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I do agree that some of the negative effects can get a bit exhausting especially combined with enemy powers, blackhole blessings, etc. but if you get stuck I can recommend trying some other characters a bit more, you may find some of those challenges are much easier with them.
The issue is not the difficulty. All of these modifiers are easy to deal with as they basically amount to you needing to use one purification die on yourself every turn or two. The problem is that you have to constantly keep them in the back of your mind in order to not get screwed over by edge cases, which makes the overall gameplay feel worse.
Even replacing them with significantly harder modifiers would be a drastic improvement if those new modifiers affected runs behind the scenes.
Maybe with better prediction interface you could have the game hold your hand a bit, but its not in (yet?).
EDIT: and yes talking about levels 9 and 10 specifically
We are open for suggestions, these were the best ideas that we could come up with to try making the climbing less boring, we could have just added more health and make enemies hit harder, but we felt it would be more boring.
The only other good solution that we had were adding a few hex dice to players deck at the start of each battle. We ended up discarding that one, cuz we were trying to avoid making the player deck less powerful. But we can think of swapping one of those (that you guys mentioned) with the hex one.
We tested those anomalies with beta testers and they actually liked it (and we too) to be honest.
The 9th was made to make player pay more attention, but also be used to trigger virtues, and we felt it was a fun interaction. Like a difficutly that makes things harder, but can exploited somehow. But I understand it could be too hard to track it.
The 10th has no good side only bad, so wouldn't be a problem replacing it by something else.
Anomaly 4 and 5 I don't really agree with it being a problem to be honest.
But we can think of changing all of them, if you guys have suggestions, please feel free to do it, cuz at least at the moment I dont have ideas for it.
I will ask this discussion on discord as well, to see what people think about it.
Thanks for the feedback =D
I agree that the concept of Anomaly 9 is great. As you say, taking 1 corruption is a cool idea because you can use it for your benefit, but I just found that one in particular extremely annoying to keep track of after playing with it for a while.
With things like Anomaly 4, I feel like it would be better to have 1 Shadow Mantle each turn rather than 3 every 3 turns since it would be a consistent effect you get used to rather than something that only happens every so often.
I agree that it's hard to come up with elegant ways of increasing difficulty. A few ideas:
1. Max hand size reduced to 7.
2. Enemy max overcorruption reduced. (More or less same impact as 10, but less to keep track of on player side.)
3. Add a "1 Corruption" virtue in the rightmost empty slot. (Similar concept to Anomaly 9.)
4. Bosses only heal 1 heart.
5. Enemy max hp is uncapped (meaning corruption always increases their health).
Thanks for making such a great game. Aside from these few bits of frustration, it's been a blast to play!