Is it because the later parts of Ambermoon feel unfinished? Or the SciFi vs. Fantasy angle?
I'm OK with the SciFi vs. Fantasy angle - afterall Albion has it too.
Major things:
After finishing first two islands and visiting Newlake, you are left wandering aimlessly around and hoping that you find something that allows you to advance the plot.
You must visit places which are not on the map or mentioned anywhere in the game. Or if they are mentioned, you still have no idea where they could be.
You visit Kire's moon not because you have any reasonable expectation that you will find something there (or even that you can return), but only because you have nowhere else to go.
And exploring Kire's moon is a nightmare by itself. I spent a lot of time trying to find the second village and even after downloading a map of Kire's moon I still couldn't find it, because there's no visible indication that the village is there. (That's partially my fault, because I missed the dwarf that tells me that the second village is southwest of the first village).
Minor things:
Some ideas are underused in the game:
- cursed items - I'm aware of only one in the game and I didn't even find it (I read a walkthrough after I finished the game to see what I missed.)
- animal talk - you can learn to talk to animals (I didn't), but I remember only one animal, that you can talk with - the cat on Mera's island
- items usable only by one sex - I only found two items usable only by females
- windgates - I found and repaired all of them (because of XP), but I only used them to go to Sansrie's island and back - mostly because most of them are in the middle of nowhere
- two islands are practically empty (except for windgates)
The timeline is weird. According to the intro, Ambermoon starts 90 years after Amberstar. But for instance the grandfather is 80 in Ambermoon and he was 18 in Amberstar.
Low amount of dialogs. People respond to three topics at most (I think).
Too much gold and nothing to spend it on.
Final dungeon - after returning from Morag and creating crystal harp, I was expecting a big final dungeon, instead I got a really small one with three groups of enemies plus the final one.
I haven't played Amberstar yet - some of the things might be obvious to people who played it, but not for people who didn't.
Too bad that the reverse-engineering effort (of Ambermoon) is stalled. A native version could fix some annoyances I had with the game.
Yes, if only there was more time. I've fantasized about working on it (at least I'm somewhat familiar with 68K). If you want to have a go at it, I'll offer you a bounty.
Not at the moment (or forseeable time).I know nothing about 68K or Amiga in general. I somehow managed to install and play Ambermoon on Amiga emulator, but that's the whole extent of my knowledge about Amiga.