Die in the Dungeon

Die in the Dungeon

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Game sucks
Difficulty is way overtuned, feels like a case of 'the developer/testers got good enough at their own game that it feels too easy, so they kept overtuning it'.
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Showing 1-15 of 26 comments
Irony Maiden Jun 17, 2024 @ 8:19am 
Wow I must have ♥♥♥♥ taste because I've put 4 hours into this demo and beaten it relatively consistently after hour 2. I think there should be fewer chances to roll 0s on the starting dice but it's absolutely doable.
Nathan Jun 17, 2024 @ 9:03am 
Maybe saying why you feel like the game is hard might help the developer way more than just saying it sucks. I myself think the game is easy to manipulate. It is definitely harder than origins, but still easy that I can get a win consistently.

In which part of the game are you having problems? What do you focus early?
Originally posted by Nathan:
Maybe saying why you feel like the game is hard might help the developer way more than just saying it sucks. I myself think the game is easy to manipulate. It is definitely harder than origins, but still easy that I can get a win consistently.

In which part of the game are you having problems? What do you focus early?
For being what one would could prestige/ascension/whatever 0 in other deckbuilders, this game expects too much meta-knowledge of 'how' to play a deckbuilder to beat the base difficulty. Just compare to other posts on this forum, where most suggestions are 'skip all basic dice it's a trap the game is trying to fool you'

I can beat the game if I go in trying to win, but I also have played deck builders before so I know what to do. I certainly didn't boot up a demo planning to minmax the lowest difficulty just to get a feel for the game however.

In my opinion, the 'base' difficulty of any deck builder should be tuned to forgive the kind of mistakes someone with NO deckbuilder experience will make as they learn the genre (taking every dice offering after combat etc.) up to beating the first boss. Crushing difficulty puts people off learning.
BravelilEngine Jun 23, 2024 @ 6:07pm 
Kinda harsh to say it sucks tbh. If you don't like or didn't enjoy the game that's fair, but to be hateful to someones hard work isn't the way.

I have played a lot of bad demo's in this Next Fest, and while i left honest feedback I never took it upon myself to insult, or belittle the work they put into their games.
Last edited by BravelilEngine; Jun 23, 2024 @ 6:07pm
Nathan Jun 25, 2024 @ 3:57am 
Originally posted by FlatChestEnthusiast:
Originally posted by Nathan:
Maybe saying why you feel like the game is hard might help the developer way more than just saying it sucks. I myself think the game is easy to manipulate. It is definitely harder than origins, but still easy that I can get a win consistently.

In which part of the game are you having problems? What do you focus early?
For being what one would could prestige/ascension/whatever 0 in other deckbuilders, this game expects too much meta-knowledge of 'how' to play a deckbuilder to beat the base difficulty. Just compare to other posts on this forum, where most suggestions are 'skip all basic dice it's a trap the game is trying to fool you'

I can beat the game if I go in trying to win, but I also have played deck builders before so I know what to do. I certainly didn't boot up a demo planning to minmax the lowest difficulty just to get a feel for the game however.

In my opinion, the 'base' difficulty of any deck builder should be tuned to forgive the kind of mistakes someone with NO deckbuilder experience will make as they learn the genre (taking every dice offering after combat etc.) up to beating the first boss. Crushing difficulty puts people off learning.

If you look at other deck builders, they also work on the assumption no player will add every card offered into their deck. If you choose a card after every fight in slay the spire, your deck will not win ascension 0 most of the time. Given that is a rogue-like game, you are also not punished too hard for making these mistakes since you win something after every run (e.g., unlocking new relics), and enforces you to think. Why am I loosing so much? Maybe I shouldn't accept every dice since I'll not have a consistent draw.

On the other hand, I do think having zeroes on dices is part of the problem with this version of the game and contributes a lot for this feeling. Even if you add every dice after each fight, you might be able to do enough damage and get enough defence to survive the first few fights and get some relics going. Also, it doesn't give the feeling you are loosing because of luck, but instead is something that you are doing that the game does not reward you for.
Cliche gamer handle Jun 25, 2024 @ 5:28am 
Lol I don't even remember my original reply but it started with "Have you tried not sucking at the game?" and then went on being non-confrontational and not-mean... just addressing the OP's statement and talking about potential strategy and whatnot. Anyway, it got removed! Hilarious censorship. I swear my original "quoted" statement was the only potential insulting words but somehow it isn't allowed. The game is great and I stand by my words
Maxx Saigen Jun 28, 2024 @ 10:23am 
Originally posted by Nathan:
If you look at other deck builders, they also work on the assumption no player will add every card offered into their deck. If you choose a card after every fight in slay the spire, your deck will not win ascension 0 most of the time. Given that is a rogue-like game, you are also not punished too hard for making these mistakes since you win something after every run (e.g., unlocking new relics), and enforces you to think. Why am I loosing so much? Maybe I shouldn't accept every dice since I'll not have a consistent draw.

This is missing the point he is making. In slay the spire, yes you should skip if the deck doesn't need the card. However, you should never be skipping the cards youre offered for at least the first act. And if you do, you most definitely should not be skipping cards offered in the first 3 combats.

In this game, its more optimal to skip the first 3 combats, which is...strange. When the optimal strategy early on is to just use what you started with and ignore the choices given, that defeats the spirit of...well...every roguelite/roguelike to ever exist. And its certainly not fun. You're basically being punished for engaging with a core mechanic out of the gate. Like, imagine slay the spire offered you strikes and defends only for the first 3 combats, but maybe this 1 strike has +1 damage! That would of been annoying for the same reason its annoying here. You should be getting stronger than basic dice right out of the gate.
dontnormally Jun 28, 2024 @ 1:00pm 
yeah it isn't good that the "rewards" for winning the first few fights actually make you weaker
Spawnling Jun 28, 2024 @ 2:30pm 
I've lost once so far in 10 hours (maybe 14 games).
The game has it's issues, but it's not the difficulty or the die rolls.

It kind of suffers from the tiny deck syndrom, like Monster Train and Fights in Tight Spaces. All my decks had 10 or fewer dice (1 had 11, but 2 were glass).

To explain what I mean: Yes there are fun die and stuff, but what do you need to win?
- A few blocks and a single splash attack each with growth.
- Some Hollow Boosts, which you start with to survive early game and during the first few rounds.
- A block die with growth and flash for the boss fight, but that's already optional.
- A single die you'd like to add and play around with. Mirror, Hollow Thorns, Growth Poison... all of them are viable to win the final fight.

I guess I'll test out how minimalistic you can be and still win.
Edit: 7 dice. Adding 2 blocks 1 poison. Removing 2 attacks, 1 Boost.
Last edited by Spawnling; Jun 28, 2024 @ 3:20pm
I skipped the tutorial, figured everything out on my own, and then proceeded to beat the game on our very first run. If you can't beat it, then it's your own inability. Not the game.
dontnormally Jul 16, 2024 @ 10:25am 
Originally posted by Vivian, Mana & Kendall:
I skipped the tutorial, figured everything out on my own, and then proceeded to beat the game on our very first run. If you can't beat it, then it's your own inability. Not the game.

since "git gud" is always an option it is also completely meaningless and asinine to ever say it
Last edited by dontnormally; Jul 16, 2024 @ 10:25am
Originally posted by dontnormally:
Originally posted by Vivian, Mana & Kendall:
I skipped the tutorial, figured everything out on my own, and then proceeded to beat the game on our very first run. If you can't beat it, then it's your own inability. Not the game.

since "git gud" is always an option it is also completely meaningless and asinine to ever say it

informing people that are ♥♥♥♥♥♥♥♥ about how it's supposedly 'way overtuned' about how it's in fact not overtuned and is actually quite simple is not meaningless or asinine. Plenty of people can easily beat it. If you or they can't, then that's called a skill issue. The person's abilities are lacking. They're not smart enough. Are you getting our point yet? They don't meet the requirement necessary to beat it. That requirement being 'is good enough at the game.'
WinterMute 0101 Jul 16, 2024 @ 9:10pm 
So the game has some new mechanics that you need to adapt to that I enjoyed like overlapping pluses

Did have to play around to figure out certain dice and how to get them to synergise but to some people that trial and error is the fun

That being said I have to say it was beaten first attempt
hooked Jul 27, 2024 @ 8:06am 
Originally posted by FlatChestEnthusiast:
Originally posted by Nathan:
Maybe saying why you feel like the game is hard might help the developer way more than just saying it sucks. I myself think the game is easy to manipulate. It is definitely harder than origins, but still easy that I can get a win consistently.

In which part of the game are you having problems? What do you focus early?
For being what one would could prestige/ascension/whatever 0 in other deckbuilders, this game expects too much meta-knowledge of 'how' to play a deckbuilder to beat the base difficulty. Just compare to other posts on this forum, where most suggestions are 'skip all basic dice it's a trap the game is trying to fool you'

I can beat the game if I go in trying to win, but I also have played deck builders before so I know what to do. I certainly didn't boot up a demo planning to minmax the lowest difficulty just to get a feel for the game however.

In my opinion, the 'base' difficulty of any deck builder should be tuned to forgive the kind of mistakes someone with NO deckbuilder experience will make as they learn the genre (taking every dice offering after combat etc.) up to beating the first boss. Crushing difficulty puts people off learning.

I really like this game and I wouldn't rush to claim that it 'sucks' due to its difficulty. I don't think it's very difficult.

HOWEVER, I tend to agree with you on your points - it seems to be a trend nowadays with developers of roguelike games thinking that high difficulty means quality to the point that playing becomes a chore rather than a pleasure. Every other game now has a steep learning curve (e.g. requires you to know the right builds really well to succeed) and/or some unforgiving rng aspect, instead of focusing on a reasonably linear satisfaction from game progression and a fun experience.

Figuring out a strong build should be a mastery bonus that lets players crush through the game, not a necessary prerequisite to barely being able to complete it.
Last edited by hooked; Jul 27, 2024 @ 8:14am
Originally posted by hooked:
HOWEVER, I tend to agree with you on your points - it seems to be a trend nowadays with developers of roguelike games thinking that high difficulty means quality to the point that playing becomes a chore rather than a pleasure. Every other game now has a steep learning curve (e.g. requires you to know the right builds really well to succeed) and/or some unforgiving rng aspect, instead of focusing on a reasonably linear satisfaction from game progression and a fun experience.

Figuring out a strong build should be a mastery bonus that lets players crush through the game, not a necessary prerequisite to barely being able to complete it.

It's painfully obvious you've never so much as picked up Rogue, the game that all rogue likes are based on. It's not new and is probably a trait that is older than you, because what you described IS what a proper traditional rogue like is.
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