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I personally haven't had any issues with it, but I think there could've been better ways. For example, I think just deleting the revive pay and instead making gold drops a little less(-20%) should be still enough. Materials shouldn't be adjusted as the game doesn't allow you to go back to previous stages or mobs drop materials.(This I believe makes people explore the whole map for resources, but not that tedious.) Along with those, making Thunderbirds grant like 20%+ loot or something unique trinket, should do the trick.
One of the points of rogue-like(or rogue-lites)is that you become stronger as you die more. Dying should be less punishing, not 'more' punishing.
Just keep this system but add a win condition/rerturn to town event and if y die y lose stuff, this way you get a hc feeling and a win possiblility.
i realy dislike the the whole if y die more y win more mindset in games nowadays.
And people who say "then don't die lol", you have to be kidding to act like the game at all expects you to have a chance most runs. The entire game is grind gated and holds you back on purpose so you essentially cannot win before you grind enough. There are about 9million mechanics that this is literally the only reasonable explanation. And it's very obvious.
To make a successful game people play for a long time, just add grind gating mechanics, as many as you can think of.