Knights in Tight Spaces

Knights in Tight Spaces

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If I always start a new run from the prologue…
…without receiving any reward from previous run, wouldn’t KITS become tiresome too quickly? Each run, I will know that Prologue and so on won’t be any challenge however still it will take me almost the same amount of time as in previous run because my hero needs to start from scratch, he is not even 1% stronger…
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Showing 1-14 of 14 comments
Yeah would be nice to just skip the prologue in subsequent runs with the option to go through with it. Or maybe incentivize redoing it.
Paulie Don't Surf  [developer] Mar 5 @ 8:28am 
Hiya ZG (and also The Sinless Assassin)

First of all thank you for supporting us in our launch window. We take it pretty seriously that people chose to pick up our game right when it launched and we're doing everything we can to sort, triage and address the feedback and quality of life changes that people want to see introduced.

This one is certainly something we're discussing internally now that we're hearing how it affects the overall player experience. So consider it listed and we will make a formal address in patch notes when we issue any tweaks or overhauls.

Thanks again for supporting us and for taking the time to give us your feedback.

PW
Wanted to tack onto this, is there any progression that happens when you lose a run? I noticed in the compendium or something it said about cards unlocking at certain levels, but no idea how we hit those levels?
ZG Mar 5 @ 11:26am 
Originally posted by Paulie Don't Surf:
Hiya ZG (and also The Sinless Assassin)

First of all thank you for supporting us in our launch window. We take it pretty seriously that people chose to pick up our game right when it launched and we're doing everything we can to sort, triage and address the feedback and quality of life changes that people want to see introduced.

This one is certainly something we're discussing internally now that we're hearing how it affects the overall player experience. So consider it listed and we will make a formal address in patch notes when we issue any tweaks or overhauls.

Thanks again for supporting us and for taking the time to give us your feedback.

PW

Thx!! Really like gameplay and chosen art style is sooo neat and awesome!
Bearsuit Mar 5 @ 11:43am 
Originally posted by kierannosaurus:
Wanted to tack onto this, is there any progression that happens when you lose a run? I noticed in the compendium or something it said about cards unlocking at certain levels, but no idea how we hit those levels?

You level up at the end of a run and, yes, cards are unlocked at that point. Just unlocked what looks like 20+ new cards after a run.
Originally posted by kierannosaurus:
Wanted to tack onto this, is there any progression that happens when you lose a run? I noticed in the compendium or something it said about cards unlocking at certain levels, but no idea how we hit those levels?
Jesus, no wonder I'm seeing the same bad cards over and over and never seeing my favorites. Can we get an option to unlock all cards? Instead of having to play 10+ runs before half the game's builds even exist?
Skyleaf Mar 5 @ 3:05pm 
Just chiming in: I think that the major encounters are not randomized (afaik) enough it makes it feel like you are doing the exact same run over and over again. I have been playing the game non stop (18 hours so far) since launch and having fun but can already see some bigger issues when it comes to run variety beyond class choice and maybe also a hint of too much synergy between just picking the same class 3 times so you can use any card with anyone. (Like why bother having 2 people that suck at 90% of your cards if you can have three that are great at all of them). But I will explore that later when I mix it up so far though three times the same seems very strong.
Last edited by Skyleaf; Mar 5 @ 3:07pm
Originally posted by Skyleaf:
Just chiming in: I think that the major encounters are not randomized (afaik) enough it makes it feel like you are doing the exact same run over and over again. I have been playing the game non stop (18 hours so far) since launch and having fun but can already see some bigger issues when it comes to run variety beyond class choice and maybe also a hint of too much synergy between just picking the same class 3 times so you can use any card with anyone. (Like why bother having 2 people that suck at 90% of your cards if you can have three that are great at all of them). But I will explore that later when I mix it up so far though three times the same seems very strong.

You wouldn't really want to run 3 of the same characters because of enemy resistances. Three sorcs won't fare well against enemies with attuned resistance, like Paladins.
glenn3e Mar 5 @ 4:45pm 
Originally posted by Bearsuit:
Originally posted by Skyleaf:
Just chiming in: I think that the major encounters are not randomized (afaik) enough it makes it feel like you are doing the exact same run over and over again. I have been playing the game non stop (18 hours so far) since launch and having fun but can already see some bigger issues when it comes to run variety beyond class choice and maybe also a hint of too much synergy between just picking the same class 3 times so you can use any card with anyone. (Like why bother having 2 people that suck at 90% of your cards if you can have three that are great at all of them). But I will explore that later when I mix it up so far though three times the same seems very strong.

You wouldn't really want to run 3 of the same characters because of enemy resistances. Three sorcs won't fare well against enemies with attuned resistance, like Paladins.

That’s because the game hates spellcasters. I run two Fighters and a Brawler and suffer no consequences other than bland one dimensional gameplay.
I played for a couple hours last night and hadn't yet made it through the prologue (new to the genre). It did feel a bit underwhelming to go through the same fights from the very beginning, with what felt like no progress.

The game itself is quite satisfying, but the blow of the "now do it again!" dynamic after failure would be lessened if there was a sense of what progress I had made, even through failure.

As a totally new person, this overshadows the game play somewhat prominently, but I also acknowledge I haven't yet finished the prologue.
caolho Mar 6 @ 5:30am 
I feel like the story mode don't have enough variety on map nodes (events).
Rean Mar 6 @ 5:48am 
Originally posted by glenn3e:
Originally posted by Bearsuit:

You wouldn't really want to run 3 of the same characters because of enemy resistances. Three sorcs won't fare well against enemies with attuned resistance, like Paladins.

That’s because the game hates spellcasters. I run two Fighters and a Brawler and suffer no consequences other than bland one dimensional gameplay.
you should discover rogue and the broken +1 card draw sword.
rogue party is absurd you get so many cards nothing else matters
Askyndr Mar 6 @ 2:15pm 
i really second for an option to skip the prologue after you've finished it for the first time. it just eats up time after you grabbed the basics and gives no reward whatsoever (except the experience). talking about experience and levels, i also second that considering the time it can take to progress in the game during a run, just to die stupidly in a fight after hours, the card unlocking doesn't really help you as much as lets say a minimal stat-increase (hp, dmg etc.) would help you, rogue lite style. of course this could be limited per difficulty level, so you don't cheese-grind.
Last edited by Askyndr; Mar 6 @ 2:17pm
Yoyator Mar 16 @ 3:10am 
+1 to allow the player to skip the prologue when you finished it once
Last edited by Yoyator; Mar 16 @ 3:16am
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