Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Purgatory Dungeoneer

A roguelite RPG about plundering a psychic hellmaw for personal closure, and building a village beyond the grave. · By Damien Crawford

Gameplay/Balance/minor bugs and general thoughts

A topic by Infomantis created Oct 26, 2022 Views: 205 Replies: 2
Viewing posts 1 to 3

I've been playing Purgatory Dungeoneer on and off the past week, and I'm enjoying it a lot! You've really managed to turn the massive assortment of heroes present into a selection you can have your own stories for, and there's a lot of freedom in how you build your team. recently got my first hero (Ariane) to level 10, and nearing what I think is the end of the main questline, though I might be wrong! Anyways, there's a couple bugs/balance things that might have been fixed by 1.011, but I'm just gonna put em here anyway:

I haven't played hard mode yet, but on normal the game seems very oriented towards hitting fast and hard, which leaves some classes by the wayside. I think the class that benefits the most from this of the ones I've tried so far is the gunner, who's party role is "hit the fastest and the hardest", to the point that shotgun regularly clears encounters a few levels higher than it without any other additional effort. reading about the tripled HP in hard might make this less of a viable strategy, but in normal it's unstoppable. The choice of doors is also rendered mostly irrelevant in these situations as well, since battles rarely last till turn 3 at all if your party is sufficiently offensive.

having regularly had to do 10 remembrance missions in a row from some quests, I really like how they change things up! I also think that while they're a fight shorter than normal dungeon runs already, shortening them by an additional room for the level 4 missions might be good for keeping early game moving a bit faster.

An enemy gnoll sniper was able to multiattack, which normally snipers can't do at all.

Most of the other issues I had (liches moving turn 1, equipment mostly being optional for large parts of the game, etc) have either been addressed with the bug fixes or possibly the addition of hard mode, and I'm looking forward to seeing how that changes things up! Thanks for the continued support for this game, and for all the other games as well :)

Reached the final mission, and the debuffs from the doors there don't go away if you leave the mission midway, which can result in some very funny combos of debuffs

Developer

Yeah, the Gunners having Hip Fire/Shotgun Messenger be strong on Turn 1 was intended, but it's turned out a bit strong and will still be in/good but going to be tuned down a touch in the patch coming at the end of this week. The balance between the game's core loop not stretching out too long and the fights being too easy has been a hard balance to hit. I'm currently adjusting some classes and putting together an FAQ to help people more easily get into the game, and I'm hoping that might give people some knowledge and space for me to make fights last a bit longer without average people having too much of an issue getting into the game.

Enemy Snipers getting to multiattack is an odd thing that I know can happen but that's more because there's certain things I can make players immune to that making enemies immune to is a hassle. Enemy Snipers also don't get the massive increase to crit chance/damage, which came off feeling either too easy or completely unfair in testing, so I've had to accept it as the main weird class difference.

While the change to 3 rooms in the Lv.4 missions might make things go faster, there's also a lot less stress in having to manage a semi-random party's resources, and as one of the core themes of the game is the hubris of adventuring, I prefer players to have that little bit of a struggle. I also want to make sure players experiment and unlock additional characters, so I might look into more naturally incentivizing that so players aren't doing so many consecutively because they've been doing some here and there.

...I immediately know what mistake I made for that to happen, so in the next update, those effects will reset in the same way as other door effects do, so you might have to take those characters through an additional run to clear those penalties, but yeah... that's extremely unintended lol