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Here are some more thoughts, after I tried the (aptly named) Despair mode:
Minor feedback:
Harder to improve:
EDIT: More minor feedback, added later on:
Showing if a tile above/below you is something I've avoided because it means simulating the whole lighting for a floor you're not on. Maybe an easy compromise is just not dealing damage for the very first turn you are moving between floors?
Thanks for the other feedback. Good stuff.
The only areas I see where Wring still seems potentially too strong are those full of destructible tiles, e.g. the Greenhouse (with all the destructible plants), b) the graves in the Graveyard, especially with the indestructible grave which yields infinite blood, and maybe c) the Grotto, though I don't recall how dense the destructible tiles are there.
Yes, that would also work, though it might require a bit of design or tutorialisation to make this behavior intuitive to the players, and it would make the current warning when using stairs as a vampire obsolete. In terms of story logic, maybe our player character just has some intrinsic item or skill or ability to evade the sunlight in that situation. Or the idea is that (in-story, though not in-gameplay) they only partly ascend / descend stairs until they see sunlight.
Other than that, this change might affect the balance in some weird ways, which you might care about.
Finally, one could still end up in the situation where you use stairs, are unlucky and the stairs immediately break down, and then you can't go back down in time to not take damage from the sunlight. But maybe that part is fine, because one then has at least one turn to use a potion or something to escape.
Oh, I just thought of an alternative suggestion: Maybe in a vampire hotel, the entrance and exit tiles to staircases are protected from sunlight (like with a sunshade or closed-palanquin-ish design or something), and just can't be lit up by sunlight, period. Or similarly: maybe in a vampire hotel, these tiles are magically kept in permanent darkness, similar to the effect from one of those psychic enemy types.
---
I've now beaten the game 3x on Despair mode, which required some extensive savescumming but gave me a much deeper appreciation for the game's systems and philosophy.
For example, I found the effect in Laboratory I almost irrelevant in Normal mode, but in Despair mode the accelerated time cost me two ultra-precious Soul Elixirs, and the run deservedly became misery after that point. Now I properly fear that stage. Similarly, that mode also made me both appreciate and fear sunlight much more.
So once again, thanks a lot for making this game! I've moved on to other games for now, so here's my final feedback:
Anyway, that was a lot more playtime spent on the game, and hence I have much much more feedback. The amount of feedback is getting too messy for a forum thread, so in addition to these comments, I've turned it into a spreadsheet[docs.google.com] which contains all the feedback from my three comments above, plus all the feedback from this new comment here. (The feedback from this fourth comment begins at number 21.)
The spreadsheet is the recommended format for reading this feedback, because it's formatted and categorized much better. In particular, it has paragraph breaks. I've also distinguished problem descriptions from suggested solutions, and assigned a severity/importance rating to each piece of feedback.