Hey there! Thanks for taking the time to make this, I'm deeply sorry that you ran into the issues you did. I wanted to take a sec just since I saw this to explain a bit why the game is in the state that it is, and also assure that this won't be the case for game 2. I started making Dark Deity as I learned to code in my spare time in college, and the foundation of the game is a complete mess because of it - something that I didn't have enough expertise to understand until I was far far too deep in the process to do a whole lot about it. I'd never made a game before, and while it was buggy on launch I worked my ass off to fix bugs constantly for months. In the end, when I had to update the engine to be allowed to put the game on a variety of non-steam storefronts (EGS, Nintendo, GoG, etc), it fundamentally broke a ton of the game because I hadn't updated the engine in years. It came to a point where I was putting out patches and breaking more things than I was fixing, and to boot almost all of the issues were machine specific - so I had little real way of debugging them with any level of speed as a solo engineer. I didn't stop patching it because I gave up on the game, I stopped patching it because its so fundamentally badly built that damn near anything I fix simply causes a different issue - and the only real answer to having a more stable game would involve completely rebuilding the entire game which would take years. Now all of this is really one big excuse that doesn't change the fact that for some the game is unplayable, and I don't really have anything I can say to curb how shitty that is. I was inexperienced, and I built a shitty game that has a ton of issues. I constantly feel awful about that, but from a functional level there isn't a whole lot I can do about it now. What I am doing is working my ass off to make a game 2 that stands far above Dark Deity 1 in every way, not only in it's design aspects but most importantly from the engine. I could very easily have coasted and reused assets and codebase to make a quick turnaround game 2, but DD2 is completely from scratch with an entirely new codebase, UI, concepts, and classes. Essentially I could have spent a year and a half rebuilding the dark deity 1 codebase to rescue a game that already had a ton of game design issues regardless, and I've instead put that time into doing my best to go the extra mile on 2. All that to say - I hope you give Dark Deity 2 a chance. I have a ton of passion and I readily admit the mistakes that were made along the way, and I work myself to the bone. I carry a lot of shame around the handling of Dark Deity 1, but I am doing my best to rectify that by giving y'all a game that blows you away.
Thanks for taking the time to watch this and reply! I completely understand if it's foundational level stuff that it's really difficult to actually fix. I don't really code, but even from the few classes I've taken and talking with friends and coworkers I have a pretty good sense of how sometimes you can dig yourself into such a deep hole that there's really not much you can do. While bugs aside I still have mixed feelings on the end result of the game, the fact of the matter is at the end of the day I really did have fun with this game. It's easy and comfortable for a person in my situation to throw shade, but the amount of effort that goes into bringing any game into existence, especially one as broadly coherent and fun as this, is still commendable. I hope work on the sequel goes well, and when I inevitably get around to playing it (because despite how large my backlog get I will ALWAYS find a way to fit in more strategy RPGs even if it takes a few years) I hope it's a product all parties can be proud of.
Hay, If more developers took the approach of 'okay, I screwed this up back in the day. I need to do better this time.' Things would be better in the industry. You think it might be possible to cover the events of the first game in the second game's engine eventually? I find myself sometimes in a place of 'I'd like to expereince the plot of game X before doing game X2, but game X has technical issues.' often enough to ask, on the off chance they'll be an answer.
If that were the case, then some more transparency with the community would be appreciated. If you're having trouble with the engine, announce it right away. If you don't say anything, nobody knows what's going on, and people get frustrated.
@@KyouOneZilla You're kidding, right? How was I supposed to know that Discord is the place I'm supposed to go to? Here's what I did: I encountered some bugs, and posted them on the Steam forum, in the dedicated bug-reporting thread. I come back a few weeks later, and find that not only is the bug not fixed, it's not even acknowledged. Then I dig through some forum threads, hoping to find some answers, only to find that the devs never posted in the last few months. At this point, I assume the devs have abandoned their own game, and moved on to other stuff. I imagine I already put in more effort than the average player. Why am I, a paying customer, expected to put in even more effort, when the devs themselves failed at doing basic communication?
I remember seeing a Steam review that said something like "they released swimsuit DLC but don't bother fixing bugs" and that perfectly sums up how I feel about this game.
As I re-playthrough it rn after about 2 years since playing the first time, I can confirm that the bugs I encountered years ago are still pretty much there. A shame since I was just appreciating the positive sies of it even more now, only to be disappointed again by the unfixed issues.
The main thing that took me out of the game was the weapon and armor percentages. It might be because I'm really used to FE but it felt very nebulous and hard to come to grips with, especially since I'm the kind of player who likes to know exactly why combat is going the way it's going and percentages for damage calculation aren't as easy to calculate as FE's basic arithmetic Edit: the fact that you can't typically keep units with the same weapon and armor when they promote and one of them changes makes it worse cause then it's like, ok I have this unit's niche figured out now, but then once you promote either their weapon or armor type changes and now you have to come to grips with it again. It's like if an FE myrm promoted into a Lance Paladin, now you have a different weapon with different applications AND new weaknesses you have to get use to again
There's also the nebulous connections between primary stats, secondary stats and actual combat. Like, Mastery says in its description that it "increases a unit's ability to exploit advantageous matchups" but what the heck does that even mean on an actual mechanical level? The biggest reason I'm 110% FE-pilled is because I'm used to being able to track every single number from start to finish with basic math, and every FE-like that doesn't have that simplicity immediately loses points on first glance.
Someone else commented about DD math being too nebulous while FE is more straightforward. I absolutely agree. What discouraged me in DD was the level of complexity in the combat system. Straightforward yet meticulous mental math is key in FE because of perma-death, the AI's priority of killing units, and the enemy's advantage in numbers. That screams to me as a player that thorough calculations are part of good gameplay strategy. Thankfully it's easy to do quick algebra in FE and the pre-combat stat screen is very informative. DD's math felt too nebulous and the multiple layers of complexity hampered my ability to comprehend and process the game state. The 'poise' concept (power attack vs. accurate attack, etc.) is a fascinating concept, but my tiny brain couldn't keep up with that ON TOP OF the unit-type rock-paper-scissors math. At least in FE the weapon triangle stays constant across unit type, and weapon effects are listed in their name (Lancereaver, Killer Axe, etc.).
I dropped the game partway through, and one of my bigest issues with it was the story. At roughly the 1/3rd point, it has been nothing but going place to place, searching for mcguffins, and getting lore dumped, but in a way where the lore dumps were mostly just "it is said that/ we don't really know what's going on" because it's some random ancient conspiracy plot, but there are no proper character moments to give some genuine meat on those bones. It just feels like the templates of a plot being given just enough prose to be possible to put into dialogue boxes, and being left at that. The average FE Romhack has a better story. Also, I agree with all of your criticisms of gameplay. In particular, the map design deserves large amounts of scorn, because most of the early game maps are Awakening tier, and somehow, in lategame, it slips down to Gaiden tier. Also, there are way too many things that the player needs to decide about possible future builds completely blind, and there are a bunch of enemies, even relatively early on, that punish the ever living shit out of the player, if they don't have some very specific counter builds, like the occasional random dodgetank, that seems to have 60+ avoid compared to their peers, without having notably different stats. The way promotions work is also whack as hell. Late joiners needing to have their class lines picked is cool on paper. You could choose something that fits your army, and it makes the game more customisable right? It would be, except most characters lead towards a specific advanced classlines, both in terms of visual presentation, and in terms of skills/statline. The thing with that, is that usually, the optimal class is not the one the character's profession or design might suggest, and it isn't the case of picking a best one out of a few good options, but rather picking out of one that's going to be good, one or two that's going to be servicable, and one or two that are so terrible, you might as well bench the unit. Perhaps the best example, is one of the scant few good maps, where three characters join. 2 temps, who return later, and one who stays. the temps have a bunch of magic promotions, and the one in black clothes has almost all of them be different breeds of just regular DPS mage (different damage types, some with minimal physical bulk, some with dodge tanking attempts, or pure glass cannons), and all kinda work, but the cleric has drastically different options, of varrying effectiveness, and the choice has to be made to make them fit with the player's team by the time they rejoin, which could be a much different team composition than what the player has at the moment, with most characters changing drastically with promotions (which start rolling around during that chapter, and right after) and new units joining. Also, the rogue that stays, despite having a bunch of similar seeming classes, is only good with one promotion, namely the one that gives her the most speed, because she doesn't seem that slow without the context of future speed benchmarks, and the safe assumption that a ROGUE that doesn't lose speed with any of their promotions should be fine in the speed department. And yet, she either needs to go thief, or be on a constant, and expensive diet of speed statboosters. Speaking of statboosters, the enemies are balanced around arms racing with the players' army having 4-5 optimised to hell, overinvested units, and it punishes the bad promotions even harder. This game genuinely felt like it wasn't playtested by anyone outside the dev team at best, and completely bereft of competent craftsmanship at worst. Symphony of War came out almost exactly one year later, and puts DD to utter fucking shame.
90% of the map? Unused. Wade through a 4-tile wide field of reduced movement terrain all the way from bottom to top instead. Yeah the map design isn't something I talked about but it definitely has some duds.
@@aegisScale Would you believe me if I said some variant of this same glitch has happened almost every chapter since chapter 10? You probably would because this game is just in a sorry state.
I haven't played it since 2022 according to Steam, and while I am excited for a sequel, I don't think I'm giving the first game another playthrough if there are significant crash issues introduced post-balance. I had a good time with it, but the systems were not so favourable, as you have covered in this video and others. The map design is something I don't think I will ever get over because there is a lot of choices that seem odd to me. I love variety, but there are some incredibly different tile sets that feel like they are from different games. There are also maps that are so much blank space or feel really weird in their presentation (like Chapter 19 where it is a box with two lines of enemies on each side). I also cannot agree more of unit feel because I really wanted each unit to feel more unique in what they do, but was presented with four versions of each class with slight flavour variations that class into significantly different unit types. I do hope they have learned a lot for the sequel. It looks like, based on trailers, there is some level of reclassing and a focus on acquiring skills. Time will tell, but hopefully they do fix the first game, like you said.
Chapter 19 was the most changed chapter in the game. The snow map that was in the background of the video, which kept having hard crashes turn 3 EP? That's chapter 19 as it looks today. Whatever they did to balance the game or spice up the maps ended up breaking it, to the point that I would much rather have the old boring version than the slightly more interesting but unfinishable one.
@@MythrilZenith Oh wow, that's quite the change of looks. I agree though that something playable is better than an unfinishable, even if it isn't pretty.
I personally liked DD despite it's flaws. I'm still excited to play DD2. I got lucky and only crashed once though. DD2 looks pretty polish in comparison and I'm always open to seeing anybody improving on their craft.
Having a battle compendium that lists all the weapons, their upgrades, and which class uses which weapon, would *really* help this game, as well as the damage types and armor types and all their interactions. Then, on promotion screen, you should be able to access the battle compendium so you can make an informed promotion decision, especially due to weapon and armor types often changing.
I think the biggest problem with the damage type/armor type system is that it isn't really visually clear. In Fire Emblem it is almost always *immediately* clear whether the unit is using a sword/spear/axe/magic/bow or is a flier or armor knight. But then is my Strider going to do more or less effective damage to that Green Knight? I think the system is 'deep' enough to be interesting but the problem is that it is not easy to keep track of, so I basically never think about it. That is the real problem with mechanics like Biorhythm etc..
You get the little green and red arrows when hovering over a unit to show if you deal bonus or penalized damage, but unless you start memorizing armor types based on sprite you're encouraged to individually check units and hover over their info, which captures the worst elements of Skill Emblem without any of the high potential. The system works, sure, but it basically requires the player to give up on having perfectly accurate calculations.
I had so much fun with the time I spent with this game, it's the type of TBS that I really enjoy, massive shame to hear that the bugs and crash issues.
Yeah, while it has its issues I think it definitely has gotten over-hated by the community. If it wasn't borderline unplayably broken I would be making a VERY different type of video on it.
Literally got it for free out of a raffle played it until I got to a game breaking bug that basically deleted my file try playing it again got more bugs lost interest try playing it again didn't have any interest bc it was so buggy which is a shame because I was willing to give it a wide wide berth as well yes it's Fire Emblem but bro I was I was invested
Yeah that's the issue - despite all of my little critiques and dislikes I was having a lot of fun with DD, but its constant bugs and crashes have literally prevented me from playing, and have put me off wanting to play DD2 as well.
When I first started the game, I was really impressed by how many different language options you could choose from. I really enjoy using video games for learning languages so I set the game to Chinese and started playing. Turns out, they were using Google Translate for all of it. Literally the first line of the prolog introduced Jesus as an in-game mythological character. Later in the tutorial they went on to translate the phrase "Everything else is fair game." literally word by word. To be fair, I wasn't expecting too much after seeing that the button on the main menu said "fied Chinese" since they had dropped the character meaning "simple". Why even add language options if they are done this poorly?
i remember when a lot of people were shilling this as the next indie FE big thing with two exceptions I can think of, one of which no longer being on youtube anymore, fast forward to years later you rarely hear anyone talk about this game even more, even now that it's getting a sequel, I feel like that says everything that needs to be said.
Yeah it's a fun game that you can tell has a lot of heart put into it, but its structural issues and lack of innovation on the formula (combined with most of its innovations having questionable at best implementations) definitely led it to not having the staying power it needed in the collective consciousness.
When i pkayed it was about a week after launch. I remember that i manged to have a character who tanked every single enemy. I think i only crashed at the second map and on one support convo
I would like to know your thoughts about the personal skills in the game. You mentioned that the class system takes away from the unit's identity. I am wondering if the personal skills managed to differentiate the characters.
Somewhat? Most personal skills I entirely forgot about during play. They tended to complement a particular set of class skills so I generally put those units into those classes, but when they didn't they didn't really change how I used most units. I probably could do more with them but I generally am of the mindset that most skills are best as "set and forget," and DD units definitely turn into one particular role and that's all I consider them as being.
Unfortunate that you couldn't make it to chapter 23. Frankly, the map and scenario design for the majority of this game was pretty mediocre or outright bad. But chapter 23 had some of the best boss mechanics I've encountered in an SRPG. Granted, I played at launch, so maybe they ruined it in a patch later on (I know they reworked a lot of the maps, including notably the one that you're currently softlocked on), but I sure hope not because it is unironically one of the most memorable (in a good way) maps I've played in an SRPG. Final boss fight was pretty decent too as I recall. One thing that's interesting to me is that you didn't mention class balance at all, which makes me wonder whether they actually did a good job with the rebalance changes? When I played the game, it was comical how overtuned the lifesteal magic using classes were, to the point where it was actively detrimental to try and use anything else. 1-2 range and Nosferatu effect on every weapon eclipsed the paltry buffs that the other classlines got. The dual swords class that rangers got dramatically outclassed all the other Ranger classes because dodgetanking was the only way to play the game at release and their class skill doubled down on speed, which meant that basically nobody on my team who started with bows actually used them by the end. It was also painful how focused the early meta was on speed. It was like FE's armor knight problem turned up to 11: defense didn't scale nearly fast enough to compensate for getting doubled, which coupled with the lower damage output meant that anyone who wasn't in the highest speed tier was functionally useless. As a result, a solid third of the cast was basically unusable on release, as they 3-4RKO'ed enemies and got 2 or even 1RKO'd back, even against their advantage matchup enemies, even on their join map. I'm curious too to hear your thoughts on the aspects (I think they were called?) as I thought that was probably the most interesting mechanic in the game. The idea to have an equippable item that could fundamentally alter the parameters of the unit was really cool. Of course, the inventory management aspect of it was a pain in the ass, and the aforementioned balance issues made it so that your units were either a) using one of the swap aspects to parlay one of their less useful stats into more speed, or b) were already a good unit and as such were using Vosh's Sanguination (which gave stats proportional to max HP) to completely break the game.
The balance felt pretty solid when I played. Lifesteal was down to 20% which meant it was still good but felt like other classes were legitimate options with the other limitations on lifesteal classes. I also feel like defense varies a lot between units, so some units will never have good defense but others like Vesta can tank for days. Aspects are an interesting concept. I like the idea for having basically a set of equippable skills (some of which totally transform how a unit works), but I VEHEMENTLY dislike the fact that you get them in such massive chunks. If you were to get, say, 2-3 per chapter then it would still be a lot but it would be reasonable. The fact that you get both that steady drip on new units PLUS get a few massive drops of like 12 extra aspects at once just triples down on the decision paralysis that this game suffers from. I pretty much had to just equip the most basic ones or straightforward upgrades and not think about it anymore or I would drive myself insane debating who was best with what.
My feelings about Dark Deity are very similar. The foundations of a good game are there, but it has too many issues, from its cliched story, to poor game balance and map design, to the numerous bugs. The bugs are particularly egregious, because not only are there way too many of them, at some point the devs just stopped fixing bugs for some reason. I've been diligently reporting every bug I come across, but not only are they still there over a year later, I haven't even seen an acknowledgement from the devs. And it's not like they're short-staffed either- they have the resources to update the art and release DLC, but somehow, fixing bugs is too much? And every update seems to introduce new (and worse) bugs. It just makes the devs look sloppy and unprofessional. Fixing bugs should always be your #1 priority. No exceptions. I agree with you about permadeath. My unpopular Fire Emblem opinion is that I don't like permadeath. Dark Deity handled it much better IMO, because the penalty is bad enough that you don't want to play sloppily, but not so severe that you just restart anyways, which makes the gameplay a lot less stressful and tedious. The damage formula is even more complicated than what you described. Not only is there weapon vs armor type, but you also have to take into account mastery, and the entire formula is very long. Though for me, this didn't matter as much as I thought. I mostly play by "vibes" rather than math everything out, so it doesn't really matter that the formula is complicated. And yeah, I agree that the game is more fun than it "should be". I did a few complete playthroughs experimenting with different units and builds. Unfortunately, the more recent versions have introduced more severe bugs, to the point where it has gotten too annoying for me to want to keep playing. (though I haven't run into hard crashes)
Yeah the overt complexity of this game is a total trap, where I just have to trust that the machine is working properly and go from there. Turning my brain off of *needing* to know all the details helps me enjoy the game a lot more, but the fact that I've just accepted that I will never know how some of the stats even work just discourages me from actually trying to put bonuses into those particular stats. I am beyond frustrated with the state of DD such that I have basically no interest in playing DD2 purely because the first one is a buggy, unplayable mess. It's one thing if they release a game and then never touch it, but to ACTIVELY update it and make the bugs WORSE just says a lot about their priorities and quality control.
I'm always looking for alternatives to Fire Emblem like Unicorn Overlord, since I want to play more Fire Emblem but also want to experience something new. This games looks right up my alley but if it's gonna soft lock you like that then I am not sure if I should even get it then.
Yeah it's a really hard sell. I WANT to feel comfortable recommending this game because despite its issues there are some interesting ideas going on, but the devs have left it abandoned in a broken state to work on the sequel which really hurts my ability to recommend it.
I couldn't implore you enough to either play Symphony of War instead, if you haven't, or even get into FE ROMhacks, because both are likely to give you much better content.
Would you be able to do a series about other fire emblem like games, especially more current ones? A few months ago I played a bit of one called "Lost Eidolons" on steam when I was visiting a friend and it was ok from the limited experience I had with it (though sometimes the joy of hanging out with friends can make a bad game seem good).
@@MythrilZenith If it interests you, "Gales of Nayeli" and "Astral Throne" have free short demos on steam right now, It'd show it to people that could be insterested and your feedback could be very insightful
So it got MORE buggy? That explains why i havent encountered many bugs myself (literally 0 crashes and biggest bug was push working weirdly on swamp map and one boss not doing certain attacks). A shame, it's not too bad and i completed it happily (even when its not as good as Fire Emblem really).
Watching the gameplay in the back, it looks like it could be a lot of fun, albeit kinda complicated? Either way, hope they fix the bugs. Another note, I personally focus a lot on visuals, being an artist and all, and this game has... A lot of clashing art styles. UI elements, map sprites, the visuals of the maps themselves, the character art, combat backgrounds, so much of it just looks like a completely different art style, most likely because theyre done by different artists, and it causes a lot of visual clutter for me personally. Its just a bit hard to look at.
Yeah. All of the individual pieces look good, but putting them all together creates something a bit strange. The map art itself definitely stands out imo as a weak point, particularly on later maps, at least one of which was apparently re-done after release.
@@MythrilZenith yeah, some of the map art seen in the video just looks... really empty and bland. that one map with the glowing trees and mushrooms looks pretty neat visually though, and i dont mind that desert map too much either
honestly just looking at your footage i can't help but think how unprofessional the visuals are; this isn't a question of polish so much as it is one of cohesion. it's a real mess of clashing styles; individual components look (mostly) fine but it looks really sloppy when everything's side-by-side, or map to map even; that snow map relative to that swamp map, the snow map just looks _unfinished._ It's not the end of the world for a game like this of course but I'm not a fan.
I'm not a visual artist, I don't have "artist's eyes" or the like, but yeah it's bad. The snow map in particular is egregious for MANY reasons, but what's even worse is that it was a rushed cover-up job to redo a map that was literally just a grey box with a couple of snow clumps on release. I like some of the character portraits. I like the battle animations. I like the map sprites. I even like the way some of the maps look. But I agree that they don't really feel like they fit together.
That's a shame, the idle animation and characters look nice, and grievous wound sounds interesting (haven't play it). 6:09 This section feels confusing.
Yeah could probably have done a better job at editing this section for clarity, but getting footage for every class type promotion was proving difficult in the time I had.
Huh I played it a few months ago and I did encounter some bugs, but nothing gamebreaking. Weird that you had so many problems when I don't think there have been any updates since then
Yeah I'm not sure if it's because of the specifics of my team have somehow created something that breaks the game, or if it's because I'm playing on PC, or what, but the glue that holds this game together feels like it's not quite set, and while the early game had very few issues there seemed to be more and more the longer I played.
Looked promising with some good ideas. Character art looks nice, map art not so much. That snow map looks really bad. They need to fix the bugs/crashes, those can really mess up the experience.
I played this back in 2021, got to around chapter 10ish and just kinda lost interest. I remember being frustrated with a lack of several QoL elements, awkward switching between units being the one that sticks in my head still.
I'm torn. I can basically guarantee it won't be on launch, I have too many games in my "to buy" list still for that. But with the shoddy state of DD1 it REALLY puts me off DD2 from the get-go.
Huh didn't even know it was this buggy. Played it beginning to end without issue....so I only had to deal with the systematic issues. I like the game but it needs a lot of refinement
God this was such a letdown for me. There's a lot of SRPGs, there are not a lot of games that scratch the same FE itch that this was really trying to hit. It's the same for me with Paper Mario, there aren't a lot of games that get it for me. Channels like yours I hope break down the elements of fire emblem into digestible bits so some indie dev can actually make a non-buggy, nebulously mathed, unfortunate mess the DD turned out to be.
I skipped through all of the story, cuz I just didn't care. Gameplaywise, is neat with Piercing and etc but thats about it? Faust ended up mostly soloing most of the later half of the game for me for my first run, because it was faster and easier to just use him to solo the game then to put other units out there who are all behind or do nothing against the enemy comp. The map where you have to fight your doppelganger, like how it was done in Awakening, was also solo'd because it was less of a pain since if you go first then you win and thus the map really needed something else to make you want to bring other units, like how Awakening at least had Aversa. It's a good starter game, but it REALLY needs more tunning on map design. Played it on release. All of these indie T/SRPGs are just telling me to never get another one, because most of them are terrible.
Oh absolutely not, if anything it doubles down on rewarding high investment into a small number of godlike units. The rebalanced admittedly helped, but evasion stacking on thieves or bulky lifesteal mages are still king.
@@Hell_O7 Basically, completing maps with only 1-4 units, and because they're the ones completing the maps, they get all of the EXP, which makes them even better at soloing maps, etc. Best example I can think of off of the top of my head is 200 Avoid Alear in FE Engage. Completely removes any challenge.
You haven't even scratched the surface with all the problems the game has. For instance, Astral Seeker, the adept final tier, is supposed to have 1-2 range. Also, its red and yellow weapons are based of MAG stat, whereas its blue and green weapons are physical. So if you built Elias to go yellow weapon because you still wanted to capitalize on his Ctier speed against the real slow enemies, well joke is on you because it's a magical weapon on tier3 only! Not to mention that when you promote to Astral Seeker, you don't get the 1-2 range that you were expecting. You're still melee. Also when you make a Sniper and get that third range, the attack preview screen shows the enemy is still able to counter attack. Also, sometimes you need to press Y, instead of the typical X, to see more descriptions on the character screen depending upon which kind of screen you're viewing. If it's the "Unit" Screen, you press X. If it's the promotion screen, you press Y. Also, sometimes B will hide the extra descriptions, other times B will move you back to the previous menu altogether. I think having the ability to preview classes outside of the promotion screen, as well as being able to preview a weapon's upgrade tree with it would help a long way. Especially since not all color types match in stats across weapons. Like for instance, Surge's green lightning weapon is light, but Reverie's green mace weapon is heavy. If for some reason you wanted to go Surge into Astral Seeker for Elias, you might hate the new heavy weight weapon you get. Et al., All of the weapon balancing makes cross-pathing on adepts totally stupid. I'm also pretty sure some of the aspects are broken, like Darmena's Kiss. Description of the aspect says it swaps power with 0.5 crit, but for some reason it makes power and crit always become the same value, and you're usually getting an increase in at least one of the stats (it looks like it averages it). Also Varden's Ardor is not so obvious on how it calculates its bonus. Yeah..
the upgrade and class system is very weird. And the minor bugs were annoying. I think indies are evolving their FE style games. Symphony of War isn't for my taste due to team building becoming strong soldiers go brr Redemption Reapers is playing slow to beat one enemy at time like early 3H maddening for the entire game And I have to play Lost Eidolons someday
DD definitely didn't expand too much on the FE style formula, and the ways it did are pretty questionably implemented. Potential, definitely, but the combination of a ton of UI/UX issues (that I forgot to talk about), minor bugs, and then some major bugs that I've started encountering in the back third of this game, make it really hard to physically finish.
Hey there! Thanks for taking the time to make this, I'm deeply sorry that you ran into the issues you did. I wanted to take a sec just since I saw this to explain a bit why the game is in the state that it is, and also assure that this won't be the case for game 2.
I started making Dark Deity as I learned to code in my spare time in college, and the foundation of the game is a complete mess because of it - something that I didn't have enough expertise to understand until I was far far too deep in the process to do a whole lot about it. I'd never made a game before, and while it was buggy on launch I worked my ass off to fix bugs constantly for months. In the end, when I had to update the engine to be allowed to put the game on a variety of non-steam storefronts (EGS, Nintendo, GoG, etc), it fundamentally broke a ton of the game because I hadn't updated the engine in years. It came to a point where I was putting out patches and breaking more things than I was fixing, and to boot almost all of the issues were machine specific - so I had little real way of debugging them with any level of speed as a solo engineer. I didn't stop patching it because I gave up on the game, I stopped patching it because its so fundamentally badly built that damn near anything I fix simply causes a different issue - and the only real answer to having a more stable game would involve completely rebuilding the entire game which would take years.
Now all of this is really one big excuse that doesn't change the fact that for some the game is unplayable, and I don't really have anything I can say to curb how shitty that is. I was inexperienced, and I built a shitty game that has a ton of issues. I constantly feel awful about that, but from a functional level there isn't a whole lot I can do about it now.
What I am doing is working my ass off to make a game 2 that stands far above Dark Deity 1 in every way, not only in it's design aspects but most importantly from the engine. I could very easily have coasted and reused assets and codebase to make a quick turnaround game 2, but DD2 is completely from scratch with an entirely new codebase, UI, concepts, and classes. Essentially I could have spent a year and a half rebuilding the dark deity 1 codebase to rescue a game that already had a ton of game design issues regardless, and I've instead put that time into doing my best to go the extra mile on 2.
All that to say - I hope you give Dark Deity 2 a chance. I have a ton of passion and I readily admit the mistakes that were made along the way, and I work myself to the bone. I carry a lot of shame around the handling of Dark Deity 1, but I am doing my best to rectify that by giving y'all a game that blows you away.
Thanks for taking the time to watch this and reply!
I completely understand if it's foundational level stuff that it's really difficult to actually fix. I don't really code, but even from the few classes I've taken and talking with friends and coworkers I have a pretty good sense of how sometimes you can dig yourself into such a deep hole that there's really not much you can do.
While bugs aside I still have mixed feelings on the end result of the game, the fact of the matter is at the end of the day I really did have fun with this game. It's easy and comfortable for a person in my situation to throw shade, but the amount of effort that goes into bringing any game into existence, especially one as broadly coherent and fun as this, is still commendable. I hope work on the sequel goes well, and when I inevitably get around to playing it (because despite how large my backlog get I will ALWAYS find a way to fit in more strategy RPGs even if it takes a few years) I hope it's a product all parties can be proud of.
Hay, If more developers took the approach of 'okay, I screwed this up back in the day. I need to do better this time.' Things would be better in the industry. You think it might be possible to cover the events of the first game in the second game's engine eventually? I find myself sometimes in a place of 'I'd like to expereince the plot of game X before doing game X2, but game X has technical issues.' often enough to ask, on the off chance they'll be an answer.
If that were the case, then some more transparency with the community would be appreciated. If you're having trouble with the engine, announce it right away. If you don't say anything, nobody knows what's going on, and people get frustrated.
@@mathmagician517 Chip was very active in the Discord about the technical issues. There are too many platforms for him to be everywhere at once.
@@KyouOneZilla You're kidding, right? How was I supposed to know that Discord is the place I'm supposed to go to?
Here's what I did: I encountered some bugs, and posted them on the Steam forum, in the dedicated bug-reporting thread. I come back a few weeks later, and find that not only is the bug not fixed, it's not even acknowledged. Then I dig through some forum threads, hoping to find some answers, only to find that the devs never posted in the last few months. At this point, I assume the devs have abandoned their own game, and moved on to other stuff.
I imagine I already put in more effort than the average player. Why am I, a paying customer, expected to put in even more effort, when the devs themselves failed at doing basic communication?
I remember seeing a Steam review that said something like "they released swimsuit DLC but don't bother fixing bugs" and that perfectly sums up how I feel about this game.
they were very transparent about planning on doing that well before release. Doubtful that had any impact on bugs that were discovered after release.
As I re-playthrough it rn after about 2 years since playing the first time, I can confirm that the bugs I encountered years ago are still pretty much there. A shame since I was just appreciating the positive sies of it even more now, only to be disappointed again by the unfixed issues.
The main thing that took me out of the game was the weapon and armor percentages. It might be because I'm really used to FE but it felt very nebulous and hard to come to grips with, especially since I'm the kind of player who likes to know exactly why combat is going the way it's going and percentages for damage calculation aren't as easy to calculate as FE's basic arithmetic
Edit: the fact that you can't typically keep units with the same weapon and armor when they promote and one of them changes makes it worse cause then it's like, ok I have this unit's niche figured out now, but then once you promote either their weapon or armor type changes and now you have to come to grips with it again. It's like if an FE myrm promoted into a Lance Paladin, now you have a different weapon with different applications AND new weaknesses you have to get use to again
There's also the nebulous connections between primary stats, secondary stats and actual combat. Like, Mastery says in its description that it "increases a unit's ability to exploit advantageous matchups" but what the heck does that even mean on an actual mechanical level?
The biggest reason I'm 110% FE-pilled is because I'm used to being able to track every single number from start to finish with basic math, and every FE-like that doesn't have that simplicity immediately loses points on first glance.
Someone else commented about DD math being too nebulous while FE is more straightforward. I absolutely agree. What discouraged me in DD was the level of complexity in the combat system.
Straightforward yet meticulous mental math is key in FE because of perma-death, the AI's priority of killing units, and the enemy's advantage in numbers. That screams to me as a player that thorough calculations are part of good gameplay strategy. Thankfully it's easy to do quick algebra in FE and the pre-combat stat screen is very informative.
DD's math felt too nebulous and the multiple layers of complexity hampered my ability to comprehend and process the game state. The 'poise' concept (power attack vs. accurate attack, etc.) is a fascinating concept, but my tiny brain couldn't keep up with that ON TOP OF the unit-type rock-paper-scissors math. At least in FE the weapon triangle stays constant across unit type, and weapon effects are listed in their name (Lancereaver, Killer Axe, etc.).
I dropped the game partway through, and one of my bigest issues with it was the story. At roughly the 1/3rd point, it has been nothing but going place to place, searching for mcguffins, and getting lore dumped, but in a way where the lore dumps were mostly just "it is said that/ we don't really know what's going on" because it's some random ancient conspiracy plot, but there are no proper character moments to give some genuine meat on those bones. It just feels like the templates of a plot being given just enough prose to be possible to put into dialogue boxes, and being left at that. The average FE Romhack has a better story.
Also, I agree with all of your criticisms of gameplay. In particular, the map design deserves large amounts of scorn, because most of the early game maps are Awakening tier, and somehow, in lategame, it slips down to Gaiden tier. Also, there are way too many things that the player needs to decide about possible future builds completely blind, and there are a bunch of enemies, even relatively early on, that punish the ever living shit out of the player, if they don't have some very specific counter builds, like the occasional random dodgetank, that seems to have 60+ avoid compared to their peers, without having notably different stats.
The way promotions work is also whack as hell. Late joiners needing to have their class lines picked is cool on paper. You could choose something that fits your army, and it makes the game more customisable right? It would be, except most characters lead towards a specific advanced classlines, both in terms of visual presentation, and in terms of skills/statline. The thing with that, is that usually, the optimal class is not the one the character's profession or design might suggest, and it isn't the case of picking a best one out of a few good options, but rather picking out of one that's going to be good, one or two that's going to be servicable, and one or two that are so terrible, you might as well bench the unit.
Perhaps the best example, is one of the scant few good maps, where three characters join. 2 temps, who return later, and one who stays. the temps have a bunch of magic promotions, and the one in black clothes has almost all of them be different breeds of just regular DPS mage (different damage types, some with minimal physical bulk, some with dodge tanking attempts, or pure glass cannons), and all kinda work, but the cleric has drastically different options, of varrying effectiveness, and the choice has to be made to make them fit with the player's team by the time they rejoin, which could be a much different team composition than what the player has at the moment, with most characters changing drastically with promotions (which start rolling around during that chapter, and right after) and new units joining.
Also, the rogue that stays, despite having a bunch of similar seeming classes, is only good with one promotion, namely the one that gives her the most speed, because she doesn't seem that slow without the context of future speed benchmarks, and the safe assumption that a ROGUE that doesn't lose speed with any of their promotions should be fine in the speed department. And yet, she either needs to go thief, or be on a constant, and expensive diet of speed statboosters.
Speaking of statboosters, the enemies are balanced around arms racing with the players' army having 4-5 optimised to hell, overinvested units, and it punishes the bad promotions even harder.
This game genuinely felt like it wasn't playtested by anyone outside the dev team at best, and completely bereft of competent craftsmanship at worst. Symphony of War came out almost exactly one year later, and puts DD to utter fucking shame.
That swamp level gameplay on the back sure is peak level design.
90% of the map? Unused. Wade through a 4-tile wide field of reduced movement terrain all the way from bottom to top instead.
Yeah the map design isn't something I talked about but it definitely has some duds.
The Quantum Thae'lanel superposition glitch sent me💀💀💀
@@aegisScale Would you believe me if I said some variant of this same glitch has happened almost every chapter since chapter 10? You probably would because this game is just in a sorry state.
I haven't played it since 2022 according to Steam, and while I am excited for a sequel, I don't think I'm giving the first game another playthrough if there are significant crash issues introduced post-balance. I had a good time with it, but the systems were not so favourable, as you have covered in this video and others. The map design is something I don't think I will ever get over because there is a lot of choices that seem odd to me. I love variety, but there are some incredibly different tile sets that feel like they are from different games. There are also maps that are so much blank space or feel really weird in their presentation (like Chapter 19 where it is a box with two lines of enemies on each side). I also cannot agree more of unit feel because I really wanted each unit to feel more unique in what they do, but was presented with four versions of each class with slight flavour variations that class into significantly different unit types.
I do hope they have learned a lot for the sequel. It looks like, based on trailers, there is some level of reclassing and a focus on acquiring skills. Time will tell, but hopefully they do fix the first game, like you said.
Chapter 19 was the most changed chapter in the game. The snow map that was in the background of the video, which kept having hard crashes turn 3 EP? That's chapter 19 as it looks today. Whatever they did to balance the game or spice up the maps ended up breaking it, to the point that I would much rather have the old boring version than the slightly more interesting but unfinishable one.
@@MythrilZenith Oh wow, that's quite the change of looks. I agree though that something playable is better than an unfinishable, even if it isn't pretty.
I personally liked DD despite it's flaws. I'm still excited to play DD2. I got lucky and only crashed once though. DD2 looks pretty polish in comparison and I'm always open to seeing anybody improving on their craft.
Having a battle compendium that lists all the weapons, their upgrades, and which class uses which weapon, would *really* help this game, as well as the damage types and armor types and all their interactions. Then, on promotion screen, you should be able to access the battle compendium so you can make an informed promotion decision, especially due to weapon and armor types often changing.
I think the biggest problem with the damage type/armor type system is that it isn't really visually clear. In Fire Emblem it is almost always *immediately* clear whether the unit is using a sword/spear/axe/magic/bow or is a flier or armor knight. But then is my Strider going to do more or less effective damage to that Green Knight?
I think the system is 'deep' enough to be interesting but the problem is that it is not easy to keep track of, so I basically never think about it. That is the real problem with mechanics like Biorhythm etc..
You get the little green and red arrows when hovering over a unit to show if you deal bonus or penalized damage, but unless you start memorizing armor types based on sprite you're encouraged to individually check units and hover over their info, which captures the worst elements of Skill Emblem without any of the high potential.
The system works, sure, but it basically requires the player to give up on having perfectly accurate calculations.
I had so much fun with the time I spent with this game, it's the type of TBS that I really enjoy, massive shame to hear that the bugs and crash issues.
Yeah, while it has its issues I think it definitely has gotten over-hated by the community. If it wasn't borderline unplayably broken I would be making a VERY different type of video on it.
Literally got it for free out of a raffle played it until I got to a game breaking bug that basically deleted my file try playing it again got more bugs lost interest try playing it again didn't have any interest bc it was so buggy which is a shame because I was willing to give it a wide wide berth as well yes it's Fire Emblem but bro I was I was invested
Yeah that's the issue - despite all of my little critiques and dislikes I was having a lot of fun with DD, but its constant bugs and crashes have literally prevented me from playing, and have put me off wanting to play DD2 as well.
When I first started the game, I was really impressed by how many different language options you could choose from. I really enjoy using video games for learning languages so I set the game to Chinese and started playing. Turns out, they were using Google Translate for all of it. Literally the first line of the prolog introduced Jesus as an in-game mythological character. Later in the tutorial they went on to translate the phrase "Everything else is fair game." literally word by word. To be fair, I wasn't expecting too much after seeing that the button on the main menu said "fied Chinese" since they had dropped the character meaning "simple".
Why even add language options if they are done this poorly?
@@3st3st77 yeah, Google Translate is no substitute for an actual translation. That's a shame.
i remember when a lot of people were shilling this as the next indie FE big thing with two exceptions I can think of, one of which no longer being on youtube anymore, fast forward to years later you rarely hear anyone talk about this game even more, even now that it's getting a sequel, I feel like that says everything that needs to be said.
Yeah it's a fun game that you can tell has a lot of heart put into it, but its structural issues and lack of innovation on the formula (combined with most of its innovations having questionable at best implementations) definitely led it to not having the staying power it needed in the collective consciousness.
What's the background music from?
Old School Runescape, "Starlight"
I tried the game. Controls felt awkward and the game overall didn't feel pollished. At some point in chapter 3(?) I gave up and stopped playing.
When i pkayed it was about a week after launch. I remember that i manged to have a character who tanked every single enemy. I think i only crashed at the second map and on one support convo
I would like to know your thoughts about the personal skills in the game. You mentioned that the class system takes away from the unit's identity. I am wondering if the personal skills managed to differentiate the characters.
Somewhat? Most personal skills I entirely forgot about during play. They tended to complement a particular set of class skills so I generally put those units into those classes, but when they didn't they didn't really change how I used most units. I probably could do more with them but I generally am of the mindset that most skills are best as "set and forget," and DD units definitely turn into one particular role and that's all I consider them as being.
Unfortunate that you couldn't make it to chapter 23. Frankly, the map and scenario design for the majority of this game was pretty mediocre or outright bad. But chapter 23 had some of the best boss mechanics I've encountered in an SRPG. Granted, I played at launch, so maybe they ruined it in a patch later on (I know they reworked a lot of the maps, including notably the one that you're currently softlocked on), but I sure hope not because it is unironically one of the most memorable (in a good way) maps I've played in an SRPG. Final boss fight was pretty decent too as I recall.
One thing that's interesting to me is that you didn't mention class balance at all, which makes me wonder whether they actually did a good job with the rebalance changes? When I played the game, it was comical how overtuned the lifesteal magic using classes were, to the point where it was actively detrimental to try and use anything else. 1-2 range and Nosferatu effect on every weapon eclipsed the paltry buffs that the other classlines got. The dual swords class that rangers got dramatically outclassed all the other Ranger classes because dodgetanking was the only way to play the game at release and their class skill doubled down on speed, which meant that basically nobody on my team who started with bows actually used them by the end.
It was also painful how focused the early meta was on speed. It was like FE's armor knight problem turned up to 11: defense didn't scale nearly fast enough to compensate for getting doubled, which coupled with the lower damage output meant that anyone who wasn't in the highest speed tier was functionally useless. As a result, a solid third of the cast was basically unusable on release, as they 3-4RKO'ed enemies and got 2 or even 1RKO'd back, even against their advantage matchup enemies, even on their join map.
I'm curious too to hear your thoughts on the aspects (I think they were called?) as I thought that was probably the most interesting mechanic in the game. The idea to have an equippable item that could fundamentally alter the parameters of the unit was really cool. Of course, the inventory management aspect of it was a pain in the ass, and the aforementioned balance issues made it so that your units were either a) using one of the swap aspects to parlay one of their less useful stats into more speed, or b) were already a good unit and as such were using Vosh's Sanguination (which gave stats proportional to max HP) to completely break the game.
The balance felt pretty solid when I played. Lifesteal was down to 20% which meant it was still good but felt like other classes were legitimate options with the other limitations on lifesteal classes. I also feel like defense varies a lot between units, so some units will never have good defense but others like Vesta can tank for days.
Aspects are an interesting concept. I like the idea for having basically a set of equippable skills (some of which totally transform how a unit works), but I VEHEMENTLY dislike the fact that you get them in such massive chunks. If you were to get, say, 2-3 per chapter then it would still be a lot but it would be reasonable. The fact that you get both that steady drip on new units PLUS get a few massive drops of like 12 extra aspects at once just triples down on the decision paralysis that this game suffers from.
I pretty much had to just equip the most basic ones or straightforward upgrades and not think about it anymore or I would drive myself insane debating who was best with what.
My feelings about Dark Deity are very similar. The foundations of a good game are there, but it has too many issues, from its cliched story, to poor game balance and map design, to the numerous bugs. The bugs are particularly egregious, because not only are there way too many of them, at some point the devs just stopped fixing bugs for some reason. I've been diligently reporting every bug I come across, but not only are they still there over a year later, I haven't even seen an acknowledgement from the devs. And it's not like they're short-staffed either- they have the resources to update the art and release DLC, but somehow, fixing bugs is too much? And every update seems to introduce new (and worse) bugs. It just makes the devs look sloppy and unprofessional. Fixing bugs should always be your #1 priority. No exceptions.
I agree with you about permadeath. My unpopular Fire Emblem opinion is that I don't like permadeath. Dark Deity handled it much better IMO, because the penalty is bad enough that you don't want to play sloppily, but not so severe that you just restart anyways, which makes the gameplay a lot less stressful and tedious.
The damage formula is even more complicated than what you described. Not only is there weapon vs armor type, but you also have to take into account mastery, and the entire formula is very long. Though for me, this didn't matter as much as I thought. I mostly play by "vibes" rather than math everything out, so it doesn't really matter that the formula is complicated.
And yeah, I agree that the game is more fun than it "should be". I did a few complete playthroughs experimenting with different units and builds. Unfortunately, the more recent versions have introduced more severe bugs, to the point where it has gotten too annoying for me to want to keep playing. (though I haven't run into hard crashes)
Yeah the overt complexity of this game is a total trap, where I just have to trust that the machine is working properly and go from there. Turning my brain off of *needing* to know all the details helps me enjoy the game a lot more, but the fact that I've just accepted that I will never know how some of the stats even work just discourages me from actually trying to put bonuses into those particular stats.
I am beyond frustrated with the state of DD such that I have basically no interest in playing DD2 purely because the first one is a buggy, unplayable mess. It's one thing if they release a game and then never touch it, but to ACTIVELY update it and make the bugs WORSE just says a lot about their priorities and quality control.
I just got the game. I have limited fire emblem experience but this game is really hard! There are way too many enemies and no save mid battle.
Rogues and choke points
I'm always looking for alternatives to Fire Emblem like Unicorn Overlord, since I want to play more Fire Emblem but also want to experience something new. This games looks right up my alley but if it's gonna soft lock you like that then I am not sure if I should even get it then.
Yeah it's a really hard sell. I WANT to feel comfortable recommending this game because despite its issues there are some interesting ideas going on, but the devs have left it abandoned in a broken state to work on the sequel which really hurts my ability to recommend it.
I couldn't implore you enough to either play Symphony of War instead, if you haven't, or even get into FE ROMhacks, because both are likely to give you much better content.
Would you be able to do a series about other fire emblem like games, especially more current ones? A few months ago I played a bit of one called "Lost Eidolons" on steam when I was visiting a friend and it was ok from the limited experience I had with it (though sometimes the joy of hanging out with friends can make a bad game seem good).
Can't promise anything, games cost money and take time to play, but if I find myself playing them then I'll probably say at least something about it.
@@MythrilZenith If it interests you, "Gales of Nayeli" and "Astral Throne" have free short demos on steam right now, It'd show it to people that could be insterested and your feedback could be very insightful
So it got MORE buggy? That explains why i havent encountered many bugs myself (literally 0 crashes and biggest bug was push working weirdly on swamp map and one boss not doing certain attacks). A shame, it's not too bad and i completed it happily
(even when its not as good as Fire Emblem really).
I love ALL MythrilZenith videos!!!! ❤
Watching the gameplay in the back, it looks like it could be a lot of fun, albeit kinda complicated? Either way, hope they fix the bugs.
Another note, I personally focus a lot on visuals, being an artist and all, and this game has... A lot of clashing art styles. UI elements, map sprites, the visuals of the maps themselves, the character art, combat backgrounds, so much of it just looks like a completely different art style, most likely because theyre done by different artists, and it causes a lot of visual clutter for me personally. Its just a bit hard to look at.
Yeah. All of the individual pieces look good, but putting them all together creates something a bit strange. The map art itself definitely stands out imo as a weak point, particularly on later maps, at least one of which was apparently re-done after release.
@@MythrilZenith yeah, some of the map art seen in the video just looks... really empty and bland. that one map with the glowing trees and mushrooms looks pretty neat visually though, and i dont mind that desert map too much either
This game's class system seems pretty fun, do you know of any SRPGs that do a similar thing (but better)?
Honestly not really? I also have admittedly played only a fairly limited set of SRPGs so I'm not the best source of knowledge when it comes to that.
honestly just looking at your footage i can't help but think how unprofessional the visuals are; this isn't a question of polish so much as it is one of cohesion. it's a real mess of clashing styles; individual components look (mostly) fine but it looks really sloppy when everything's side-by-side, or map to map even; that snow map relative to that swamp map, the snow map just looks _unfinished._ It's not the end of the world for a game like this of course but I'm not a fan.
I'm not a visual artist, I don't have "artist's eyes" or the like, but yeah it's bad. The snow map in particular is egregious for MANY reasons, but what's even worse is that it was a rushed cover-up job to redo a map that was literally just a grey box with a couple of snow clumps on release.
I like some of the character portraits. I like the battle animations. I like the map sprites. I even like the way some of the maps look. But I agree that they don't really feel like they fit together.
That's a shame, the idle animation and characters look nice, and grievous wound sounds interesting (haven't play it).
6:09 This section feels confusing.
Yeah could probably have done a better job at editing this section for clarity, but getting footage for every class type promotion was proving difficult in the time I had.
Huh
I played it a few months ago and I did encounter some bugs, but nothing gamebreaking. Weird that you had so many problems when I don't think there have been any updates since then
Yeah I'm not sure if it's because of the specifics of my team have somehow created something that breaks the game, or if it's because I'm playing on PC, or what, but the glue that holds this game together feels like it's not quite set, and while the early game had very few issues there seemed to be more and more the longer I played.
Looked promising with some good ideas. Character art looks nice, map art not so much. That snow map looks really bad. They need to fix the bugs/crashes, those can really mess up the experience.
I played this back in 2021, got to around chapter 10ish and just kinda lost interest. I remember being frustrated with a lack of several QoL elements, awkward switching between units being the one that sticks in my head still.
Hopefully not dumb question. Does your video mean you’ll play the second dark deity 😅
I'm torn. I can basically guarantee it won't be on launch, I have too many games in my "to buy" list still for that. But with the shoddy state of DD1 it REALLY puts me off DD2 from the get-go.
Huh didn't even know it was this buggy. Played it beginning to end without issue....so I only had to deal with the systematic issues. I like the game but it needs a lot of refinement
God this was such a letdown for me. There's a lot of SRPGs, there are not a lot of games that scratch the same FE itch that this was really trying to hit. It's the same for me with Paper Mario, there aren't a lot of games that get it for me. Channels like yours I hope break down the elements of fire emblem into digestible bits so some indie dev can actually make a non-buggy, nebulously mathed, unfortunate mess the DD turned out to be.
There's a lot to cover, but I'm sure I'll get it all eventually!
I skipped through all of the story, cuz I just didn't care. Gameplaywise, is neat with Piercing and etc but thats about it? Faust ended up mostly soloing most of the later half of the game for me for my first run, because it was faster and easier to just use him to solo the game then to put other units out there who are all behind or do nothing against the enemy comp. The map where you have to fight your doppelganger, like how it was done in Awakening, was also solo'd because it was less of a pain since if you go first then you win and thus the map really needed something else to make you want to bring other units, like how Awakening at least had Aversa. It's a good starter game, but it REALLY needs more tunning on map design. Played it on release. All of these indie T/SRPGs are just telling me to never get another one, because most of them are terrible.
game bugs too strong please nerf
Seriously I wish this was just a joke.
even ignoring the bugs, the game never struck me the right way. I do not think it solves issues of juggernauting or unit balance that FE has
Oh absolutely not, if anything it doubles down on rewarding high investment into a small number of godlike units. The rebalanced admittedly helped, but evasion stacking on thieves or bulky lifesteal mages are still king.
What is juggernauting?
@@Hell_O7 Basically, completing maps with only 1-4 units, and because they're the ones completing the maps, they get all of the EXP, which makes them even better at soloing maps, etc.
Best example I can think of off of the top of my head is 200 Avoid Alear in FE Engage. Completely removes any challenge.
You haven't even scratched the surface with all the problems the game has.
For instance, Astral Seeker, the adept final tier, is supposed to have 1-2 range. Also, its red and yellow weapons are based of MAG stat, whereas its blue and green weapons are physical. So if you built Elias to go yellow weapon because you still wanted to capitalize on his Ctier speed against the real slow enemies, well joke is on you because it's a magical weapon on tier3 only! Not to mention that when you promote to Astral Seeker, you don't get the 1-2 range that you were expecting. You're still melee.
Also when you make a Sniper and get that third range, the attack preview screen shows the enemy is still able to counter attack.
Also, sometimes you need to press Y, instead of the typical X, to see more descriptions on the character screen depending upon which kind of screen you're viewing. If it's the "Unit" Screen, you press X. If it's the promotion screen, you press Y. Also, sometimes B will hide the extra descriptions, other times B will move you back to the previous menu altogether.
I think having the ability to preview classes outside of the promotion screen, as well as being able to preview a weapon's upgrade tree with it would help a long way. Especially since not all color types match in stats across weapons. Like for instance, Surge's green lightning weapon is light, but Reverie's green mace weapon is heavy. If for some reason you wanted to go Surge into Astral Seeker for Elias, you might hate the new heavy weight weapon you get. Et al., All of the weapon balancing makes cross-pathing on adepts totally stupid.
I'm also pretty sure some of the aspects are broken, like Darmena's Kiss. Description of the aspect says it swaps power with 0.5 crit, but for some reason it makes power and crit always become the same value, and you're usually getting an increase in at least one of the stats (it looks like it averages it). Also Varden's Ardor is not so obvious on how it calculates its bonus.
Yeah..
It’s also like really laggy on switch
Didn't know it was even on switch, it's still somewhat laggy even on a high end pc.
Remembered trashing this game on launch with the rom hacking community lmao. Hope 2 can be a better game.
the upgrade and class system is very weird. And the minor bugs were annoying.
I think indies are evolving their FE style games.
Symphony of War isn't for my taste due to team building becoming strong soldiers go brr
Redemption Reapers is playing slow to beat one enemy at time like early 3H maddening for the entire game
And I have to play Lost Eidolons someday
DD definitely didn't expand too much on the FE style formula, and the ways it did are pretty questionably implemented. Potential, definitely, but the combination of a ton of UI/UX issues (that I forgot to talk about), minor bugs, and then some major bugs that I've started encountering in the back third of this game, make it really hard to physically finish.