PROTOTYPE PROBLEMS
(just a place to store notes)
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Backtracking for items. There is no easy way to see what items are where and in which state. Long-press is very uncomfortable. And even if it's fixed: it still boring to move around an empty level gathering "something better" for the next level. -
Virtually player needs only 2 high-level heroes. Which contradicts to core gameplay idea. Degradation doesn't seem to fix the issue, and creates a problem of "throw-away" heroes. And team missions will only later reveal that it "wasn't done properly" in the first part of the game. -
There doesn't seem to be room for fog of war. The player has to hunt monsters, especially thief slimes. But doing so blindly with monsters invisible will be way to tedious. Something needs to be significantly adjusted here.FIXED -
Too much time for one character. The time between entering the dungeon and getting captured is too large. I make a run for several days before switching character to another. One character should live for something under an hour. (levels smaller + difficulty curve steeper). -
Resting is unfair. It is dangerous, as it should be, but this danger is unfair. Feels like it's either "way too random" or requires waking up from time to time and clear the level again (which isn't fun). -
Big monster groups. It's good, but it should be either consequence of player's unthoughtful actions or specifically gamedesigned traps. Right now it's just random, and unfair especially at the beginning of the map. -
Stats are not useful. While indeed a higher-level heroine has higher survivability, the heroine usually gets captured not due to health/mental depletion, but because of the random events above. And usually never goes below 60-70% of max health/psyche, while stamina is indeed very dynamic stat as it should be. -
I'm very unsure about art direction. Top-down or side-up? Animated or pseudo-animated?
Edited by EugeneLoza