Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Feels like they tweaked the difficulty quite a bit. Seems MUCH harder to get to the endless mode now. There are enemies doing 21 damage a turn on like floor 2.

If you don't get really good items early, your run is just dead. I'm not sure I like the change. Feels more like this is turning into RNG simulator where it's all about your loot drops and less about strategically organizing your backpack.

I think this game suffers from balance issues. Mainly due to them trying to balance the game to deal with getting strong gear early on a lucky run. The best solution for this is to let players power up common items easier. The only current way to do this is with the Forge. There needs to be a way to like... socket gems on to weapons and armor, or something... in order to improve them. Right now it's like, you either get a really good weapon and it's too easy, or you get stuck with a basic one and your run just ends.

Feels too dependent on RNG to the point where I don't feel like I have much agency anymore. I'd love to turn a bad run into a good one using some strategy but as of now I'm just finding myself restarting by floor 2 if I haven't found something worthwhile.

actually, if you hard focus on a build from floor 1 (my personal fav is super poison combos) it's less hard from there. luck rings and anything to do with luck on floors 1-5 is a life saver.

(1 edit)

You can focus on a build all you want but if you don't get lucky enough to get the items you need for the build, you're left being really weakened and have zero chance of getting to endless mode. Relying on getting luck rings still requires luck to even get them in the first place.

Also even the floor arrangements require luck, because the first floor could have more or less stuff on it, giving you an easier or harder time right away. A run where you get 3 locked rooms and no keys on the first floor is pretty bad. A run where you get 3 heart locations on the first floor but no shops to sell anything means you're missing out on probably 2 of those heart locations because you won't have enough money to afford them.

I get the game is supposed to have RNG, but I just think it would be nicer if we could strategically counter it in some ways. When a game ends up devolving into dice rolls, I lose all interest. If I feel I have no agency, I lose all interest. The more smart choices I can make, the more rewarding it feels.

I think they need to tweak the RNG algorithms to be a bit more conditional for more consistent quality play throughs. For example, if you're going to have multiple locked rooms on a floor, there should be equivalent keys attainable somewhere on the floor. If on the first floor there's 3 locked rooms but I can't get keys anywhere, that's bad game design.