSIANELY boring because you’re just playing with yourself most of the time.

#15. Inability to Interact with Other Player’s Dungeons. Yes, this rather goes with things I’ve covered before. But in a game about Dungeons and Dungeons Building, it’s a shame you can’t sent wave after wave of minions into an enemy’s dungeon and try to work through their labyrinth of traps. There just isn’t excitement in this game. Wow, I killed the enemy Dungeon Lord and his small army. Yay. I can’t do that is ANY other game. No sir. (Sarcasm)
 
Funny, but I've noticed that what you list as #6 actually solved my issue with #3. As I get new units from the Den, which I do not use in any of my 4-5 squads, I order them to: train, upgrade, and then eat, after which I set them to patrol. And usually seconds after ladders being announced they get destroyed, leaving one, maybe two to the designated patrolling squad. Teleport close to the ladder and done, I can gather my forces around the trapped entrance corridors.
 
Funny, but I've noticed that what you list as #6 actually solved my issue with #3. As I get new units from the Den, which I do not use in any of my 4-5 squads, I order them to: train, upgrade, and then eat, after which I set them to patrol. And usually seconds after ladders being announced they get destroyed, leaving one, maybe two to the designated patrolling squad. Teleport close to the ladder and done, I can gather my forces around the trapped entrance corridors.

My dungeon is absolutely huge due to trying to meet the criteria for DECs. Your dungeon must be tiny for this to work so well for you. Besides, my minions never make it to the ladders in time, ever. EVER.
 
My dungeon is absolutely huge due to trying to meet the criteria for DECs. Your dungeon must be tiny for this to work so well for you. Besides, my minions never make it to the ladders in time, ever. EVER.
I have to disagree with most of this and from other posts I've seen of yours I think you wanted DK and you got and RTS/RPG that is nothing like DK. All the limitations you talk about are there for balance. Its a dungeon sim/RTS and maybe some of it wasn't implemented very well but its still very much enjoyable. If you want DK go look at War for the Overworld. They actually market that game as the DK continuation. They are purposely trying to make it like DK and the people that are making it are old Bullfrog devs. Impire devs have said over and over that they were "inspired" by DK but it is NOT DK. Anyone looking for that here needs to look elsewhere.
 
I have to disagree with most of this and from other posts I've seen of yours I think you wanted DK and you got and RTS/RPG that is nothing like DK. All the limitations you talk about are there for balance. Its a dungeon sim/RTS and maybe some of it wasn't implemented very well but its still very much enjoyable. If you want DK go look at War for the Overworld. They actually market that game as the DK continuation. They are purposely trying to make it like DK and the people that are making it are old Bullfrog devs. Impire devs have said over and over that they were "inspired" by DK but it is NOT DK. Anyone looking for that here needs to look elsewhere.

No, I'm not looking for DK. I wanted a game where I could design and make a dungeon. Hell it says: "Dig your own dungeon, build different room types, and craft wicked traps to stop your enemies." -- That's what it says on Steam. Right now it's more like "Dig to rooms we've pre-built for you and struggle to fit our different room types between them. Don't forget to craft traps that are absolutely worthless and don't stop enemies."

Oh and by the way. Don't RECOMMEND a game like War for the Overworld *Removed insult to other poster*
 
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I agree with most of your points. I guess it shouldn't be surprising to me that, like AGoD before it, a Paradox game would be fun for a few days, then turn into boring micromanagement hell with no depth. At least it was cheap.
 
No, I'm not looking for DK. I wanted a game where I could design and make a dungeon. Hell it says: "Dig your own dungeon, build different room types, and craft wicked traps to stop your enemies." -- That's what it says on Steam. Right now it's more like "Dig to rooms we've pre-built for you and struggle to fit our different room types between them. Don't forget to craft traps that are absolutely worthless and don't stop enemies."

Oh and by the way. Don't RECOMMEND a game like War for the Overworld *Removed quoted Insult*

I think you need to take a deep breath and calm down. I just suggested you check it out. Beta is out in March and the game is released in August. If you don't know anything about Dungeon Keeper then look it up and maybe get excited about it. You do design a dungeon in this game. You do lay down traps and they do stop heroes if placed correctly. The reason there are limits to these things is because they wanted it to be a challenge. You don't seem to like it? Fine. Wining and complaining about systems that they put in place specifically to limited what you can do will get you no where. You don't understand the game. That's your issue. Its not fun for you. We get it. Move on.
 
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I think you need to take a deep breath and calm down. I just suggested you check it out. Beta is out in March and the game is released in August. If you don't know anything about Dungeon Keeper then look it up and maybe get excited about it. You do design a dungeon in this game. You do lay down traps and they do stop heroes if placed correctly. The reason there are limits to these things is because they wanted it to be a challenge. You don't seem to like it? Fine. Wining and complaining about systems that they put in place specifically to limited what you can do will get you no where. You don't understand the game. That's your issue. Its not fun for you. We get it. Move on.

There is a great difference between a challenge and a faux-challenge. A faux-challenge is simply making adding weird limitations with no real reason other than just be annoying. Example: LADDERS which circumvent traps and trap limitations. You can create a challenge by making different types of heroes who react differently to different types of traps. Ladders feel like a half-baked idea to force you to deal with heroes manually instead of letting your Dungeon do what it's supposed to do be -- a Dungeon. The whole idea of a Dungeon in the first place is to have a dark pit that is your lair, your domain, your home. You are suggesting that it doesn't matter. You may enjoy the restrictions, because you are clearly white-knighting around these forums. I don't enjoy them and I'm insulted there is no option to control them either. I can't turn off ladders if I don't like them, nor can I manually increase the number of taps I want to deploy IF I feel I need more traps.

I'm supposed to be a Dungeon my way. So far I do not have those capabilities.
 
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I must support Temperhoof in most of this except for the multiplayer aspects - and that's probably only because I don't play multiplayer much. (Also, I don't hate Impire. I don't hate ANY games - what would be the point?)

I came to this game expecting a squad-based RTS with dungeon building elements and a good story (well, one can always hope), not Dungeon Keeper Revamped. (I'd have loved a new Dungeon Keeper game, but that is not what was advertised and thus not what I expected).

What I got was a time-management simulator, in which squads are marched through a number of objectives that are interrupted every few minutes by a game of whack-a-mole, in which I must move the squads back to base, whack the moles, feed them (the squads, not the moles :p), and move them out again, and in which I need to instruct my squads and units manually to perform even the simplest of tasks.


The irony of the game using Paradox' Ardania IP, the IP of Majesty: The Fantasy Kingdom simulator, a game that focused on AI actors operating independently, in a game that focuses of repetitive clock-driven micromanagement, is hard to miss. :D

That aside, a real effort has been made with the singleplayer campaign, which I do appreciate greatly, though I also feel the sadness of knowing that without random ladder spawns interrupting your actions forcing you to return to base and without regularly having to manually feed your minions, two actions that fail the basic test of providing a fun challenge, in that they don't provide the player with meaningful choices, the game's campaign would feel short rather than long.


There's a hell of a lot of good intentions in the game, and I'm happy enough to have bought it since I like to reward developers that try to innovate, but the game itself just doesn't work for me.

It is as if the designers took a look at Dawn of War for the RTS part and said to themselves, "You know, the game would REALLY be improved if players had to manually return every squad to a resupply dump every few minutes and then manually send them back where they were needed."

"And instead of that squad-weapon system, how about having the player upgrading weapons and armour for every single trooper individually by selecting the trooper in question and choosing to perform an upgrade, if he's eligible for it. (If not, just revisit him later on. And later on. And later on. Just like his 20 friends). Players love to micromanage minions and such RPG aspects, right? Just like the Overlord games, really - they'd have been significantly improved if the player had to individually upgrade armour and weapons for all his imps instead of them just wearing what they could get their hands on."

...And followed up that inspiration with: "Also, all that cover stuff, defensive positions, or taking advantage of terrain to fight enemies coming from bases... That's old hat. Would it be much more fun if enemies regularly as clockwork teleported in at random positions unless, and here's the innovative part, unless the player was exceptionally quick at hunting down some teleport beacons occurring at the random locations! For extra innovativeness, require the player to actually click the beacon to destroy it rather than just teleporting in next to it, to keep in line with the rest of the game's interface of not making do with one click when one can reasonable make the player use two instead."


....

As for the DEC points, words fail me...

It is as if the developers sat down and had a discussion that went something like this...


Dev#1: "You know, our touted overland activities are fundamentally a way for players to get whatever resources that are in short demand (materials, mushrooms, treaures, and xp) whenever they want to at the cost of having a squad away from home for some time, right?"

Dev#2: "Right you are. Brilliant."

Dev#1: "And our various resource marks and rooms are ways for a player to extract different resources from the teleporting heroes, right?"

Dev#2: "Right you are. Brilliant."

Dev#1: "Is it possible that players will, pardon my French, choose to ignore our rooms and just send their minions raiding the overworld? They get resources, XP for squads, and by not extending the dungeon they also have less space to defend against our random invasions - and since we've already ensured that there's no advantage to be had from defensive depth, well.."

Dev#2: "Nah, that could never happen.

Dev#1: "I'm just worried. I'm sure some players will like the rooms, but what about those that do not? What if they don't use the rooms and realize that the rooms aren't really necessary?"

Dev#2: "Okay, if you insist. Let's make using rooms obligatory to unlock points that allow the players to purchase upgrades that help players to pursue other strategies. Just like we did with those traps you said players wouldn't use because they just teleported squads right on top of invaders instead of using random patrolling by minions that have to be individually assigned and manually fed."

Dev#1: "Right you are. Brilliant."
 
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I disagree with most of it. Changing a lot of what he wants changed (especially the per-game dec limit) would ruin the game.
Of course it would. You cannot change the fundamental design decisions that has made this game the time management simulator it is without making it, effectively, a completely different game.

What the OP wants is a fairly open RTS/dungeon builder, and that is not Impire, so it will not change in a patch.
 
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Then educate me.

This game is NOT an RTS. Because you can teleport everywhere.
This game is NOT an RPG. Because you don't physically manage your Lord's equipment and expand his physical attributes and characteristics beyond the presets.
This game is NOT a Dungeon Builder. Because lord knows we don't wanna be Dungeon Keeper.
This game is NOT an adventure game the tells a rich story.
This game is NOT fun. Cus why have fun when you can do tedious stuff! Yay!
This game is NOT a game.

So far I've seen only a handful of people really eager to support this game and say "The design choices are good!" While the majority of people I find HATE the game. Can you gluttons for punishment stop making excuses and see that this game sucks?
 
Then educate me.

This game is NOT an RTS. Because you can teleport everywhere.
This game is NOT an RPG. Because you don't physically manage your Lord's equipment and expand his physical attributes and characteristics beyond the presets.
This game is NOT a Dungeon Builder. Because lord knows we don't wanna be Dungeon Keeper.
This game is NOT an adventure game the tells a rich story.
This game is NOT fun. Cus why have fun when you can do tedious stuff! Yay!
This game is NOT a game.

You cannot teleport "everywhere". You can only teleport places you've been, on top of which, teleporting has a significant impact on your squad aggression unless you use a rune to counteract it, which uses up precious DEC.

RPG stands for "Role playing game". You're role playing Baal. I don't even have to explain his build that you control as he levels, which you're also limited on, which is in like every RPG ever. I'm also positive "expanding his physical attributes" is what happens when you level up, and you pick his changes that .. change his stats. But whatever, you're grasping at straws just by posting this.

You're building a dungeon. I'm not really sure what you want. Dungeon keeper wasn't Dungeon keeper. Only children with rose colored glasses think DK was the best thing ever. It wasn't. Both DK and DK2 had serious issues. They were fun in their own regard, for their own reasons.

Games don't have to fit into set archetypes in order to be a game. I don't even know where you're pulling this from other than your own ragesack, unless you're just trolling, which is what I'm starting to believe.

It's fun to me. It's fun to all of my friends. You know what's tedious? World of Warcraft. 9 million players and it's one of the most tedious games I've ever played in my life.

A game is defined as:
game
/gām/
Noun
A form of play or sport, esp. a competitive one played according to rules and decided by skill, strength, or luck.

It is, in fact, a game, whether you think it is or not.

If you don't like it, could you stop posting please? They aren't going to redesign the entire core of the game just because *you* don't like it. There are ALWAYS people like you in EVERY game release who try to reshape the game into some pathetic pile of crap, because they seem to think they know better.

That's great, you should design your own dungeon management game. I'm sure you'll be the first person to do it right, since obviously *everyone else* doesn't know as much as you do.

Statements like "The majority of people hate the game" are hyporbole. Not only do you not know the "majority of people", you're in all likelyhood basing your opinion the forum posts like your own. People who like the game don't post in forums. The only reason people like me even bother telling you that you're a moron is because if we didn't, game companies might actually ruin games more than they already do trying to cater to fools like you.

The problem with this game isn't the game. It's people like you. People like you are the problem with *all* games, no matter how good or bad they are. Your brain dead hyporbole, over exaggerations and completely obvious lack of ANY skill are all directed into rage against the games themselves. It's probably some sad comment on child raising in the world these days, but that's neither here nor there.

You are not the only person with an opinion, and your opinion is not necessarily "correct" just because you feel it is. Oh right, you MUST be correct, because the only people who could disagree with you are "gluttons for punishment" and don't "see this game sucks".

Just making the statement "This is not a game" as if it's fact when it's really just your opinion shows how thick headed and ignorant you are. Also, it's obvious you've never been in any kind of meaningful relationship, because that kind of logic just doesn't fly in "adult-ville" which you're headed directly into. Well, eventually. From the sounds of it, you're still quite a ways off.

Thanks for wasting our time.

Edit: Also, you should seriously consider not using caps so much. It demonstrates incredibly poor netiquette. Not that you care what other people think, right? We're wrong and you're right, after all. You couldn't *possibly* be the one wrong.
 
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This game is NOT an RTS. Because you can teleport everywhere.
This game is NOT an RPG. Because you don't physically manage your Lord's equipment and expand his physical attributes and characteristics beyond the presets.
This game is NOT a Dungeon Builder. Because lord knows we don't wanna be Dungeon Keeper.
This game is NOT an adventure game the tells a rich story.
This game is NOT fun. Cus why have fun when you can do tedious stuff! Yay!
This game is NOT a game.

While I agree with most of your points in the OP, any credibility you may have had as a poster just vanished.
You've clearly been so brainwashed by mainstream games that you immediately dismiss any games of the same genre that does things differently.

You are right, this game is not an RTS, but not because of the ability to teleport "everywhere".
You are right, this game is not an RPG, but not because you aren't able to customize Baal as much as you'd like.
... and so on. But the bare thought of dismissing it as a game goes beyond rational thinking.

Please re-read what you just wrote and think for a moment.
 
Only children with rose colored glasses think DK was the best thing ever... There are ALWAYS people like you in EVERY game release who try to reshape the game into some pathetic pile of crap, because they seem to think they know better...
The only reason people like me even bother telling you that you're a moron is because if we didn't, game companies might actually ruin games more than they already do trying to cater to fools like you...
Also, it's obvious you've never been in any kind of meaningful relationship, because that kind of logic just doesn't fly in "adult-ville" which you're headed directly into. Well, eventually. From the sounds of it, you're still quite a ways off.

Scynix, you should seriously consider not insulting people so much. It demonstrates incredibly poor netiquette. Not that you care what other people think, right? We're wrong and you're right, after all. You couldn't *possibly* be the one wrong. About their opinions on what games they enjoy.

Anyway, OT. I'm glad there are people out there who are enjoying this game. I am not one of them yet. I thought the OP did a good job of initially outlining his frustrations, should the Dev's ever feel the need to revisit mechanics or make a sequel.

LADDERS: The Ladder issue resonated, because to me it does feel like whack-a-mole. The ladders appear frequently and lack a distinct reward mechanic- so I find them tedious.

I do like the idea of upending the player's dungeon with invasions from random points. If they featured larger parties than the current clockwork invasions, that would help them stand out. Additionally, if they had a chance of granting a distinct reward like a rune or DEC point, players would perhaps be less likely to groan at their appearance. More or tougher ladders so its almost impossible to destroy them before the party spawns, ensuring you have a party of heroes somewhere aside from your entrance.

HALLWAYS: The inability to fill in hallways irritates, mainly because the logic of hallway building isn't manifestly clear. When having plenty of open diggable terrain, sometimes I can make corners, sometimes I can't. So it means players who haven't figured it out will save before digging a hallway, then reload if want they wanted to try isn't actually possible. Making players commit to any rooms they built is probably necessary to prevent players from contracting their dungeon once their squads are upgraded- but preventing hallway reconstruction seems overly punitive.
 
Guys lets try and keep the conversation civil please. Its ok to voice your opinion about the game but no need for name calling.
 
Okay, in order to make this simple. I'm just going to list everything I absolutely hate about this game that just drove me crazy about 4 days of play. At first I was really digging this game, but the more and more I played it the more I realized just how restricting it was. I was looking forward for greater freedom in Dungeon building, but that freedom never came.
...

I suspect that problem is with your expectations, same as it was for me. I too was looking for a Dungeon building game, which is the only reason I checked this game out as it was suggested to me as "DK like". However, I soon realized that it has nothing todo with DK, their take is much more RTS orientated and so I lost interest. From that perspective I have to disagree with most of your points, they will not make this game better, but try to change it to something else.
 
My credibility can come and go as much as you guy want it. Let me go ahead and express why my frustrations are so potent at this point. Clearly I am disgruntled, and that just isn't coming from no where. You can make assumptions that I'm looking for a Dungeon Keeper 2, etc. Honestly, I haven't played that game since the 1990s -- I can't remember the details of how the game worked. What I really wanted to enjoy from Impire was the advertised features, which I feel have not been presented to me and were only barely capable even being called features. Not to mention the design logic of the developers contradicts much of what their game apparently was supposed to be. Allow me to illustrate:

Key Features

  • Incarnate a demon of the abyss; make him evolve into a powerful dungeon lord and customize him through weapon and armor upgrades.

    Customize your Demon of the Abyss through weapon and armor upgrades. Sounds grand does it not? That sounds very much like an RPG mechanic which allows you to personally adjust the power and attributes your demon lord. Yet there are no weapon and armor upgrades what-so-ever. Actually you just upgrade a minor tree with just a few options. These are passive abilities and minor skill adjustments. By clicking these passive upgrades the model of the Demon will automatically dawn new armor and new weapons. They don't exactly relate the upgrades you choose, but just look really cool. Yet the shallow nature of this system is pretty clear once you get your Demon to level 10. RPG this isn't.

  • Dig your own dungeon, build different room types, and craft wicked traps to stop your enemies

    You don't exactly dig your own dungeon. You do dig, you do construct rooms -- but at no point in this game is it ever your own dungeon. The fatal flaw in design comes because there are always numerous amounts of pre-built rooms provided to you by the designers of the game. A pre-placed entrance, pre-placed treasure pit, etc etc. This takes a great amount of power away from you. Already within a small building space, the developers thought it a fine idea to smash in lots of little rooms and objectives throughout "your dungeon". These are more pre-built affairs you have to work with and around. So it's more of a glorified game of connect the dots, not exactly a players very own dungeon. Don't even get me started on traps, I already spoke about those in the OP in great length as they do little to nothing to actually stop your enemies.

  • Beat up the heroes who attempt to thwart your plans, or even better, crush their souls and use them as resources to build up your dungeon

    You can beat up heroes, but the "Crush their souls and use them resources" is where this becomes pretty false pretty fast. You can torture heroes, heck even through them into a magical crusher. But you will only merit a net total of 6 DEC points for this. That's it, 6 DEC points. You can also choose to try and turn the into Material, but that doesn't net much either. The 6 DEC points come from the 3 achievements for killing heroes and the 3 achievements for extracting/crushing them. Not exactly "crushing their souls" but this barely fits into the idea of using them for your dungeon. They don't provide armor or weapons, hell you can't even corrupt or convert them either. They just turn to wood or mushrooms and provide up to 6 DEC points, which out of the overall 50 is pretty pathetic.

  • Recruit a vast array of creatures, level them up, and upgrade their equipment.

    Oh sure you can get an array of creatures, not vast at all. Three melee, three ranged, three of the trinity fold. Rinse and repeat. You can't even mix and match them and arrange whether you want Fiends or Soulless in one game, you have to pick one or the other. They also don't mention they only level up to 3 and you have to tediously equip them with upgrades. This is much too much work for too little reward and variety.

  • Terrorize the surface of Ardania by raiding different locations, collecting treasures and riches along the way.

    This is a simple system. I feel it could be better, but actually I rather like it. It's probably the only thing about this game that has been well executed.

  • Unlock unique magical item cards and mix and match them to build a deck that suits your playing style

    Okay this BS right here. These "Magical Item Cards" are actually Runes from your profile. Of course you can toss in a few parts on your Lord, but nothing really special overall. I was hoping for a lot more from this. Besides, only the best runes cost 5 DEC points. That's EXTREMELY costly. Most of these cards I want to mix and match for my play style I can't even afford to use due to all the game's restrictions. I can't play to my suitable style, the game only punishes me for trying to do so. So in the end I have to abandon my custom setup and just adhere to the formula they had in mind for me all along.

  • Play the campaign in solo or in coop mode; or confront friends in different multiplayer game modes.

    The multiplayer is really very shallow at present. Of what I've seen it's too quick and not deep enough. I have little doubt this will improve, even with patches.

Can I for once get a game on Steam that is actually accurately described?
 
So just to clarify,

Every "point" you make is HEAVILY soaked in your own biased opinion:
"You don't exactly dig your own dungeon. You do dig, you do construct rooms -- but at no point in this game if it ever your own dungeon."

and yet the games description is inaccurate because even though *it does exactly what it says it does*, it doesn't do it the way you want it to, and hence it's inaccurate?

Hyperbole. Your entire post, and all previous posts, are so laced in hyperbole and false information, I have no idea why anyone would agree with you.

Please don't make decisions for other people. There's more than one person here disagreeing with you. It's my dungeon because I design it the way I want to. You don't get to choose what's mine and what isn't.

Thanks.
 
...and yet the games description is inaccurate because even though *it does exactly what it says it does*, it doesn't do it the way you want it to, and hence it's inaccurate?

Yes, it's entirely inaccurate because most of "my" dungeon is built for me. So how am I building my own dungeon? I just fixing up something that the developers didn't finish themselves. I have no ultimately say-so on the most important choices of my dungeon: The Treasure-Pit, Stock Rooms, and Food Supply. All of this, along with the entrance and three pre-built hallways takes a LOT of power away from me as a player and makes me feel cheated that I can't design my own dungeon.

And only you and ONE other person is disagreeing with me.
 
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