- Apr 28, 2019
- 11
- 39
Wow! The rare game that is actually a game and not just a series of pictures accompanied by bad writing. I wish the developer luck in their endeavor.
The only real conceptual flaw I see is that the game is too easy, it takes the idea of Darkest Dungeon but lacks all the thrill and all the tension of DD, that feeling of slowly drowning in affliction and stress. So I want to offer some ideas to fix this:
1) The game should push players to challenge themselves, but now you can just grind the easiest dungeons endlessly for free loot while all afflictions passively heal over time. To fix this, I suggest that adventurers refuse to go into dungeons below their level, thus encouraging players to take risks.
2) The whole point of having the ability to choose where to go on the dungeon map is to find one barely-winnable route among several unwinable ones, but now in most cases you can easily visit every room and sweep the dungeon clean, which makes the dungeon more of a cleaning chore than an adventure. To fix this, I offer to remake the morale system so that it works like a soft turn limit, lowering all stats due to fatigue as you explore. For that:
- Morale shouldn't be replenishable, but only wasted when you enter a new room.
- Maps should be bigger, but players should have a hint where the goal is.
- The party should have enough morale to finish the dungeon with minimal exploration, but greedy players can explore more for extra loot at their own risk.
This gives the dungeon navigation part of the game gains an element of strategy and a reason to exist.
The only real conceptual flaw I see is that the game is too easy, it takes the idea of Darkest Dungeon but lacks all the thrill and all the tension of DD, that feeling of slowly drowning in affliction and stress. So I want to offer some ideas to fix this:
1) The game should push players to challenge themselves, but now you can just grind the easiest dungeons endlessly for free loot while all afflictions passively heal over time. To fix this, I suggest that adventurers refuse to go into dungeons below their level, thus encouraging players to take risks.
2) The whole point of having the ability to choose where to go on the dungeon map is to find one barely-winnable route among several unwinable ones, but now in most cases you can easily visit every room and sweep the dungeon clean, which makes the dungeon more of a cleaning chore than an adventure. To fix this, I offer to remake the morale system so that it works like a soft turn limit, lowering all stats due to fatigue as you explore. For that:
- Morale shouldn't be replenishable, but only wasted when you enter a new room.
- Maps should be bigger, but players should have a hint where the goal is.
- The party should have enough morale to finish the dungeon with minimal exploration, but greedy players can explore more for extra loot at their own risk.
This gives the dungeon navigation part of the game gains an element of strategy and a reason to exist.