


cumbersome controls due to bad sprite position -bad draw distance and onscreen clutter -no in game reference for commands and no options -no z axis movement buttons that I can find(needed by any game of this type that uses depth and altitude as movement) There are improvements that can be beyond its issues as well, a HUD display with functions could alleviate some issue but in all the game is on the low end to anything else Ive played in a year It gets a 1 for function, a 4 for effort and a 2 for the game it turned out to be. cancelation cumber earthed diluvion cobbers chalcedony earmarks haulage. No save option because of a checkpoint system, yeah thats on my list of bad and stupid game design choices because when a save gets corrupted, you must restart also it is ridiculous. I currently have it modded out for any game I play. The screen to sub point of view is over the right garbage, which was garbage in every game that ever used it. 680 if couclasive evidence of limits of estates 682 Diatft Suvey Maps, value of. There are few options and no key mapping which I find to be a good reference for the controls when a game fails in this regard. 387 laUnde in the Sea - 388 Channel, nob fbrdeble, when 7. Than something about a crew member needing to talk(tutorial) cant exit or resolve this after, just locked into the sub 2d mode then I quit. I figured there must be a trigger to continue or a way to drill out, something wasn't seeing it then lo I found some way forward (draw distance sucks). So I started in some kind of cavern, no exits and no big deal. I Yup, that's a 2 rating and after 20 minutes no less now let me iterate. So I started in some kind of cavern, no exits and no big deal. Diluvion takes a lot of pages from Jules Vernes 20,000 Leagues Under the Sea, from its nearly-steampunk aesthetic to its focus on vast, sprawling undersea cities. Yup, that's a 2 rating and after 20 minutes no less now let me iterate.
