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Usually all three get used up and the games are already on average like 40-50 minutes with players.
Is part of only 3 tries is great , the 3rd attempt , since they are all strong (or not) enough to defeat the boss , and if not, is the merit of the other players or he did not play well .
I'm confident I could beat Kourok with starting gear against three expert opponents, because I've got the telegraphed cues and limitations of that boss down to where I can easily not take a single hit.
I'm also confident I could beat Ghidraak with just a bow, of any kind, and nothing else.
I would suggest building up familiarity with the weapon and skill roster, the potions, and sub-items so people can be equipped with the knowledge necessary to arm themselves against their opponents. Since Ghidraak is just as likely as Kourok to show up, I always assume the worst case scenario that I will fight Ghidraak and prepare the minimum setup required to defeat him.
Also, I find it hard to believe that you only win as the human on floors without previously explored rooms with blood fountains in them. Backtracking is an important part of survival in this game.
Secondly, if you turn into a human where the shop has been bought out by most of the good stuff, don't turn your blood into gold and sacrifice your next shop teleport by doing so.
Finally, if you have the above problem where the shop is already cleaned out, the safest route to the exit is from the starting room of the floor towards the boss room, because the exit is commonly past the boss room.
If you have particular monster matchups you have difficulty with in starting gear, I would be more than willing to help you break them down and explain how to beat them.
Some are harder than others, like Minotaur Archers and Eyebat, but the rest mostly require some knowledge of their attack mechanics to counter with good timing.
Cheers!
But after playing it, I actually kinda like the limit. Sure, it ends the game, but I see it from the spirits' perspectives as "If I can't get out, no one will." They may win by points, but it really isn't nearly as satisfying, and it almost feels like a consolation prize, if anything. Whereas, when you're a spirit going against the hero in a final fight, it feels like such a great shutdown. Last chance, last fight, and NOPE. The human is stuck here forever, to rot away. Hahahahaha. Sucker.
I'm pretty used to coming across people that have your kind of viewpoint, claiming that everything disagreeable should be an option you can toggle. It tends to come with "If you don't like it, you don't need to use it." But the point is, NOT having that option FORCES the player to be more strategic. With only three tries, you can't just keep smashing yourself against the boss until you beat it some time. You need to prepare, you need to be ready, and you need to be focused.
But you would see all of these points if you've played the game, which you won't, because it doesn't have online multiplayer. So I'm a bit confused.
Also, people don't get hired as game devs because they want more options.
I've had games that ran anywhere from eight minutes to thirty minutes, but at all times we felt like every action was taking us closer to the end. I'll agree that there should be options or mods to change values, but more than three chances to defeat the boss would drag out a session pretty badly. Even if everyone ends up losing, you still feel like you've "won" when you coordinate with your boss limbs, so it's not as if a hard limit to how many times you can fight the final boss is a disappointment. It feels like more of an achievement if you can overcome a well equipped player.
Part of the appeal of gaming is overcoming a set criteria all must face. Having options to change much of that criteria diminishes parity and the shared experience of players. This is true of both multiplayer and single player. You may think otherwise and there are indeed developers who agree with how you think but... it should be easy to understand that confining players within limitations is an important ingredient to almost any gameplay challenge and will remain a prevalent idea in game design. All in all, I disagree with you entirely but was never once baffled why any given person would prefer things either way. Since it's a "school of thought" matter for both developer and player, it won't be a case to be argued to any semblence of better or worse, especially when not in the presence of absolutes.