Dark Deity 2

Dark Deity 2

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I think the game is great for anyone that like Fire emblem. but is it just me or the combat is kind of shallow? all your doing is considering placement of your units and the enemies and trying to get ranged to hit 1st. feels kind of simplistic or am i missing something? i stopped at the 2nd chapter bc it got kind of boring.
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Showing 1-4 of 4 comments
Charles  [developer] Feb 25 @ 10:02am 
The units all have a spread of abilities on top of the regular combat that sort of form the real flow of gameplay - the first batch of units starts with just one ability but once they promote at level 5 every unit has 3 abilities depending on their class (and 5 abilities when they hit tier 3 classes). For example, Saxon starts with "Call the Storm" which deals AOE lightning damage that changes depending on how many targets are in range. You regenerate mana pretty quickly and start with a full bar so they're intended to be used fairly heavily. Abilities can also be upgraded in a variety of ways once you have access to the world map.

The early chapters may feel a little shallow since they're built to ease you into needing to use the abilities - a lot of games in the subgenre don't have this kind of feature so I didn't want it to be super difficult right off the jump. I'd love it if you jumped back in and got through chapter 2 - I think in the world map after you can dig through some of the class options and see how the gameplay opens up and gains in complexity and player agency through the use of abilities and unit customization.

Thanks for the feedback either way :)
SteveO Feb 25 @ 11:17am 
Thanks Charles, I absolutely will. I'm constantly chasing that tactical itch. Always looking for new games to play. the animations in combat stood out to me as very creative and caught my eye. I'm just very picky LOL. Complexity is cool when you have played games your whole life. it's like oh wow a game that has mechanics on top of mechanics. which is why to this day unicorn overlord is my favorite. from unit builds, different combinations, equipment, tactical grid like map, and roaming rpg element it really has everything. I wonder how many people drop off from simplicity vs overly complex. in this genre i imagine it favors complexity.
Charles  [developer] Feb 25 @ 11:32am 
Yeah I think once you get to sink your teeth into the full customization suite you'll see there is quite a bit of depth to be found in the systems! You're limited by low levels and resources in the demo but there is a pretty enormous wealth of customization available once you start getting into that next class tier, between rune weapons, rings, ability upgrades and the branching class tree system - there are a hilarious amount of possible endgame builds for your units and team
It's just that the start of the game doesn't give you access to many abilities and they are simplistic (since it's the start of the game) but as soon as you start unlocking new stuff things get very spicy very fast.

I would still argue that Saxon, Arthur and Valeria are very fun to mess around with from the start but even simpler starting kits like Gwyn's can become quite fun with runes and ability upgrades.
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