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1) The draining of your Party happens to power up the lightnings that "kill" the Boss, else he regenerates all his life.
So without all the leveling up, the Party couldn't kill the Boss. (maybe I should have made the Level-1 Party members die when standing several times in the electric field on Phase 3, it would have been clearer :) )
2) The curse bolts are sent counter-clockwise from the west & east walls, so it shouldn't be too difficult to remember the order once you have noticed them spawning once per demon mouth.
Have you played the game in a challenging difficulty level ? When I tested it (in a difficulty level similar to the current Strategist level), the whole last phase was pretty intense.
3) Some people may not know about the Escape key, so I thought clicking out of the rolling Credits would be user friendly.
Ending tells the end of the story of the Young Emperor and the meaning of everything that happened so far. I agree it's far from being the best story ever, but there's a little something there... :)
4) Why losing levels..?
a) I'd like to do a sequel, and I'd like to offer the possibility to import your Party from DG1 at beginning of DG2. It was out of question to start DG2 at Level 20, so I had to find a reason to lose the levels.
b) When I played World of Warcraft, I wished I could go back to my character & his gear when he had reached the levels 10, 20, 30, etc., to remember how it was to play at these levels. So I thought it could be nice to remember & relive your progression, but inverted, for the final Boss in DG.
c) I thought it was a pretty original mechanism (I never saw that in any other game) and was kinda epic : you kill yourself little by little even if you're not sure of the result. It's hard to do something more heroic. (plus it matches well the deep theme of the game, although no one on this planet might figure it out
PS: I'm glad you enjoyed the other 99%..!
Final boss lore spoilers:
So the final boss *is* the dungeon, in a way. He says he laid out the dungeon so that you'd actually have a chance at defeating him. Using your dungeon experience as a currency to actually damage the dungeon itself is a great idea.
And the way it was handled was fantastic - actually remembering how my characters were skilled out at level 15/10/5 was a great idea. I was so confused when I got into the 2nd fight and suddenly my Arcanist was back to being an Elementalist!
Very unique, very neat idea, and done well. I wasn't a huge fan of the final boss fight itself (a final boss that mainly punches you to death is a bit anticlimactic), but I loved the deleveling mechanic.
yes, there are many ways to lower the character levels, but I preferred one implicated in the gameplay rather than happening afterward (plus in this case, DG2 would begin a few days after the end of DG1).
Looking forward to carry on the story with the same party if there's a sequel.
That being said, I still believe the end boss is the only downside to this game, because ♥♥♥♥♥♥♥, I love it.
I'm sorry you didn't enjoy the final Boss. If you'd still recommend the game, and have the time & the mood, it'd be nice to leave a positive review in its Steam store page..! :-)
Actually, I think the Boss 19 feels more like a classic final Boss : a very powerful spell to avoid, plus a lot of side enemies, and special spell fields.
And as we don't get any noticeable new power at Level 20, and still get the 1st Final Boss Phase fully leveled up, I thought it'd be enough to enjoy our max power... :)
Is that a confirmation for DG2? I vaguely remember you saying that you were considering it if your next game (something about tennis?) did well.
it's still more or less the same : if my new tennis games tank, I'm not sure what I'll do... >_<
If they do correctly, I should be able to work on DG2, but I'm likely still 2 years away to start to work on it. I'm currently just finishing the 1st tennis game out of the 2.
The difference from my 1st statement about the situation a couple of years ago is that now DG1 paid for itself, even if it's not great, so the little money it earns me now enter in the "full profit" box, and thus I have to earn a bit less money on my tennis games... :-)
I forgot to confirm you I had capped the Final Boss self-healing to Strategist (ie: 1 level below the max), so now it doesn't require to have 40 Haste & Crit potions to kill him in Crusader.
I also added the Hell difficulty, for the people who finished Crusader without using all their potions... ;-)
Hell difficulty, damn. Crusader really pushed it to the limit at some points.
The Hell difficulty is "just" a boost of 4% base damage over the Crusader difficulty. I think it should be enough to use most of the potions, but it'll have some choke points in the 1st levels, especially the Dragon at Level 4, and still possibly the Arena at Level 7, and most of the Elites till the Level 5 or 6.
It might be doable only with a few party setups, so the Paladin as an off-tank might be mandatory.
In general, if pots are limited, I prefer it when there is a way to beat an encounter on any difficulty without one, so there is no danger of hitting an actual wall after many hour of gameplay just because some previous encounters went badly.
It's meant for people who have finished the game and really want to try to see what is the maximum achievable, are ok to be forced to avoid some specs & respec during the run (eg: start with Druid than swap to Necro), and can plan ahead for the use of the limited resources (ie: the potions).