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Early Dev / Re: Demon: A monster collection roguelike
« on: January 22, 2015, 02:46:44 AM »
Though I agree with you that this may be suggesting things are a bit too easy right now, congrats on Win #3 regardless.
Easy or not, no one has managed that before as far as I know, even though there have been a few who have beaten the content non-consecutively several times. If posted in the Forum of Near Solitude, you'd have the #1 score of all time. 
The Mind thing might be coming down to playstyle, at least a little: If you've fallen in love with the AE buffs, Mind's going to start on shaky ground, since it tends to ask you to choose between "cheap, high success, Presence-based" effects and "very expensive, moderate success" effects.
...but, I will say not helping matters is Mind is relatively under-represented in low level Demons at the moment, and that needs to change. I mean, Stone Soup is willing to throw Confuse at you on D:2, not sure why I soft-pedal and wait until Atua on T:7 or 8.
This is something I hope to address in the build after this one, which will pretty much entirely be content. Fire, Ice, Elec, and Body (not counting physical attacks/passives that happen to inflict Body effects), and Dark suffer from this issue too: it takes a long time to find new, interesting abilities in these elements, often you only get access to basic stuff early on.
I definitely want to add some more ways to place the player in high risk / high reward situations. The suggestions you've made for that (DCSS portals, increased penalties recruitment going wrong, encounter modifiers, treasure/trap objects) are all strong ideas for this.
I've been looking at the auto-hit abilities, both from the auto-hit direction and the "maybe normal attacks miss too much" direction. The auto-hits are usually cheap because they have cooldowns + target restrictions... but I may be giving these restrictions too much of a 'refund' and/or undervaluing how nice free target and auto hit are. Most of these are the sort of thing it's hard to mathulus out a correct cost for, just takes iteration and feedback.
Going to try out some tweaks in either the next build and/or the following content push build.
I did want to ask for more info on this one bit:
Can you give me any info on how the game feels too fast in this regard?
Thanks again for the awesome feedback.
I'm pretty jazzed that you've had enough fun to play it 15 hours. It's early yet and I definitely still have a ton of work to do to get Demon where it should be, but it's encouraging to see folks can find a fair bit of fun in it even now.


The Mind thing might be coming down to playstyle, at least a little: If you've fallen in love with the AE buffs, Mind's going to start on shaky ground, since it tends to ask you to choose between "cheap, high success, Presence-based" effects and "very expensive, moderate success" effects.
...but, I will say not helping matters is Mind is relatively under-represented in low level Demons at the moment, and that needs to change. I mean, Stone Soup is willing to throw Confuse at you on D:2, not sure why I soft-pedal and wait until Atua on T:7 or 8.

I definitely want to add some more ways to place the player in high risk / high reward situations. The suggestions you've made for that (DCSS portals, increased penalties recruitment going wrong, encounter modifiers, treasure/trap objects) are all strong ideas for this.

I've been looking at the auto-hit abilities, both from the auto-hit direction and the "maybe normal attacks miss too much" direction. The auto-hits are usually cheap because they have cooldowns + target restrictions... but I may be giving these restrictions too much of a 'refund' and/or undervaluing how nice free target and auto hit are. Most of these are the sort of thing it's hard to mathulus out a correct cost for, just takes iteration and feedback.

I did want to ask for more info on this one bit:
P.S. One thing that I love about SMT is that you really get to know your team. You appreciate their strengths and weaknesses, you know who does what, and you know what to do in a given scenario. I don't feel this yet from Demon. It feels like it moves too fast for that, and your demons are very disposable. In general, my strategy is "strong guys first, and if one is about to die, replace it with the next best guy." If that were my strategy with SMT: Strange Journey, I'd be all kinds of dead.
Can you give me any info on how the game feels too fast in this regard?
Thanks again for the awesome feedback.

