Hi, first of all, a huge thank you for creating this amazing game. I cannot wait for 1.0.
Here are some of my struggles and areas for possible improvements:
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Dungeons:
a) I really enjoy the dungeon mechanics and bosses, but the route to them is not very enjoyable. There is a lot of backtracking, barriers everywhere, and monsters don’t feel rewarding to kill (except for the Soulfire Bastion).
b) Doors feel awful (specially on HC). When you don’t like the first choice, you have to run and find the second one, only to realize the first one wasn’t that bad and then run all the way back to it. My suggestion: take inspiration from games like Hades, where the doors are next to each other, or just have one door with several selections of mods for the next level. -
Monos scaling:
Difficulty scaling in empowered monos feels really bad. Most of the difficulty comes from the mods, which makes the gameplay about cherry-picking the mods. Especially on HC, you only want to pick defenses for monsters because the offensive mods are too dangerous, which makes the monoliths take forever. I don’t have the right solution to this, but maybe having the difficulty scale mainly based on the corruption level would help. The mods felt much better in unempowered monos where the numbers were lower (e.g., 30% more damage instead of 100% more damage) - you could plan much better around this. -
QoL improvements
a) The player health bar could have a higher z-index to always be on top. When I am using it, I only look at this for tracking my HP. But then when I fight in larger packs or against huge monsters, they hide my HP bar, and I have to suddenly look elsewhere. I almost died multiple times because of this.
b) I really like the loot filter, but it would be great if we had some nested rules or global rules we could apply to other rules for easier management and updating.
Cannot wait for the 1.0 release. Hopefully some of these things will get change in the future.
Cannot wait for future cycles and end game improvements!
Thank you, Marru