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Haven’t gone deep yet but here are my initial thoughts:

Curios in general are good. But some are rather disappointing. Primarily the ones where there is no good outcome, aside from perhaps leaving. There are some with ‘X% chance’ which I would love to see more of. A lot of the appeal of rogue-lite games is calculated risk and cost-benefit. You have a chance of something good so you take the risk, rather than just having to brute-force discover which options are entirely negative. The idea is great but more work is required.

Quests in early game are just a tutorial, which is fine.

Personalities… take a long time to become relevant. The class rework likewise.

Not a new thing but the update has highlighted it for me: the way gear works sucks.

At present there is essentially no point in ever deliberately equipping anything or keeping gear over gold and mana. Most non-cursed items are marginal and many cursed items are crippling. It simply isn’t worth paying any attention to item rewards rather than development quests. And the risk of getting a ‘reach level 3 in [class] to uncurse’ abomination makes every equip a gamble with replacing your developed adventurer with a raw novice.

Suggestion: Implement a way to sell items for gold and mana. It will at least give a reason to try and gather items, even if they are cursed as it will eventually give some reward.

Side note: The ‘reach level 3 in [class] to uncurse’ items continue to be an enjoyment killer. At this point I just dismiss any adventurer that gets such an item because getting to level 3 with any class is a massive undertaking and it is genuinely easier to just start from scratch rather than try to uncurse the girl.

"Implement a way to sell items for gold and mana" This is dumb, as you can make items infinite.

"The ‘reach level 3 in [class] to uncurse’ items continue to be an enjoyment killer" this is partially true (it depends on the class), just changing it to "reach level 2" would help a lot.

"Implement a way to sell items for gold and mana" This is dumb, as you can make items infinite.

Calling an idea dumb is not the way to engage in discussion, it gives the impression you are only interested in being insulting rather than improving the game.

As to the actual point, infinite items can be changed.

Expanded suggestion: Remove the current infinite items system. Add the option to dismantle items for gold and mana. Once you have dismantled enough of a specific item you get a blueprint that allows you to spend gold and mana to make new ones.

You didn't even remember the items were infinite, so your idea was indeed dumb because you didn't put that much tought into it.

Also i have never seem someone get that offended by the word "dumb". I'm not calling you dumb, man, just the idea was dumb.

And your new idea is a lot better than the original, it could even be implement, but I'm not sure the dev is willing to change that.

(+1)

I think gear from classes should be reworked since they can already brick characters, and as more are added, the problem is going to get worse. Personally, I think the gears should be uncursed when you clear X dungeons as the respective class (maybe the number of dungeons needed could be lowered as you become adept, veteran, elite to encourage further leveling up the character).