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Since spawning happens in the dark, one thing that really helps is to try to position one or more characters to light up an area you have cleared (or get them in a high position near the door once you find it) so it stays clear while you clean up anything you might have missed.
It could be a modifier to spice some levels, but.....yeah, they decided to ruin the game with this. All in all, the "house rules" mod should be into the game as official.
Mostly will never happen, devs don´t listen to fedback at all, so basically game will stay dead forever due to mostly this (everyone saw me playing said the same "damn the infinite spawn is just HORRIBLE). Also they are too busy developing their pvp demeo mode as a standalone game which I think is stupid.....if you wanna charge for it just sell it as a dlc, but no, they wanted to charge probably 40 dollars for it. I wish them luck with a deserted pvp, since their main game (this one) is almost dead (at least on steam)
It is so bad that a lot of people actually play the game modded with "house rules" to the extent that they don´t even play de vanilla game anymore.
Really would appreciate the ability to take our time, clear a level, move freely and collect/explore, then move on.
Love everything else about this game.
Before that, my friends and myself dropped this game too because the infinite respawn just sucks. We want to explore and collect before we move on not just rush every level like an braindead monkey.
https://www.nexusmods.com/demeo/mods/1?tab=description
They STILL haven't done this option?
TONE DEAF DEVS!
https://www.nexusmods.com/demeo/mods/1
LIMIT RESPAWNS.
Your one and ONLY goal is to kill the boss on the 3rd level. Everything else is just in your way to prevent your one goal from being completed.
Not a fair statement, IMO. All games are modded, good and bad.
Then I realized that I was playing it wrong, and that the problem wasn't the game, the problem was me and my dumb expectations. I then decided to try and make an effort toward playing the game the way the devs intended, Once I embraced that style of play, it made so much more sense to me, and was also a lot more fun.
There's a built-in risk vs reward dynamic here that I have grown to love. You main focus should always be #1: get to the third level as fast as you can and kill the boss as fast as you can. The secondary optional gal is #2: risk the time and danger moving to the other unrevealed POIs on the map to get the treasure, at the cost of your cards and lives.
Demeo is not HeroQuest. It is clearly inspired by that old game in some ways, but anyone who has played that older game more than once can clearly see that Demeo's devs were aiming for a different experience. There is not "exploration" here, because you already know the shape of the entire dungeon level, and you already know where the POIs are. The goal isn't to explore the dungeon, it's to get the key as fast as you can and move on. And it works perfectly well that way.
And just like old board games, you are allowed to apply your own house rules. Today those are called Mods, and other comments above have already linked them. Don't expect the devs to change the entire format of the game for you just because you are unable to wrap your brain around its actual intended structure, and refuse to play it the way it's supposed to be played.
I understand what they were going for with this design, but it just feels like a fundamental design flaw that ruins the game.
Does anyone know how to fix it or if there are alternatives?