Thank you so much for your detailed feedback.
"As you know, a lot of Diablo's addictiveness is its exquisitely-balanced rewards and upgrades system that is scaled perfectly to the ever-increasing difficulty of its dungeons"
Oh yes, I’ve spent a significant amount of time trying to capture that loot-grinding essence from Diablo within the framework of a traditional roguelike—though it’s far from matching the game design quality of Diablo. I’ve been working on this for just over a month, and due to the rush to implement numerous features and small details, I haven’t had much time to balance everything properly.
Thank you so much.
Viewing post in SteelCrypt jam comments
Scaling and balancing is so hard and kind of a universal issue. Like, in my game, success or failure of the gameplay loop involves doing the math on the damage potential of the player and enemy, the ability to acquire resources in the turns available, and whether the scaling of the upgrades is proportionate to the scaling of enemy waves. Trust me when I say balancing does anyone's head in!