Also, let me preface this with: I don't think the game is bad at all - I enjoy it - I'm just writing down my problems with the game, because well, that's the stuff that bothers me
- You need to display results of a turn before the animations play out, because they take long enough that sometimes you really want to skip them, which is almost always a bad idea because you don't actually know what happened before it does. Sure, you can press i to skip them, and there are warnings, but that's not enough IMO.
- This is relatively minor, but show relic abilities in menu, and in fact, add a menu with settings, high scores, exit button, if possible.
- Also UI-related,
- The way the game has so many abilities with uncertain effect, and high miss rates, really makes it feel like every single thing you've got is just goddamn flimsy. It's just not a good way to do RNG, and actual balance aside, it just feels really trash.
- Also, attack/heal power is just... fuzzy. It tells you nothing about the damage an attack is going to do, nothing about how stats or lvel affect it, just nothing. IMO, change it to show damage and how it scales, instead. Also, would be nice if different abilities, including passive ones, scaled differently, with different stats.
- Modifiers bestowed by creatures have way too goddamn many possible abilities to choose from, making them extremely expensive wildcards, not to mention that it's just hard to go through all of that stuff and evaluate them, which, again, makes them feel kinda worthless. Reduce the amount of skills each has, maybe split them into different modifiers, possibly split modifier skillset into two groups, first added ability rolled from first, second from second. And what if getting the modifier from a creature with it was cheaper, to give more of a reward for linking with such creatures?
- And this honestly is a recurring theme... everything in this game just... feels so flimsy, impactless, unreliable. Half the early creatures have enough weaknesses to be worthless, 3/4 the abilities seem to be either unreliable, low-impact, or share cooldown with more useful ones, modifying demons is expensive and usually only yields minor benefit, so you're basically gimping yourself permanently by doing it early, which leads to an unhealthy and unfun "save all you've got for later" playstyle.
- (some of) the branches are really crazy. I always do Tower 1 1/2, which while tough(and tbh not fun, since you've got to put maximum cheese into your efforts and the margins are thin) is doable, but the other two branches I encountered(Vikhor's Sanctum and another one) were just ridiculous. My level 3-4 demons got slaughtered by level 8 demons faster than you can clear the hounds in Actaeon's linking.
- I think that you should have more normal cooldowns, and strengthen many abilities at the cost of giving them cooldowns. Part of the reason is that I dislike the way you want each of your demons to be a one-trick pony, and another is that right now, most abilities feel like a way to boost your DPS/EHP than actual impactful skills. Abilities should be stuff I'm excited to find and get, not like... farts.
Thanks for reading!