Numgeon

Numgeon

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Trim Jan 22, 2019 @ 12:02pm
New player - General feedback
Heyo, FobTi & dungeoneers.

Picked up this game on a whim, and overall I've enjoyed myself. Reading through some of the discussions, the player-base and timely dev responses are great. It's a refreshing reminder of how cool some small indie projects can be!

New user feedback:

I'll concur with others -- the game starts off rather diffifult. However, if you can get beyond the first one or two floors, the remainder of the game is likely going to be a cakewalk. Anyone who can complete floor two demonstrates understanding & capability of performing the basic mechanics. With wise selection of floor-completion bonus items, the rest of the run is pretty trivial.

Expert mode adds a bit more luck to the equasion. The removal of magic amps up the difficulty by requiring more attacks which leaves you more vulnerable to damage, and by removing more numbers from the attack board it also reduces the amount of money you receive. It's an interesting adaptation to the rules. Most if not all the gold gained goes straight to the shopkeep for basic healing consumables. ...But it lasts only for a while. Again, if you can get through the first two floors and roll a couple decent end floor bonus items, they can really decrease the difficulty. Still requires some decent skill, but any HP+ items for kills/consumables makes it prettyt doable. Add in either of the attack+ items and I'd think it's a guaranteed win.

To exemplify how my time with the game went:
Run 1: Knight died on floor 1
Run 2: Knight died on floor 2
Run 3: Knight victory
Run 4: Sorcerer victory (used a rebirth option for 100 gold on an early floor)
Run 5: Expert Knight died on floor 1 (didn't know that prayer shrines could reduce HP to 1)
Run 6: Expert Knight victory, starting AND ending with max 15HP (Second Stomach item after floor 1, +1HP per kill after floor 3)

I'm not a game designer so I won't start dictating how to improve the flow of any given run. My opinion, though? The end-floor bonus items are a neat mechanic, but once obtained they make the game easy. Therefore, I think the monster toughness / damage per attack could stand to be increased the deeper you get into a run to offset the raw effectiveness of said items.

That, or adding more monster abilities that throw curve balls to confuse or handicap players from clicking numbers so easily. For those that are already in the game, it takes too long for them to trigger.


As for things beyond game balance:

The experience bar looks bugged for me. I gain a level, and the bar is still at maybe 80% full. The only effective means to check my exp is to look at the stats in the main menu.

When initating combat with an enemy, I see "Next:1" underneath the score. No idea what this means.

I've earned four tokens for the Start-Up Machine. Repeating the same task seems not to reward additional tokens. ...Wish there was some information on how all these can be unlocked beforehand. As an achievement hunter that needs to use this thing one hundred times, I'm the type that likes to know what my goals are instead of blindly stumbling.

As for the Start-Up Machine itself, I don't quite understand the point yet. I read that there's a possibility for a temp boost to crit chance which sounds nice. However... a temp +1 HP? A small bit of additional gold? They seem so minimal in the greater scheme. Further, if tokens are a limited resource, then will this mechanic will eventually become completely meaningless? If there's nothing of permanence to be gained... like I said, I just don't fully understand.

And speaking about achievements, destroy one million numbers?! Just an opinion, but that seems ludicrous. I've put in more than three hours thus far, and my number count is a little over 5,000. Soft math says that it'd take 600 hours of active play to get this achievement. Even asking for 60 hours to hit 100,000 numbers sounds like way too much.

From another angle, each successful run resulted in exactly 145 enemies defeated. At a loose average of 20 numbers destroyed per monster, that's 2,900 numbers each run. That means you'd need to complete about 350 successful runs to destroy enough numbers. That's a LOT.

Make no mistake, I like the game. But no matter how dedicated I might be on earning achievements, I can't imagine putting in anywhere close to the number of hours you're expecting. 50,000 destroyed numbers sounds like the maximum to be asked of anyone, but I actually think 25k is a more reasonable projection.

- - - - - - - - - -

All in all, a good experience. I'm interested to see what else you choose to do with this game and any other future release!

Edit: Oh, ♥♥♥♥, you made Obludia? Then I'm already familiar with some of your work! :csdsmile:
Last edited by Trim; Jan 22, 2019 @ 12:05pm
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Showing 1-3 of 3 comments
FobTi  [developer] Jan 24, 2019 @ 12:20am 
Originally posted by Trim:
Heyo, FobTi & dungeoneers.

Picked up this game on a whim, and overall I've enjoyed myself. Reading through some of the discussions, the player-base and timely dev responses are great. It's a refreshing reminder of how cool some small indie projects can be!

New user feedback:

I'll concur with others -- the game starts off rather diffifult. However, if you can get beyond the first one or two floors, the remainder of the game is likely going to be a cakewalk. Anyone who can complete floor two demonstrates understanding & capability of performing the basic mechanics. With wise selection of floor-completion bonus items, the rest of the run is pretty trivial.

Expert mode adds a bit more luck to the equasion. The removal of magic amps up the difficulty by requiring more attacks which leaves you more vulnerable to damage, and by removing more numbers from the attack board it also reduces the amount of money you receive. It's an interesting adaptation to the rules. Most if not all the gold gained goes straight to the shopkeep for basic healing consumables. ...But it lasts only for a while. Again, if you can get through the first two floors and roll a couple decent end floor bonus items, they can really decrease the difficulty. Still requires some decent skill, but any HP+ items for kills/consumables makes it prettyt doable. Add in either of the attack+ items and I'd think it's a guaranteed win.

To exemplify how my time with the game went:
Run 1: Knight died on floor 1
Run 2: Knight died on floor 2
Run 3: Knight victory
Run 4: Sorcerer victory (used a rebirth option for 100 gold on an early floor)
Run 5: Expert Knight died on floor 1 (didn't know that prayer shrines could reduce HP to 1)
Run 6: Expert Knight victory, starting AND ending with max 15HP (Second Stomach item after floor 1, +1HP per kill after floor 3)

I'm not a game designer so I won't start dictating how to improve the flow of any given run. My opinion, though? The end-floor bonus items are a neat mechanic, but once obtained they make the game easy. Therefore, I think the monster toughness / damage per attack could stand to be increased the deeper you get into a run to offset the raw effectiveness of said items.

That, or adding more monster abilities that throw curve balls to confuse or handicap players from clicking numbers so easily. For those that are already in the game, it takes too long for them to trigger.


As for things beyond game balance:

The experience bar looks bugged for me. I gain a level, and the bar is still at maybe 80% full. The only effective means to check my exp is to look at the stats in the main menu.

When initating combat with an enemy, I see "Next:1" underneath the score. No idea what this means.

I've earned four tokens for the Start-Up Machine. Repeating the same task seems not to reward additional tokens. ...Wish there was some information on how all these can be unlocked beforehand. As an achievement hunter that needs to use this thing one hundred times, I'm the type that likes to know what my goals are instead of blindly stumbling.

As for the Start-Up Machine itself, I don't quite understand the point yet. I read that there's a possibility for a temp boost to crit chance which sounds nice. However... a temp +1 HP? A small bit of additional gold? They seem so minimal in the greater scheme. Further, if tokens are a limited resource, then will this mechanic will eventually become completely meaningless? If there's nothing of permanence to be gained... like I said, I just don't fully understand.

And speaking about achievements, destroy one million numbers?! Just an opinion, but that seems ludicrous. I've put in more than three hours thus far, and my number count is a little over 5,000. Soft math says that it'd take 600 hours of active play to get this achievement. Even asking for 60 hours to hit 100,000 numbers sounds like way too much.

From another angle, each successful run resulted in exactly 145 enemies defeated. At a loose average of 20 numbers destroyed per monster, that's 2,900 numbers each run. That means you'd need to complete about 350 successful runs to destroy enough numbers. That's a LOT.

Make no mistake, I like the game. But no matter how dedicated I might be on earning achievements, I can't imagine putting in anywhere close to the number of hours you're expecting. 50,000 destroyed numbers sounds like the maximum to be asked of anyone, but I actually think 25k is a more reasonable projection.

- - - - - - - - - -

All in all, a good experience. I'm interested to see what else you choose to do with this game and any other future release!

Edit: Oh,♥♥♥♥♥♥ you made Obludia? Then I'm already familiar with some of your work! :csdsmile:

Hi Trim!

Thank You for your feedback! I appreciate you sharing your thoughts.

I want to add much more features in the near future + new achievements. Haha Yes, "Gods Hand" achievement is nearly impossible to reach :D I think, I will change it in the next update. "Next: 1" is the number what you need to click.
doppio Feb 24, 2019 @ 9:13pm 
Please remove God's hand. The presence of an unobtainable achievement is super frustrating.
1MantisPhoenix Jan 25, 2020 @ 7:06pm 
Im crashing repeatedly going to this next area, in the dungeon.;and there i just reviewed it as bug-free, Lel now im wrong
- i also validated game files,
-my chosen upgrades from shrine +1 damage per kill or +1 HP per kill are also not reflecting.
This might be why the script can no longer keep running. >
Crash this idiots adventure. I'll try a new advent
My first achievement only unlocked after my first hour, and it's lying about all the others too,
I've combo'd 1000x im sure, score was 55221 on first crash. was 54697 on the second.
Last edited by 1MantisPhoenix; Jan 25, 2020 @ 7:08pm
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