Awesome essay! Don't worry, your analysis was not only very respectful but also made us truly happy 😊 You seem to understand a lot about the game's vision, and we are thrilled that you enjoyed the game so much and took the time to make this fantastic video. We understand that the game can be very punishing at times. There's a long explanation for its difficulty due to pre-production and the game vision changing along the way. We will always strive to improve our craft with all the feedback we receive. Thank you for the incredible video once again! 🙌
I remember when I played this game for review. It's damn solid but it honestly breaks really easily if you just bruteforce through a full dungeon. I did that with the fire one (took me a couple resets) and after that i breezed through the others. The only difficulty spike was the tower and the final boss. Honestly I still cannot fathom how they thought giving it an instakill (or what amounts to it) was a good idea, but you can just cheese it by making a super small deck with a bunch of 10 damage cards.
A game I keep close to my heart is Moonlighter and I think something they did correctly with the loot system was allowing for both passive and active safety mechanics. You get to keep 5 slots worth of items in a bag of 25 which means you can prioritize the loot that is new and interesting or the materials that you need for a craft or just the cash. However during exploration you are able to find items that send your loot back to your chest at home base this means you don't feel bad exploring as you have the ability to decide what loots goes back if you overextend or you can gain the option to return with even more loot as 25 slots isn't as much as it seems. I'm not saying that Dungeon Drafters should have the identical system but allowing for maybe a "pocket slot" that allows you to save one card or an item you can farm or craft that lets you keep a card would be so much of a quality of life improvement
Saw this on the steam forums. "Glad to hear you mostly like the game a lot! We understand your feedback regarding the loot and death mechanics of the game, as they may not suit every player's preferences or time constraints. As you mentioned, the game features checkpoints within dungeons, allowing players to save their progress and return at a later time. This functionality aims to provide more flexible sessions and largely mitigates the issues of time constraints, helping to avoid losing loot due to the pressure to quickly finish a dungeon" There's more but don't wanna post the whole thing. I mostly think if a game punishes you for going into a fight using a certain build like it's bad game design, but like if you're in a roguelite sort of setting at the very least it's canon. Like imagine the canon ending being the main character dies to the first boss because he super crit counters all melee attacks. I get games being hard can be fun but like bosses being immune to things or punishing you for strategies that force a reset like feels weird in universe without a warning. But I shouldn't like go on about it since it's somewhat off topic.
Sometimes I wonder with videos like these if I was too harsh, I always try and see from different perspectives, and how I could potentially be "in the wrong" with my thoughts. Like who knows, maybe there is an obscure strategy I missed out on, and I wasn't sure how much I should say, seeing how I'm not totally well-versed in card games, so I just tried to be honest. I can always repsect this game and the wishes of the devs, it's just the simple understanding of differing preferences. But as you've made clear, I'm not the only one who shares these thoughts. I just hope that at the end of the day, more people can find out and love this game like I did, despite the very punishing and sometimes frustrating design.
Nice video! After looking forward to this game for so long, I was disappointed when I ended up not liking it. I thought that I would be into a deck building game like this after really enjoying One Step from Eden. For me, this game is definitely more complicated and wayyyyy less approachable. There were just sooooo many pages of text to try to understand the game's mechanics, an overwhelming amount of NPCs to talk to, so much empty distance between points of interest in the hub world, it was too much for me. I'm glad that some people seem to be enjoying this game. I also hope my purchase helped to support the devs because I do like the vision of indies like this.
Awesome essay! Don't worry, your analysis was not only very respectful but also made us truly happy 😊
You seem to understand a lot about the game's vision, and we are thrilled that you enjoyed the game so much and took the time to make this fantastic video. We understand that the game can be very punishing at times. There's a long explanation for its difficulty due to pre-production and the game vision changing along the way. We will always strive to improve our craft with all the feedback we receive.
Thank you for the incredible video once again! 🙌
Would you mind if we shared it on our Official Discord server and social medias? 😳
@@DungeonDrafters sorry for the late reply! Thanks for the nice comment, and yeah! Feel free to share the video anywhere.
I remember when I played this game for review. It's damn solid but it honestly breaks really easily if you just bruteforce through a full dungeon. I did that with the fire one (took me a couple resets) and after that i breezed through the others. The only difficulty spike was the tower and the final boss. Honestly I still cannot fathom how they thought giving it an instakill (or what amounts to it) was a good idea, but you can just cheese it by making a super small deck with a bunch of 10 damage cards.
Good essay on an incredible game
A game I keep close to my heart is Moonlighter and I think something they did correctly with the loot system was allowing for both passive and active safety mechanics. You get to keep 5 slots worth of items in a bag of 25 which means you can prioritize the loot that is new and interesting or the materials that you need for a craft or just the cash. However during exploration you are able to find items that send your loot back to your chest at home base this means you don't feel bad exploring as you have the ability to decide what loots goes back if you overextend or you can gain the option to return with even more loot as 25 slots isn't as much as it seems.
I'm not saying that Dungeon Drafters should have the identical system but allowing for maybe a "pocket slot" that allows you to save one card or an item you can farm or craft that lets you keep a card would be so much of a quality of life improvement
Saw this on the steam forums.
"Glad to hear you mostly like the game a lot! We understand your feedback regarding the loot and death mechanics of the game, as they may not suit every player's preferences or time constraints. As you mentioned, the game features checkpoints within dungeons, allowing players to save their progress and return at a later time. This functionality aims to provide more flexible sessions and largely mitigates the issues of time constraints, helping to avoid losing loot due to the pressure to quickly finish a dungeon"
There's more but don't wanna post the whole thing. I mostly think if a game punishes you for going into a fight using a certain build like it's bad game design, but like if you're in a roguelite sort of setting at the very least it's canon. Like imagine the canon ending being the main character dies to the first boss because he super crit counters all melee attacks. I get games being hard can be fun but like bosses being immune to things or punishing you for strategies that force a reset like feels weird in universe without a warning. But I shouldn't like go on about it since it's somewhat off topic.
Sometimes I wonder with videos like these if I was too harsh, I always try and see from different perspectives, and how I could potentially be "in the wrong" with my thoughts.
Like who knows, maybe there is an obscure strategy I missed out on, and I wasn't sure how much I should say, seeing how I'm not totally well-versed in card games, so I just tried to be honest.
I can always repsect this game and the wishes of the devs, it's just the simple understanding of differing preferences. But as you've made clear, I'm not the only one who shares these thoughts.
I just hope that at the end of the day, more people can find out and love this game like I did, despite the very punishing and sometimes frustrating design.
Nice video!
After looking forward to this game for so long, I was disappointed when I ended up not liking it.
I thought that I would be into a deck building game like this after really enjoying One Step from Eden. For me, this game is definitely more complicated and wayyyyy less approachable. There were just sooooo many pages of text to try to understand the game's mechanics, an overwhelming amount of NPCs to talk to, so much empty distance between points of interest in the hub world, it was too much for me.
I'm glad that some people seem to be enjoying this game. I also hope my purchase helped to support the devs because I do like the vision of indies like this.
amazing essay! 💛
Good video.