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Before I say anything, I want to say that your game is a very fun and good game. It is very well made.
Now, on to something that I think would be super beneficial. For players that are strictly keyboard without mouse, could it be possible for the player to use the arrow keys in the same manner that someone would use the joystick (for attacking) if they were using a game pad? This is important because the attacks a character makes tracks the direction of the cursor, causing misdirected attacks the entire play session. This option would disable the cursor (which would be fine since the menu is fully usable with keyboard only) to eliminate cursor tracking and make functional play completely possible without game pad or mouse involvement, because it is not functional in that regard right now at all.
This is my only suggestion and gripe about the game, honestly. So, that being said, keep up the good work and, hopefully, this can be implemented into the game. I think it would be a very very huge improvement (especially for those trying to play with keyboard only because we are on touch pad laptops). Just quality of life change :D
Thanks for your time!
2) potions
3) materials for summon bosses midgame and challenge runs with specific conditions
4) corrupted skills that change how skills work
5) more weapons variety for each class
6) passive skill tree (add ponits after each boss fight)
7) cosmetic options that you can drop from bosses
8) co-op
9) some kind of endgame like uber bosses , boss gauntlet
10) set items
11) gems in items
And for quality of life ... add moving items to chest and selling items to vendor holding shift or alt an option.
Overall game have very good base and its fun to play.
I'd like to raise the idea of som "Decard Cain" charcter at some point appearing in the main base (or onemight meet him by chance somewhere in death realm).
At one hand it would be a lore character, when spoken to revealing nifty little backgroundstories and at the other giving out random objectives (or not) to retreive or discover something within deaths realm for bonuses. Bonuses ranging from extra EXP or unique spells only available during the next run, but from the get go.
Shrine:
Can choose a permanent affinity with a god for a character.
This could change up the look and the class name of a character for a bit more flavor.
Can increase affinity to start with the god’s Attack Blessing that can mix with another Attack Blessing.
Can increase affinity to start with the god’s Dash Blessing that can mix with another Dash Blessing.
Dwarven Arbalist
Uses Crossbows and Medium Armor
Dash is a roll
My initial thoughts: You need if not maxed out by gear the Curse-stuff. Its mandatory and makes for me as a non progamer the game "playable". Everything else beside that falls flat and short. And its not even close.
So either rebalance the game AROUND curse-stuff - or make difficulties before beating the game the first time that "noob" players like me can have a good time without being braindead. But right now it feels the choice you have is narrowed down bassically to death and time. All other options feel like a third wheel.
--
Beside that: I'm having a lot of fun. Shrines feel good gameplay wise, items are a system I never thought I need in this horde survival genre but now I want to play every other game with it, too.
I LOVE the silly and 4th wall breaking dialogue with the other characters, feels like a good old 2000-2005 gaming lobby instead of serious business. Please stick to that.
Thank you for the game.
++ On the other hand some of the conversations between the barbarian and the warrior were pretty good.
++ Gods have pretty solid dialogue and voices.
++ More gods to alter builds and some more characters as long as they all feel unique from one another.
-
Potentially at the same place/"shop"/alter, there could be a way to limit the roster of gods that appear.
Some builds on my characters really only become viable or shine when paired with certain gods. and it can be frustrating when they dont show up.
If just enabling/disabling desired gods it out of the question, here could be some suggestions
1. What if the fates no longer show up as balance, since you have "tampered with fate" by choosing specific gods
2. You can present an offering to the gods. The rarities effect the likelihood of the god arriving. Higher rarity = increased odds, but a god given a "simple" offering has decreased odds. As item offered could be locked down. It stays on the alter "active" until replaced/removed, but they are "Bound to the Gods" and are no longer useable to the player.
3. If this god selection does function like a "shop" you could offer gold; certainly the most straightforward.
ITEM TIER IDEA;
*Idea was inspired by an rotmg (realm of the mad god) loot tier system that I really like and will actually be fun in this type of game*
In rotmg there are tier based item list [In order from least to greatest]:
a) T1-T13(currently its just t1 and t2 in dmd)
b) UT (only drops on a certain boss with a 0.8-0.1% drop rate depending on the rarity) - I would suggest like a certain drop rate like vampiric hell sword [Untiered/UT or something] and other really hard "event" bosses which would have the 0.1 drop rate.....In rotmg this is the reason why people are playing the game at a consistent rate since they are farming for a "flex"/"achievement" type of item that can be farmed very very long
c) ST (this is a really good one for this game) - this is called "Set tier" on which it can unlock extra stats if you have the 4/4 set tier mechanic.....like lets say the necromancer mage set that shoots cursed attack for 2/4 and 4/4 summons undead army or something {would be even better if set tiers change character appearance}
ADDITIONAL SAY:
- I really like unique items and not (the god ring 1 normal and the god ring 1 mythic, same sprite, same lore).....I hate this lazy way of itemization.... I'd rather have (elvish ring/normal and the god ring/mythic, different sprite, different lore)
- I really like more items and enchantments as an rpg player for more complexity and lore which really hooked me into ROTMG....btw I've been playing rotmg for 10 years thx to its dungeons, difficulty, exaltations, and THE UNIQUE TAKE ON ITEMS
[PROS]
- I would never stop playing ur game
- The amount of lore it can give
- High tiered/Ut items is cheap to add in as it only needs stats + item icon+ little lore......only the ST items can be challenging if u would add a character appearance change for 4/4 complete set
- more complexity to game collectibles and minmaxing
[CONS]
- Balancing Issues
- Needs more content for lore and bosses
Comment so far in the game:
-I've been having a blast since I like the way loot system works here + the difficulty
-Lacking content but I know its early access so I let it pass
-I like the mage class but its kinda OP with mort,time and thunder
-Kinda easy even if im in 30 difficulty now (debatalbe since early release)
Love the game so far. First and foremost, I absolutely adore the way you have given 5 different personalities to the characters! Their dialog is presented in text, and you have made good use of that medium in a unique and endearing way.
I cannot understand these complaints:
It is an incredibly unique way to give each character a shorthand personality in a way that ONLY works because they are presented via text. So kudos, I love that, and I hope future characters continue the trend of using the medium of text in their own way. I also love the outburst of "You prick!" from the chatty skeleton. So unexpected!
As for suggestions: It's tempting to want to gather every unique item. The real issue with this is that many of the unique items are not going to be useful outside of a few cases. Belt of Bob is a great example. It's funny, it's fine to smack on a hero when you don't have anything more going on, but when you get something better you're going to take it off, and then...? Save it forever in your bank? Sell it and see it drop over and over? I suggest a system like Diablo 3's Khanai's Cube, with some adjustments: you can salvage a unique equipment to put it into a special reliquary collection of unique items, and then each character gets 1 additional equipment slot where they can select one bonus from among all of the salvaged items. It doesn't have to be an exact copy, either. Belt of Bob could give +20 defense as a salvaged item, or the Argh Kin Stone could give a percent bonus to exp instead of a passive gain. Or, even better, it could tie into the eventual reveal of the God of Chaos, and give wildly different bonuses for each unique item. Maybe some are jokes -- your name could be changed to Bob, or the "Arkenstone" makes an angry Dwarf attack you every now and then, but gives bonus loot. Streamers would love the joke ones. Then, if the unique is either "salvaged," equipped, or in the bank it would not drop again. And you can "release" the unique to get it to drop again, unbound.
At any rate, thank you for the game so far! My brother and I have had a blast playing it, and we both look forward to the next big patch!
As always, there is already a mod, implementing (at least in hindsight) obvious changes.
I'd advocate for at least some of these changes to be part of the original game. Such as color-coded items.
https://www.nexusmods.com/deathmustdie/mods/1
Look and feel
Level length
Story
Dialog
Colors
Game world
Gods
Sounds and music
Generally some of the sounds do not feel grounded in the game world in version 0.6.77, there may already be options to reduce the volume levels of these in place.
Co-op
Crafting
Thanks for reading, keep up the good work, it's been a pleasure grinding your game!
You can use middle-click to move/sell items.