idk,i like to be challenged by the game but i think you are going too much to the extremes difficulty wise.In the end it's your game so do what you want with it good luck.
I appreciate that, and maybe in the future I'll make changes that make the game easier (I'm working on a secret 4th party member that will add a tiny bit of actual progression into the game), but right now the priority is the vision and my intended audience.idk,i like to be challenged by the game but i think you are going too much to the extremes difficulty wise.In the end it's your game so do what you want with it good luck.
Roguelike ≠ Roguelite. Roguelikes do not have meta progression. What you can buy is meant to increase variety and the kinds of tactics you can employ, not make the game easier to complete. The classification is fuzzy of course but the point is that the player improves not the tools, in theory at least.I personally quite like roguelite games, but this one barely classifies as one...
I'm seeing this more and more in rogue-like games. I wish I could remember which it was, but I was playing annother where you basically got jack shit carried over. It REALLY drew out how many attempts it took to complete the game. Told myself I'd never touch one that does similar again.I get the roguelike intented design, and I get that too many permanent upgrades can ruin the gameplay, but for god's sake, that doesnt excuse not getting any rewards during the run for beating a BOSS, other than the chance to play a frustrating minigame that most often will have you spend all your money with nothing to show for it. Give me 2 stat upgrades for beating the boss, for the love of god, or let me pick 2 skills, since most of them absolutelly suck balls, making me even wonder if buying them in hub is even worth it, as it'll just dilute the skill pool. Or, I dunno, some dialogue after or in camp?? At least that?? It feels empty.
You never feel even 0.01% better after spending a buttload of coins on items and skills, let me at least pay for permanent reroll in the beggining, or if thats just too much, for an additional option to choose from, or a measly item that you get from the start, or one extra stat upgrade in the chest, and since I think there is only one chest per map, it would be only an extra stat upgrade per map. Anything to feel 1% stronger than 15 hours ago...
And what does the skip to the boss ticket even do? I used it before a run and it did nothing, I thought it was a way to get to the boss at the beggining of the run so you can quickly get to the second level...
The only issue with the alternative "rogue-lite" games are that they eventually become too easy because your character becomes a demi-god after enough permanent upgrades. But by that point, you're pretty much done with the game anyway unless you're a completionist. Obviously, there are ways to balance that out though which some developers have done.I'm seeing this more and more in rogue-like games. I wish I could remember which it was, but I was playing annother where you basically got jack shit carried over. It REALLY drew out how many attempts it took to complete the game. Told myself I'd never touch one that does similar again.
Then allow the player to turn off the power-ups.The only issue with the alternative "rogue-lite" games are that they eventually become too easy because your character becomes a demi-god after enough permanent upgrades. But by that point, you're pretty much done with the game anyway unless you're a completionist. Obviously, there are ways to balance that out though which some developers have done.
Things is, it doesnt feel like much diversity of strategy when it comes to skills. The more you progress, the more you need to rely on getting the fucked buff, and that buff means jack shit when the map is full and you only have single target skills. Aoe attacks arent only the strongest, but necessary. It isnt that traps, drags, pushes. poison etc cant be used smartly and provide different playstyle, but they are too weak compared to aoe attacks. Dots do little damage, too slow, and dont scale with satisfied buff. It feels like you either get all the aoe you can get, the bigger and wider the better, or you lose.Roguelike ≠ Roguelite. Roguelikes do not have meta progression. What you can buy is meant to increase variety and the kinds of tactics you can employ, not make the game easier to complete. The classification is fuzzy of course but the point is that the player improves not the tools, in theory at least.
Sure, but what you're describing is a problem in implementation not the design. You can argue that the numbers ought to be changed without proposing an additional system for meta progression.Things is, it doesnt feel like much diversity of strategy when it comes to skills. The more you progress, the more you need to rely on getting the fucked buff, and that buff means jack shit when the map is full and you only have single target skills. Aoe attacks arent only the strongest, but necessary. It isnt that traps, drags, pushes. poison etc cant be used smartly and provide different playstyle, but they are too weak compared to aoe attacks. Dots do little damage, too slow, and dont scale with satisfied buff. It feels like you either get all the aoe you can get, the bigger and wider the better, or you lose.