Preface
I am a long-time player who pretty much exclusively plays as a mage, usually multi-classed with both rogue and fighter, and often use a battle-mage play style combining melee attacks as my primary damage source with support/strategy spells such as freeze rune, iron blood, phase dance, conjure gag, conjure cuffs, and shadow dance. Some of my suggestions are probably quite biased because of this.
I have experimented with almost every perk, spell, game setup option, challenge setting, and most of the tools offered by debug mode, so consider myself familiar with most game mechanics.
Perks (General)
Unlockable perks: In later release / the final release, it may be better to have these below an appropriate category with a name of "???" with a lock icon next to it until the perk is unlocked, and maybe a brief hint as to how to unlock each perk (Such as “Defeat a certain boss”)
Progression perk points: Granting permanent perk points for reaching certain milestones could give a stronger sense of progression to the game - for example, you start with +1 perk point after defeating the Warden for the first time, and an additional +1 for the Dollmaker.
Bigger is better: It might be a good idea to operate perks on a larger numerical scale (such as +100 / -100 instead of +1 / -1), since a perk like blackout having the same -1 cost as a perk like Panic! (Traps) feels odd when the latter will usually be more impactful across a run. Additionally, if combined with the idea of gaining perk points for milestones as described above, it could enable a progression-based “achievements” system in which players could gain a small number (such as 1-10) permanent perk points for minor achievements, such as completing the tutorial for the first time, reaching floors 2/3/4/5/ect for the first time, accessing the Summit for the first time, having an NPC with over 100 favourability towards you and the likes. Such a system could encourage players to interact with game mechanics they typically avoid, and could be a way to help players find new ways to play the game, or a way to give new players a clearer sense of direction.
Perks (Specific)
Doll processing
Item farming cheese: The cyber wardens and cyber guardians can be infinitely farmed for keys and key cards, making locked doors, restraints, and chests significantly easier to deal with both early and lategame. They also drop powerful restraints which can either be sold for a LOT of coins, or used to contain high-ranking prisoners easily.
To emphasise this, on my first time using this perk, I accidentally farmed 22 keys before leaving because I didn’t realise the enemies spawned infinitely and kept killing them.
Fixed map: Once you learn the best route, escaping is effortless without restrictions, and fairly easy even when using both Maidsweeper and Heavy Inertia. Only the 5-turn movement cost from Hogtied was too much for a reliable escape. Other than that, I like the fixed map, since there are a lot of interesting locations such as the binding conveyors with hidden escape routes, and niche ways to navigate it.
Ideas for changes: To me, this perk is excessively strong because it is a negative perk which has no long-term effects. By making it a 0-cost perk instead, it would offer an interesting and fresh way to start the game, without essentially giving a perk point for free.
Alternate ways to change this perk would be to make the map generation random, which would prevent it from being escaped so easily, or by making it immediately drop you into floor 1 without the opportunity to clear the tutorial or enter the shop, which would delay players from quickly accumulating lockpicks, weapons, potions, and armour.
Cyber doll
Bug or feature?: Accepting a quest from a goddess causes offerings to the shrine to cost 0 gold. Since all cyber restraints are metal, you can take this perk, then with luck get a goddess of metal quest on floor 1, or use the devotion system to force a goddess of metal quest to appear on floor 2, and almost immediately remove the restraints for free.
Though I use the Cyber Doll perk somewhat often, I did one test run specifically for this review, and managed to be completely restraint-free before exiting floor 1 using exactly the method described above.
Tedium: The multiple dollsmiths or dollmaker's apprentices appearing on each floor definitely adds a challenge early on, but as you unlock more powerful spells, equipment, and gain higher stats, they start becoming more of a nuisance than a threat. Making a different, more powerful enemy appear in later floors (such as floor 13+) could make the perk more interesting. Perhaps a special ‘latex dragon queen’ (manufactured by the Dollmaker lore-wise?), which could gain progressively increased blindsight to aid in hunting you down as floor count increases.
Common problem: I will address each perk individually, but the two remarks above apply to all the “Starting Scenario”-type negative perks except for Persisting Desires.
Fuuka’s pet
Summary: This perk is too strong
Why is it positive?: This perk gives the positive variant “Fuuka’s Pet Collar” instead of the negative variant “Fuuka’s Collar”.
Lacking restraints: While the ornamental dress and ornamental gag are each quite powerful restraints, starting with so few restraints feels lacking to me. Starting the player with each of the charm-type restraints Fuuka can inflict as well as the existing restraints might make this perk feel like you were in more peril without changing the gameplay much, since charm restraints can be removed quite easily.
No secondary effect: Unlike other “Starting Scenario”-type negative perks, there is no persistent threat associated with this perk. I feel that instead of an enemy appearing on every floor, perhaps every 10 turns, one of Fuuka’s projectiles (the red balls which inflict charm restraints, not the talisman) could spawn and be fired towards the player.
Other ideas for changes: Split this perk into two mutually exclusive perks.
The first perk would give only the “Fuuka’s Pet Collar” upon starting the game, which would cost 1 perk point.
The second perk would give the “Ornamental Dress”, “Ornamental Gag”, and “Fuuka’s Collar”, which would cost -2 perk points.
Hogtied
Bug report: When starting with Hogtied in the mage class, you start the game with only the Arcane Orb instead of both the orb and the dagger as you usually would.
Elemental Slave / Maid Sweeper / Latex Toy
Freedom Cheese: By taking Akashic Blast, Akashic Conflux, and CMD: Greater Unlock as your first three spells, you can spam Magical Sight to accumulate 100 arcane energy, then cast Akashic Conflux, and finally cast CMD: Greater Unlock to remove everything except the collar.
This strategy is actually so strong that you can take all three perks and almost instantly be free from all restraints except for the collar and restraints below it on the item stack.
Bug report: CMD: Greater Unlock does not unlock the Obsidian Cuffs, Obsidian leg cuffs, or Obsidian Ankle cuffs. The same occurs with the Elbow chain, Reinforced Leather Belt and Leather ankle cuffs from the Maidsweeper perk.
These all have one thing in common: They are one restraint layer below a “chain”-type restraint (wrist chain, thigh chain, ankle chain) on the item stack. Items below these on the item stack (EG. Maid cuffs) are still unlocked.
Rusty bolts
Underwhelming: If I stand on a trap and the 25% misfire chance triggers, then I stand on the same trap again later, it can still trigger. This makes the Rusty Bolts perk feel underwhelming. Permanently de-activating traps which misfired would make this feel more impactful to me, but otsimply increasing the misfire chance could work too. Another avenue would be to change how it works to “After stepping on 3 traps, the next trap you step on is guaranteed to misfire”, thus making misfires predictable and allowing players to strategise around misfires.
Panic! (Chests)
Bug report: The 2 turn stun triggers upon opening any chest, not just trapped chests.
Price gouging
Realistic economy in-game: I get it. With the economy the way it is, 11,500 gold for one macaron feels like a bargain these days. But 5x is a bit too much, especially since prices for basic items rise in later floors. Maybe experiment with a 3x or 4x multiplier, or consider a weaker version for -1 cost which acts as a 2x multiplier. Perhaps a ‘bulk buy’ perk which forces you to buy 5x items for 5x the price. I really like the idea of financial perks which alter how you interact with your gold (such as a perk which lets you enter debt, or causes you to lose 10% of your gold when going down a floor), but the price hike of this perk just feels too high to ever be use.
Quickness
+2 is a lot of points: I’ve tested quickness a few times because it’s an interesting concept. I’ve found it useful for baiting enemies into combat which is turn-favourable since you can dodge their first attack without ticking the clock, as well as niche situations such as crossing conveyor belts in otherwise inconvenient locations. but it just doesn’t feel worthy of a +2 score when for the same price, more universally useful combat and utility skills such as deft fingering, locksmith, rigger, or studious.
Bug report: The description states you have to not move for 4 turns, however you have to wait for 5 turns to gain the quickness effect.
While a minor mention, you have to wait to gain the effect rather than stay stationary. Drinking a potion does not contribute to the turn count, and conversely, being pulled while on a lead does not break the turn count.
Spells (Incomplete trees)
Projection magic only offers 1 spell currently, which is Summon Decoy. Right now, Summon Decoy just is not very good. I believe the main problem is its high mana cost, especially when the Earthshape series offer very similar utility for as little as 1/3 the cost. I think it would be a more useful spell if the mana cost were reduced (such as to 30 mana), but in exchange the maximum number of decoys limited (such as to 3 at a time). Maybe an up-casted version could be introduced which summons 5 decoys in a + shape, with the middle one staying still and the others moving in cardinal directions.
Air novice only offers 2 spells - Gust and Windblast. While I consider both these spells to be weak right now, I can see an AOE wind spell being useful to escape when surrounded - though shadow dance, phase dance, and sometimes blink 2/3 already fill this role in most situations. Introducing tickling elements to future wind spells, as well as wind buff spells, or spells which require two spell trees as pre-requisites could make the air tree more valuable in the future.
Water novice offers 3 spells, which are water ball, tidal sphere, and raincloud. I have really enjoy using water ball and tidal sphere, and they stand as some of my favourite abilities in the entire game (though walled in choose spells mode by the poor tree). Raincloud on the other hand is a long delay and a lot of mana cost for minimal results. Since Raincloud deals acid damage, maybe it could reduce latex integration level or have an effect similar to (but weaker than) the new Latex Solvent item. A buffing spell which increases SP recovery speed might fit in with the theme of water magic, too.