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There's strategies on how to deal with curses/blessings, you can either join Discord and have a chat with the pros, or look at some Mayhem speedruns if you're interested in figuring this out. A last thing I'll say is that blessings aren't worse than curses though, you can be as lucky with curses giving you a percentage to the color you wanted.
But honestly, it's useless to wrap your head around all of that if you don't like the idea to begin with. While I'm working on the upcoming game mode (which will be very big), I recommend you don't annoy yourself trying to beat Mayhem. Going back to Journey can be a lot of fun too. Maybe try a refresh build or something you haven't done yet. Maybe aim to increase your rank in the highest tile/dice roll leaderboards.
There seems to be some divide in the community, where some people love Mayhem and want to see more curse/blessing stuff, and others just not enjoying it at all. I will say that in the coming challenges and new game modes, I will implement it in such a way that you get to choose if you want to participate in it or not. Finishing Mayhem will also not be a requirement for any new content and it might even be moved into a different category of miscellaneous game modes.
Game is amazing and even now I haven't stopped playing Mayhem because I can't get enough of the game.
will there ever be a endless mode?
Next update even! I'll post the announcement on Steam later too, but I just shared some details of what's going on behind the scenes and what is next on Discord in #announcements
There's quite a few design and balance issues, but you seem like you want to dismiss all criticisms of it as "my vision is just not for you, you're the problem, skill issue" with copy pasted messages in generic dev PR language that almost comes across as condescending, which is a quick way to stunt one's growth as a game designer if so. A player can like a mechanic while thinking it has flaws in its execution. And flaws it can have. Players usually have a good reason to dislike something even if they can be terrible at identifying or explaining issues.
Adding endless won't do much for replayability because the run is decided within the first 1000~2000 tiles, after that your build scales infinitely to the point of not having any stakes anymore if it survived, curse tiles become negligible. On the flipside almost every mayhem run gets killed within the first 500~1000 tiles due to the mayhem RNG, mechanics that leave very little control in the hands of the player, and item choice that are limited yet with a pool too small to have much strategical depth. And yet that's where all of the strategy happens. The pacing could maybe be better.
Especially since some items are very weak, while some others are very strong, and getting them fast enough makes a massive difference, with a few obvious OP combos that can easily go infinite (reroll tiles + energy, dice builds are also a free win if you just get lucky enough, etc...). Optimizing the shop upgrades is very simple to anyone who bothers to do the math, and very boring to those who don't.
The shop is still very RNG reliant. And having significant reliance on RNG isn't inherently bad, like most typical card and dice games have a lot of luck to them (poker, yahtzee, etc...) but they are also types of games that tend to have a lot of depth and complexity. This game isn't quite there in its state. The upgrades are just not interesting enough for the most part to make it feel like rewarding problem solving. Do you want the number, or the bigger number? The number for the bad color or the number for the good color?
The way that the light vs dark mechanic is set up doesn't really do much to make things more interesting, it's mostly just primarily investing in whatever tile you're getting better bonuses for at any given point.
The game has a great vibe, style and potential, but currently there isn't much to it.