Despot's Game: Dystopian Battle Simulator

Despot's Game: Dystopian Battle Simulator

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ShinShilo  [vývojář] 19. led. 2021 v 9.10
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Naposledy upravil ShinShilo; 7. pro. 2021 v 7.27
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I know it can be difficult. Perhaps you guessed it yourself. But add more interactivity to the battles with monsters, for example, walls that will hinder the fighters or some traps. Thanks to this, the fights will not be so monotonous. {i'm not english speaking so it was difficult for me to write this}
I just had a run where right after I took a mutation that allowed my eggheads to evade, all the sudden the big green Model 8 at-st type robots started evading my attacks. Maybe a strange mutation interaction or bug? Is he using my mutations, or does he always dodge? Makes me wonder if there are there others.

Sometimes I see units on the leaderboard with 50% cooldown reduction I hope that's a combination of mutations buffs, and not my mutations.. yikes!

There are actually a lot more mutations available than I previously thought, mostly from the human mutator machine. It's just the tech tree is that is smaller. Which make sense some tech tree mutations are purely managerial and not class specific.

I have also noticed invisible food buying options at the food shop, there is no icon and you can't buy them but there is a mouse over text that appears. It looks like they are balanced for later floors of the dungeon.

and I do hope there will be more floors in the finished game. It is a ton of fun trying to min-max a build for the post game ladder, but the punishing auto-battling roguelike dungeon crawler experience is great too. I'd be great to see it expanded.

Idk, throwing ideas out here, but if you have a ladder climb between each zone's boss battle, then get a reward based on your placement, then continue the run, that could be fun.
Naposledy upravil Flamingo; 22. led. 2021 v 16.52
Hi, first of all, amazing game, congratulations.


i woul like to talk about balancing in the game and a little bit about design, sorry for my english it's not my first language, every thing i say is from the point of wiev of someone who has played this game focused on the competitive side of it

fencer are too strong right now, lightsaber should have less hp and i dont think healing should be directly nerfed but maybe some enemies could reduce lifesteal forcing to play around factors other than lifesteal to have a strong early game

lifesteal could be one of the last mutation in the tree if you want to take away theyr oppressive early game strenght, but that could kill this class


egghead dominate the competitive scene, the attack speed debuff is unfun to play against and i would simply remove it, the other buffs should surely not stack so much, right
now the way to get first place in king of the hill is simply having more eggheads, the one who has more eggheads will slowly overwhelm with debuff the enemy


cultist are units with nice base stats but the class ability just straight up nerf them, theyr ability should be reworked in some way


healers need some love too, i think level 1 and 2 of theyr ability should be buffed, even tho they are a late game class id love to se them work in an early game scenario,
could healer buff allies ? ( some healer weapon could have a different buffing effect on allies)


the rest of the units are pretty balanced i think, i havent experimented too much with them because i was focused on the king of the hill meta

mage seem a good backline high damage low survivability class

fighters have an ability that doesnt sound intersting on paper, its basically useless if they dont have healing, seems maybe a class created to combo with healers (i write about combo mutations in the mutation section)

tanks are a nice late game class, even tho right now fencer is stealing any frontline job,



about mutations i think tentacles upgrade should be labeled as cultist upgrades, the dice mutation is an always pick even if you have just one chance ability and the cooldown reduction one too, they rob the diversity in which this game thrives


i would love to see if possible a more complex skill tree that permits ability that combo between two classes


if you want to add anything to this or if you want to argue about my thoughts feel free to post them, i only want the best for this game
add keybindings, specially for opening and closing mutations i feel it will feel better

i know youll probably add this when the game actually comes out, but a way to see the rankings

edit: i feel like medics skill needs to scale in some way, 100 healing in level 3, where i have a 1800 hp lancer isnt doing much
edit 2: a way to check out who did how much or % of dmg in your team would be great, specially to learn from your pvp for the next rounds, maybe i think my mages are great, but they were hard carried by something else for example
edit 3: in my opinion it would be better if you could make tanks do their skill at the same time, if not it usually does 3 first, 3 after, and it would be better for them to tank all at the same time, and not get focused 3 first, die, get focused the other 3, die, also it makes it hard to end the final boss fight with the 5 tanks bonus
Naposledy upravil Dr. Dandan; 25. led. 2021 v 23.44
maybe having shooters atack speed bonus be like, 50% for shooters, 30 for the rest of the team would make it easier to balance them, stronger shooters as carry units, but not as much of a "just add 3 shoters to make everybody op"
something that feels weird about the game is getting rank 1, when using a team i felt was weaker than previous teams of mine, who ranked also like 2 or 5 or something, but those teams were taken down by the people i had to defeat to rank 1 now
ShinShilo  [vývojář] 27. led. 2021 v 23.00 
Dr. Dandan původně napsal:
something that feels weird about the game is getting rank 1, when using a team i felt was weaker than previous teams of mine, who ranked also like 2 or 5 or something, but those teams were taken down by the people i had to defeat to rank 1 now
a little did not understand what you mean. your last team turned out to be cool: 33 units: mages, eggheads and fighters
ShinShilo původně napsal:
Dr. Dandan původně napsal:
something that feels weird about the game is getting rank 1, when using a team i felt was weaker than previous teams of mine, who ranked also like 2 or 5 or something, but those teams were taken down by the people i had to defeat to rank 1 now
a little did not understand what you mean. your last team turned out to be cool: 33 units: mages, eggheads and fighters
i meant the team i used before that actually haha, i think it was mostly throwers and a couple of fighters, but what i mean is im not sure why but i felt like that team, with like 24 units, wasnt stronger than one of my previous teams of mages, im pretty sure the other one would have beated it, but it still got 1st place, fighting other teams that have beated my mages team, its probably a rock beats scissors, sissors beats paper situation, but what im trying to say is i feel like its more important to play the last day to end up ranking high than the actual strenght of your team, not sure if other people feel the same, but as far as ranking goes for when the season ends, makes it feel a bit useless to play on the beginning of the season, and much stronger to play on the last couple of days
ShinShilo  [vývojář] 28. led. 2021 v 2.28 
Dr. Dandan původně napsal:
it feel a bit useless to play on the beginning of the season, and much stronger to play on the last couple of days
I agree, there is such a problem. Although I find it interesting to be able to reach the top rather than be on it at the end of the season
In any case, we will rework the king of the hill system for release - leagues, ratings, something like that
great to hear, on another note, have you considered a way to make the tentacle from cultists gain taunt? think it would help buff/balance them
Пара идей
1) Добавить быстрые клавиши на те действия, которые еще не имеют клавиш. Например: рерол и апгрейд в магазине и т.п.
2) Добавить больше информации о перках классов, что бы было ясно что покупаешь/выбираешь
3) Добавить описание к перку "дежавю". Совсем не ясно как им пользоваться.
Добавить описание о том что клавиши wsad тоже перемещают по комнатам.
Добавить описание о том, что нельзя кормить людей, если не хватает даже одной пищи.
Добавить описание перка "страх"
Naposledy upravil oboronitel; 28. led. 2021 v 18.59
I cant play this game but I already like it :D
i feel like the "mages atack deals x2 dmg for 30 mana every 5 seconds" is such a bait, when mages need the mana for their spell, i never take it when i have to chose, but when im forced to take if its like level 1 or 2 i just restart, i dont feel like that mutation should be abailable for that class
I don't have much to say in terms of technical feedback. Interactions wise, I noticed that I don't notice when my characters die. I can see when my overall number dwindles, but if they don't drop their gear, I don't usually know who died. A simple interaction i figure might be handy would be being able to mouse over dead bodies to see who they were. I don't think it'll actually affect the important game-play, but it would be a nice addition. That's really the only thing i was thinking about, otherwise i was having a blast with your game!
Flamingueax původně napsal:
I don't have much to say in terms of technical feedback. Interactions wise, I noticed that I don't notice when my characters die. I can see when my overall number dwindles, but if they don't drop their gear, I don't usually know who died. A simple interaction i figure might be handy would be being able to mouse over dead bodies to see who they were. I don't think it'll actually affect the important game-play, but it would be a nice addition. That's really the only thing i was thinking about, otherwise i was having a blast with your game!

Fully agreed. I often have to look through the class count, if someone is missing.
Just leave the corps of my guys.
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