The Legend of Grimrock: Playing this because a coworker gave me a copy.
Running the default team because why not and stat topic hype or something. Game's intro is fairly cool, and it does various stylistic thing nicely (the shared dream sequence gimmick, the occasional earthquake, and a general feeling of foreboding). The gameplay is a little flawed, relying too much on movement and not enough on actual setup early. But I'll just truck on and see what I can do with the builds I have.
The game's difficulty is significant, but the save-anywhere function mitigates that enough as long as you remember to save often. I have 4 deaths by F3... 1 to a swarm of mushroom men on the first floor. They were behind a gate that I could open and close (so I could fight 1, win, close the gate, rest, open the gate...) but one of them got a lucky crit and offed my minotaur PC and it went downhill from there since I didn't have access to revival yet.
The second was a trap room on floor 2 that pretty much screamed (TRAP!). Stepping on the switch closed the entrance and opened three doors with skeletons behind them. I thought I could take them but I didn't maneuver properly and was cornered, with 2 being able to attack my team at once. The second attempt I bumrushed one of the cubbyholes as soon as it opened, killed the single skeleton there, and occupied the cubby hole so that I could fight the other two 4v1 at a time.
Third death was on a Mushroom men section on the second floor. Entering that area and clearing it out, I thought I was good to hit a switch I found and continue one with the intention of retreating if need be. I didn't realize the switch I hit opened up a compartment towards the entrance of that section with enemies in it. I ended up pincered and game overed.
Fourth death was a skeleton trap on B3 that I knew was coming. I didn't get a chance to bumrush a cubby this time and so I died even with better stats/gear. Funny, that.
I've found the mage to be useful for fighting the 2x2 formations of skeletons, since MT damage just makes it go so much faster. Not that it would be difficult with the boring strategy of "Back off/strafe from enemy, wail on them as they move into adjacent square, back off again before they can attack". I think I have found that my Throwing-knives rouge girl is a better damage dealer than my front row fighters on account of the fact that she does not ever miss, whereas standard melee attacks have poor accuracy.
As far as builds go, I was hoping to make the human fighter a swordsman, the Minotaur fighter a mace-user (because he started with points in it), the rouge a missile/throwing weapon user with Dodge, and the mage a Fire mage because Pyro.
Fun little dungeon crawler.