Good game, but flawed diplomacy
I like Depths of Peril. It's a nice ARPG. The quests are pretty good. the world is dynamic, you can adventure with an AI partner and can build up a retinue of followers, who hang out at your clubhouse waiting for you to choose them as your adventure partner. There's plenty of monsters and items and potions and stats.
But then, the overall goal is to become the dominant clan, sorry "covenant," in town. This involves either negotiating with, or raiding rival covenants. The thing is, negotiating is a PITA. The other covenants simply refuse to deal with you unless it's at an exorbitant advantage for them, so raiding ends up as the standard course of action. The only real trick is to wait until the right moment to raid.
Disappointingly, when you "win" by becoming the best club in town, you simply start over again in an identical looking town, but everything in this "new" town is just higher level than the last.
I like Depths of Peril, overall. I just think the diplomacy part could have been way better, especially as it's a central focus of the win-condition.
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