Fun game but I thought Lich was oppressive in the demo. Then I met Hexia in the full game!!
How are you even supposed to win when they are so many chances to get get nailed with a bad run?!
I like rogue-likes for the idea of perma-death/rng... But it seems like the game is only scaled for the highest end of heroes and item combinations. It's practically proven by the challenge modes requiring you to take on curses rather than scaling up encounters.
So many of the heroes are just plain bad, none of their dice sides provide any value.
I really like the gambler because it feels balanced. Especially when you give him the Ace but there needs to be a way to make them viable and not just taking the same heroes every run because the other options are just terrible.
Also, some of the bosses passives are just not fun. Full damage reflection with no cap? If I hit for 20dmg then I take 3x my life total in damage while I still haven't even scratched the total damage needed to win the round.
Some bosses battles end up with me needing to put in 50 damage total and my damage output is limited to about 7 and the opponents are putting out 26 damage.
It just feels really not fun to be getting battered with no chance to win.
My suggestion would be to rework some of the early heroes, make them more viable. Give better scaled up items in the end game, lower the odds of getting gimmic items; or just find some way (incorporate machine learning) to have the game dynamically scale (deal items, heroes, and encounters) in a way that more viable builds exist and the game isn't limited to only a few solutions.
It just feels like the Sub-Hard difficulties don't have enough solutions to complete a full run, especially around encounter 16+.
The game just becomes insurmountable and feels bad.
Other than that, I have had a lot of fun with the game! I beat Hard difficulty in the Demo but I have yet to complete a single run in the full game. Couldn't even beat easy mode.