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i had a lot of fun so far with the game. I have some thoughs how to make the game more fun: (Disclaimer English is not my native language so please excuse poor grammar, typus or expressions)
- Introduce a "Skip" Option if you dont wanna pick any blessing. The Skip gives you then perhaps a bit more Extra Life/ Attack Power ... etc (perhaps depending on the Hero or Sigil) This way you are not "forced" into a God you dont wanna have and have a way to express the unique strenghts of a hero or sigil. Also it would provide a new challenge.
- The options related to Area feel a bit weak especially Attack Area.
- Regular Attacks feel very underpowered and therefore normal Attacks are just a means to trigger Blessings, which have Bonus Effects. It is not rewarding or fun to go into meele combat.
- I have the feeling following Stats dont matter, because i dont notice a difference in game play when i have a lot of them: Attack Power, Attack Area (I know those two things are mentioned previously), Spell Area, Spell Speed, Armor.
- The Movement Speed feels off. Especially in Comparison to Hades or Vampires Survivors the movement feels slower then i´m used to. This creats an uncanny valley that i feel i am slow, even if i´m acutally fast in the game.
- A way to replace Boni from Items. (Reforgeing) => You dont need to grind 10 years to get the stats you want. Also you can do something useful with the 100k Gold you have lying around.
- Dont have just single stats on mythic Items... i swear i dont wanna have mythic Gloves with 2135 Pull Area anymore.
QoL
- Little Buff Icons so i know which tempoary Buffs are active and which are not.
- I would like to know which Blessings i obtained form Alteration. I run into situations like why Chatty Sekleton on Fire or Frozen. Why are there summoned Skeletons... Then i remember Alteration. Just a way to know which Blessings are there without activly searching for them.
- A name for the Chatty Skeleton... i would suggest Jones Bones.
- When i receive a Blessing i struggle to gauge how much my passive Boni like Luck/ Duration/ Spellarea would influence the Blessing. So i cannot value them properly. => It would be nice to see like: Chain Lighting Chance: 10% (+ 2.5% from Luck) or something like that.
- After receiving all the Lore either dont spawn Bookshelfs or give them something useful.
Edit:
- Having offered more rarity upgrades for Skills in which you have a high Level (dunno if its exist and i just dont notice) => Having a Rarity Upgrade weighed higher => Like Lv. 1 upgrade from Novice to Adept + 5% etc.
i already wrote about some of these things but her is a more detailed list with some suggestions:
Wark strike : important at lvl 1 for gemhigh combo,quality does not matter, completely useless to lvl (allways ban) maybe nerf the lvl 1 and give more benefits for lvl up like spawn exp gem with a % that increase with level , increase to aoe, amount of exp given (on lvl up )
Deadly strike: lvl 1 mandatory for mayhem,quality does not matter, useless to lvl ( allways ban ). same thing as warp strike , weaker lvl 1 , more impact on lvl up
other strike boons probably require a serious buff, deadly strike and warp strike are just too important ( may solve the issue with ppl feeling like melee is just a way to trigger spells and nothing more )
Consecration: lvl 1 gives you 30 % heal ,quality does not matter, reflect dmg is good only if you focus on ful tankines and kill enemies by boredom ( allways ban after lvl1)you can rework it into a buff type that only has 1 lvl , with quality doing what lvl do now.
Path of frost: lvl 1 feels ok , but lvl is useless , 10 sec duration is already a lot , you can make 2 laps around blackfire arena in less time. you can give lvl up some other bonuses like aditional slow in addition to chill, more aoe, increase freeze duration for enemies standing on it. or you can just make it into lvl 1 only spell so only quality increase duration
these are the skills that have the specific issue of an "impactful lvl 1 and useless lvl up"
Also game is quite easy after initial stage and figuring out op boons.
1) Allow me to at least select the first god.
2) Allow me to skip god on level up if I don't like it and maybe give some passive buffs or gold as compensation.
3) Give me an option to ban a god from future selection.
XP gain on bonus shards from time god needs to have some kind of diminishing returns.
XP curve could also use some rescaling. Hitting lvl 30+ in the first 8 mins followed by a very slow gain to 40+ at 20mins feels pretty bad. Ideally id like to hit ~50 before either a cap or significant slowdown, and without stacking xp gain or weird tricks/broken stuff. Where its at now is fine if you dont scale monster stats, but once you do, its a supreme slog.
Move speed is too slow relative to many monsters, attack speed reduction or not. The speed reduction while attacking needs an 80% nerf or just removed.
At least 1/3rd of the gods needs some kind of built in healing/hp regen. Mort is almost there, maybe hp on kill. Justice is a mandatory pick for run for all but heavy armor weaers since nobody else has any base regen or damage reduction. Even skadi is pretty squishy with med armor.
Being able to target a specific god would be great for first god.
Also some more variety in basic attacks on future heroes.
Points of Interests should gain a map marker showing what type they are when you get within the distance that you can see them on their screen. Somtimes there can be a tons of enemies making them harder to spot, so it would be a nice QoL change. Sometimes you also might want to leave things unused, and then it is good to know you already discovered them.
Make icons more distinct between each other because at the moment a lot of them look just like random textures to me and I do not know them from a glance. Make them simpler, or make them larger so that you can afford to waste all those pixels. Since they are hidden behind a menu their increased size would not be an issue.
A setting that makes auto attack a hold button instead of a toggle. Also one that makes enemy healthbar always show, not only when they are damaged. With the amount of (mostly unavoidable) visual clutter in the game (given its nature) static healthbars would really help you see the enemy underneath all that clutter.
Consider making it so that Dashing makes you slide off terrain objects and Points of Interest instead of potentially making you stuck, at least if you use two dashes in a row. It might be a skill issue when there is clear visibility, but when the screen is covered with enemies and visual effects, e.g. a small chest is quite easy to miss.
Add wider separation between each god's main colour so that they are easier to tell apart from a glance. Add an option that makes it so that you toggle banning boons on and off, so you can ban several at once without having to click it twice. Also add the option to be able to click a boon a single time, highlighting the boon, and then you will have to press it again or press Dash to actually select it.
You should get one tab in the storage chest per character. If you want to limit the space for some reason simply make each tab smaller, but it is very painful to organise when you do not have a reserved space for each character. Make us able to view the characters attributes chart when you open the item menu. It would make item planning a lot less clunky. I would also like to see a bit more distinction between the characters in terms of their attributes.
I can understand why the bound system was added to items, but I think that the shopkeeper for a large price or a randomly encountered NPC’s during a run should offer to unbound the item for you. And it is extremely frustrating if you ever put something on by accident and you become permanently punished for a simple mistake. Only make items bound to the wearer if they start a run. It would remove the most major factor of frustration related to this mechanic.
Dunno if you should consider it a bug, but it is kinda silly. If you buy something from the store, you can only sell it for with the normal downsale value, fair I guess, but I think it should be until you close the shop or start a new run. What is silly to the point it feels like a bug is that if you sell that piece back and then try to buy it back from the “buy back” tab it costs as much as the brand new item.
Better clarification of effects and attributes, how they work and what they exclude. E.g. does Luck improve your chances to Evade? (I assume it does not.) What do Fear as a status effect do? Maybe make a codex which has these things listed and explained, possibly making it more written as if someone (or several) are keeping some sort of journal. Alternatively or as a compliment you could start having small explanation bobbles that pop up whenever these terms are encountered.
Knockback is kinda overkill against non shielded targets, but it is practically useless against shielded ounces, which means knockback is a kinda bad effect to have at the moment. Greatly buff the reflected damage of Consecration, or add fixed in addition so that it can at least damage or kill weak enemies reliably.
I think that most effects that say something like “remove all luck/armor value” should be changed to “remove all CURRENT luck/armor value”. Then you can slowly gain some of it back from Points of Interest. This would make these choices more strategic, instead of making them a waste of time or offer only one viable option because of the penalty.
Boons that have a random chance to trigger should have tighter damage spans overall than the ones that have a fixed period/condition. It makes no sense that so many of the already random trigger boons also have the widest ass damage values you have ever seen. Just look at chain lightning! Shield damage should be an X-multiplier, not a +X%.
Block mouse input when not in the foreground, or at least add a setting for it.
The troll that offers you Armor or Evasion is bugged, removing 30 Evasion rather than giving it. Should program so that the game recognizes which values should be green or red depending if decreasing or increasing is a positive thing. That way issues like these would be much easier to spot, and you do not have to set a parameter that sets the thing green or red every time you do a value change.
the - 30 evasion option gives you a sudo- " alteration ritual " , it's just not explained
The current chest / bank has 3 tabs, can you raise this to 6 tabs? So you can have 1 tab per character and 1 extra for miscellaneous stuff.
I like to keep items that give weird stats or skills. I can also see a potential in the future to equip your character with ''silly'' items to do certain type of runs. Like a luck only build for example.