Demon's Rise - War for the Deep

Demon's Rise - War for the Deep

Yasha May 1, 2018 @ 4:20pm
Campaign Variation?
Aside from chosing different characters for your party, what replayability is there? Do I have to perform the same campaign again, or are encounters randomized in some way?
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Showing 1-14 of 14 comments
blindseye May 7, 2018 @ 6:58pm 
The maps remain the same from what I have seen, but the starting placement of your team members and of (some of) the enemy seems to be random. I have about 20 hours in the game and I have only finished about half of the quest battles (30?) and patol battles (50?), so there is plenty of game play for $6.99.

As for replayability, yes choosing different characters for your party would allow for a different walk through of the game (harder with a weaker party). However, you can change your party members at any time in a saved on-going game, which is a great feature (in case you don't like one and want to try a different one, there are 30 to choose from).
Ignus May 8, 2018 @ 3:37am 
Or you can increase the difficulty of the maps on a second run.
WaveLightGames  [developer] May 8, 2018 @ 8:01am 
Yep, that's pretty accurate. The replay-ability comes from different team compositions or finding a cool item that changes how a character plays and stuff. I freely encourage you to keep hiring different mercenaries and see how that affects your team and switching out character classes for new ones as you go through.
I find the game is a great solution for people who suffer from Restarteritis in games like Icewind Dale or Baldur's Gate and constantly re-roll new characters or form new parties, never making it far into the story. If there was a more elaborate story with quests and sidequests, I'd just have the same issue. Easily swapping party members and trying out new combos is the real appeal for me.
Shigen May 8, 2018 @ 10:02am 
I've been thoroughly enjoying it so far. :) But I also think it may help with longevity to have a random skirmish mode where there's no story, just randomly placed monsters on a random selection of the existing maps. If something like that was implemented, I'd play this for a good long while.
BBB May 8, 2018 @ 10:07am 
Originally posted by lee.shiyuan:
I've been thoroughly enjoying it so far. :) But I also think it may help with longevity to have a random skirmish mode where there's no story, just randomly placed monsters on a random selection of the existing maps. If something like that was implemented, I'd play this for a good long while.


Yeah could be interesting. OR, an arena mode, where you can set up the enemies so you can test builds.
Ignus May 8, 2018 @ 10:19am 
Originally posted by Papa Wasi:
Easily swapping party members and trying out new combos is the real appeal for me.

Jep. The game is and could be way more than this "little" Projekt.

@Wave: I think you have hit one of the newer game categories with our game that are really enjoyable. Just add some features like:

- online co-op (must have)
- horde/bunker mode
- in dificulty increasing endless wave (50+) mode
- persistent personal Base with passive skills to lvl up and support your troops + buildings to build
up your base + you have to defend your base from raiding npc's
- random item generator + 5 to 10 more item slots + item sets + craftable and adjustable and lvl
up able items
- item stats that change the way skills work (larger aoe, + resis pierce, other dmg type, etc.)
- random map influences (+30% dmg to enemies, -15% hp of your troops, all attacks posions,
etc.)
- envirmentable interactions (e.a fireball hitting an oil barrel)
- faction system with faction benefits (weapons, units, spells, base buildings)
- change the limited amount of portal missions to unlimited with a alogrithem based difficulty
increase (base hp * x, base defense * y, base dmg * z, etc.)
- Make it easiely mod able for others to change skins or create maps. (This will keep your game
alive even after you are adding new stuff)

and you could create a game that would skyrock. :) Keep it turn based.
Last edited by Ignus; May 8, 2018 @ 10:20am
Originally posted by Ignus:
Originally posted by Papa Wasi:
Easily swapping party members and trying out new combos is the real appeal for me.

Jep. The game is and could be way more than this "little" Projekt.

@Wave: I think you have hit one of the newer game categories with our game that are really enjoyable. Just add some features like:

- online co-op (must have)
- horde/bunker mode
- in dificulty increasing endless wave (50+) mode
- persistent personal Base with passive skills to lvl up and support your troops + buildings to build
up your base + you have to defend your base from raiding npc's
- random item generator + 5 to 10 more item slots + item sets + craftable and adjustable and lvl
up able items
- item stats that change the way skills work (larger aoe, + resis pierce, other dmg type, etc.)
- random map influences (+30% dmg to enemies, -15% hp of your troops, all attacks posions,
etc.)
- envirmentable interactions (e.a fireball hitting an oil barrel)
- faction system with faction benefits (weapons, units, spells, base buildings)
- change the limited amount of portal missions to unlimited with a alogrithem based difficulty
increase (base hp * x, base defense * y, base dmg * z, etc.)
- Make it easiely mod able for others to change skins or create maps. (This will keep your game
alive even after you are adding new stuff)

and you could create a game that would skyrock. :) Keep it turn based.

A faction system would be the best feature to be added to the games and it will work perfectly with a class upgrade system like in similar games.

You can for example do quests for the dwarven faction and earn special loot. When you reach a very high relation level with them you can earn class upgrades. Upgrade your dwarven defender to a dwarven lord for example. He will become even stronger and you learn more paladin like skills to heal and buff your party.
To aim for higher tier classes and to max out factions relations can increase the hours you can spend into this game.
Last edited by Welcome to Idiocracy 2023; May 8, 2018 @ 10:44am
WaveLightGames  [developer] May 8, 2018 @ 1:16pm 
Originally posted by BjornB the totalitarian Cuck:
A faction system would be the best feature to be added to the games and it will work perfectly with a class upgrade system like in similar games.

You can for example do quests for the dwarven faction and earn special loot. When you reach a very high relation level with them you can earn class upgrades. Upgrade your dwarven defender to a dwarven lord for example. He will become even stronger and you learn more paladin like skills to heal and buff your party.
To aim for higher tier classes and to max out factions relations can increase the hours you can spend into this game.

I have in my head an idea to do a gang-warfare themed game like this where you have a criminal gang and fight for territory in a city ruled by different, warring gangs and factions. I was thinking a sci-fi / dystopian future setting to keep things interesting as well. Maybe next year after I finish my currently active project.
WaveLightGames  [developer] May 8, 2018 @ 1:20pm 
Originally posted by Ignus:
Originally posted by Papa Wasi:
Easily swapping party members and trying out new combos is the real appeal for me.

Jep. The game is and could be way more than this "little" Projekt.

@Wave: I think you have hit one of the newer game categories with our game that are really enjoyable. Just add some features like:

- online co-op (must have)
- horde/bunker mode
- in dificulty increasing endless wave (50+) mode
- persistent personal Base with passive skills to lvl up and support your troops + buildings to build
up your base + you have to defend your base from raiding npc's
- random item generator + 5 to 10 more item slots + item sets + craftable and adjustable and lvl
up able items
- item stats that change the way skills work (larger aoe, + resis pierce, other dmg type, etc.)
- random map influences (+30% dmg to enemies, -15% hp of your troops, all attacks posions,
etc.)
- envirmentable interactions (e.a fireball hitting an oil barrel)
- faction system with faction benefits (weapons, units, spells, base buildings)
- change the limited amount of portal missions to unlimited with a alogrithem based difficulty
increase (base hp * x, base defense * y, base dmg * z, etc.)
- Make it easiely mod able for others to change skins or create maps. (This will keep your game
alive even after you are adding new stuff)

and you could create a game that would skyrock. :) Keep it turn based.

Some of these are probably beyond my abilities as a still fairly inexperienced coder. Especially the online co-op mode ... I don't know the first thing about online coding. :)

I'm working on another sci-fi game (sequal to my other one called Strike Team Hydra) that will have some of these features. I want to add levels where you face endless waves of enemies and are rewarded for how long you can survive, random generated enemies, etc.

I really some of the other ideas. I will copy this text and put it in my notes so I can use it in my brainstorming sessions. Thanks!
[OO] coldsteel May 8, 2018 @ 2:09pm 
Just be careful with the endless wave mode. That's the least popular mode in almost any game I can remember playing (most recently Vermintide). I suspect it's because you can never, ever win no matter how well you do. That puts people off. I know I never liked survival wave games much because of that. Marvel Heroes was the one that I've played where it was actually fun because of the great loot and the fact that it helped you in the SP mode.
Halberdier May 8, 2018 @ 10:25pm 
imo, focus on the basics is the best way to do this.

its fun enough as it is, less bugs and more intuitive information on mouse over when using skills. ie. chance to hit, damage per hit.

this game is great on gameplay but lacks polish, crisp animation is 1, better sounds and voicing.

i would pay easily 12dollars this game.

then again, good work and great game devs. i hope this game expands a whole whole lot in the coming months.
DiscountMortician May 8, 2018 @ 10:54pm 
I like the "random battle" and "test arena" ideas.
WaveLightGames  [developer] May 9, 2018 @ 11:17am 
Originally posted by Tatepon:
imo, focus on the basics is the best way to do this.

its fun enough as it is, less bugs and more intuitive information on mouse over when using skills. ie. chance to hit, damage per hit.

this game is great on gameplay but lacks polish, crisp animation is 1, better sounds and voicing.

i would pay easily 12dollars this game.

then again, good work and great game devs. i hope this game expands a whole whole lot in the coming months.

Thanks! The next game in the pipeline is a lot more polished. Both in terms of UI, animation and sound effects. Unfortunately, going back and tightening up the animations and sound effects would be a huge undertaking due to the large number of characters and enemies that would need to be updated and tested.
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