YAVP/feedback on previous build

The tower awaits!

YAVP/feedback on previous build

Postby Blakmane » Sun Nov 11, 2018 9:57 pm

Hey guys! Picked this game up a week or two ago, got my first win so as customary I'm uploading the YAVP with my feedback.

Code: Select all
Demon Party Dump File
Version 9/30/2018, Scoring Model: 5/11/2018
Dump file created at: 11/11/2018 3:51:31 PM


Summoner Blakmane...
was chosen by the Faithful Heart,
selected Healing and Mind as their starting elements,
has earned a score of 63183,
is currently at Tower:23,
and is still alive!



--==== Main Character ====--
Name : Blakmane
Level: 31
MaxHP: 148
MaxSP: 100

Strength: 9
Magic   : 78
Vitality: 41
Agility : 41
Cunning : 41

Resist: Body
Weak  : Fire

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
3) Lucky Aid (Type: Healing, 0 SP. One effect chosen at random for the target: Heal 50% HP (unaffected by your Magic bonus), restores 50 SP, or removes all negative status effects. Cooldown: Luck (3))
4) Alluring Gaze (Type: Mind, 20 SP. 70% chance to cause Charm, turning the target against its allies. Cooldown: Presence (6))
5) Flame Orb (Type: Fire, 20 SP. Attenuated 70 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
6) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
7) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
8) Wellspring (Type: None, Passive. If you would gain an experience-based cooldown and do not have a Wellspring cooldown, you instead gain a Wellspring cooldown of the same amount. Cooldown: Wellspring (0))

Relic Upgrades:
Nightingale (Doubles the rate of HP and negative effect recovery for inactive demons.)
Revelation (Unlocks the Revelation transmutation, which grants a demon a random ability based on the modifier it would pass if used with Fuse Demons.)
Quick Dismiss (Your first Dismiss each turn is a free action (can use Dismiss as a normal action afterwards.))
Quick Summon (Your first Summon each turn is a free action (can use Summon as a normal action afterwards.))
Capacity Up I (Grants additional storage capacity for demon allies, allowing for a total of 7 at once.)

Inventory:
2 Heal gem
10 Chakra stone
2 Pain glyph
2 Pure stone
2 Meteor rune
1 Might gem
1 Mirror chime
1 Night rune
3 Peace offering
1 Bronze offering
1 Magic map
3 Venom rune
18 Heal stone
2 Zephyr card
1 Frost glyph
1 Bolt glyph
1 Ghost chime
3 Calm card

Current Credits: 3313

Codex Daemonium Completion
Shared Codex   : 57 / 153 (37% complete)



--==== Party Overview  ====--

Element      Users      Immune     Resistant  Normal     Weak       
--------------------------------------------------------------------
Slash        4          0          2          6*         0         
Impact       2          0          1          7*         0         
Pierce       1          0          0          8*         0         
Fire         3*         3          0          3          2*         
Ice          2          2          1          2*         3         
Electricity  0          0          2          5*         1         
Body         0          0          2*         4          2         
Mind         1*         1          1          6*         0         
Matter       1          0          1          7*         0         
Light        0          1          1          5*         1         
Dark         1          0          1          5*         2         

n : Number of party members counted.
* : Denotes the main character is included.



--==== Current Party ====--

Name : Pele
Level: 29
MaxHP: 119
MaxSP: 100

Strength: 23
Magic   : 75
Vitality: 35
Agility : 35
Cunning : 27

Immune: Fire
Resist: Electricity
Weak  : Ice

Abilities Known:
1) Flame Arrow (Type: Fire, 20 SP. 85 Power attack. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Rain of Fire (Type: Fire, 30 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
3) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
4) Warmth (Type: Fire, Passive. Increases HP and SP regeneration based on the number of Ignited characters you can see (more characters = larger bonus, with diminishing returns.))
5) Alluring Veil (Type: Mind, Reactive. 10% chance to Charm adjacent characters that deal damage to you, turning them against their allies.)
6) Vigorous (Type: None, Passive. Increases SP regeneration by 50%.)
7) Combustive Aura (Type: Fire, Reactive. Each standard turn, has an 8% chance to Ignite enemies, causing damage over a short duration.)
8) Lucky Aid (Type: Healing, 0 SP. One effect chosen at random for the target: Heal 50% HP (unaffected by your Magic bonus), restores 50 SP, or removes all negative status effects. Cooldown: Luck (3))


Name : Icekin Unicorn
Level: 28
MaxHP: 119
MaxSP: 100

Strength: 38
Magic   : 48
Vitality: 40
Agility : 38
Cunning : 26

Immune: Ice Light
Weak  : Body Dark

Abilities Known:
1) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)
2) Panacea (Type: Healing, 30 SP. Removes all negative status effects.)
3) Healing Aura (Type: Healing, Reactive. Each standard turn, grants a 10 Power heal to you and all visible allies.)
4) Vigorous Aura (Type: Healing, Reactive. Each standard turn, restores 1 SP to you and all visible allies.)
5) Lifeweaver (Type: Healing, Passive. Reduces the SP cost of Healing abilities by 5, to a minimum of 0.)
6) Icy Gust (Type: Ice, 15 SP. 40 Power attack. Chills the targets, reducing their accuracy, evasion, and movement speed slightly. Free action. Cooldown: Cantrip (3))
7) Arctic Veil (Type: Ice, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that inflicts Chill, reducing the target's accuracy, evasion, and movement speed slightly. Cannot miss.)
8) Flash Freeze (Type: Ice, 10 SP. 40 Power attack. Chills the target for an unusually long duration, reducing their accuracy, evasion, and movement speed slightly. Free action. Cooldown: Cantrip (3))


Name : Phoenix
Level: 32
MaxHP: 117
MaxSP: 100

Strength: 29
Magic   : 47
Vitality: 29
Agility : 59
Cunning : 46

Immune: Fire
Resist: Ice Light
Weak  : Dark

Abilities Known:
1) Burning Claw (Type: Slash, 10 SP. 100 Power attack split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Burning Scythe (Type: Slash, 20 SP. 100 Power attack, split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
3) Crusader (Type: Light, Passive. Provides a 35% chance for your Slash, Impact, and Pierce attacks to apply Guilt, healing those who damage the target (excluding reactions).)
4) Mobility (Type: None, Passive. Reduces the turn cost of movement and movement abilities by 30% if no Charge abilities are on cooldown. Cooldown: Charge (0))
5) Fiery Veil (Type: Fire, Reactive. Responds to damage dealt to you by adjacent characters with a 20 Power attack that has a 10% chance to Ignite the target, causing damage over a short duration. Cannot miss.)
6) Eternal Glory (Type: Healing, Passive. Fully restores MaxHP and then HP when HP reaches 0. Cooldown: Soul (90))
7) Wellspring (Type: None, Passive. If you would gain an experience-based cooldown and do not have a Wellspring cooldown, you instead gain a Wellspring cooldown of the same amount. Cooldown: Wellspring (0))
8) Heal Wounds (Type: Healing, 25 SP. 105 Power heal.)


Name : Foul Ya-te-veo
Level: 34
MaxHP: 150
MaxSP: 100

Strength: 53
Magic   : 14
Vitality: 43
Agility : 28
Cunning : 82

Immune: Mind
Weak  : Ice Body

Abilities Known:
1) Snatch (Type: Matter, 30 SP. Can be used while Muted. Must target a character. Pull the target to you with a 85 Power attack. Inflicts Held, which reduces accuracy, evasion, and movement speed. Cooldown: Charge (8))
2) Razor Whip (Type: Slash, 10 SP. 70 Power attack. Has a 70% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
3) Razor Lashes (Type: Slash, 20 SP. 70 Power attack. Has a 50% chance to inflict Held, which reduces accuracy, evasion, and movement speed (can stack three times.))
4) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. Half normal accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
5) Tangling Veil (Type: Matter, Reactive. 35% chance to inflict Held on adjacent characters that deal damage to you, which reduces accuracy, evasion, and movement speed (can stack three times.))
6) Bloodlust (Type: None, Passive. Restores SP per target damaged when you deal damage with Slash, Impact, or Pierce abilities. 5 SP for the first target, 4 SP for the second, etc. No further recovery after 5 targets.)
7) Dolor (Type: Debuff, 25 SP. Only affects enemies. Has an 85% chance to reduces offense, defense, accuracy, and evasion by 20% and a 70% chance to reduce speed by 33%. Cooldown: Miracle (1))
8) Distract Host (Type: Debuff, 25 SP. 85% chance to reduce accuracy by 20%.)


Name : Maj. Charun
Level: 31
MaxHP: 131
MaxSP: 100

Strength: 77
Magic   : 26
Vitality: 43
Agility : 46
Cunning : 13

Resist: Mind Dark
Weak  : Electricity Light

Abilities Known:
1) Grand Slam (Type: Impact, 15 SP. 100 Power attack.)
2) Agony (Type: Dark, 25 SP. Only affects enemies without the Agony status effect. 70 Power attack. Applies Agony. Cannot miss. Cooldown: Dark (4))
3) Reaper's Mien (Type: Dark, Passive. Your Light and Dark attacks heal you for 50% of the damage dealt to characters whose HP is 50% or less of their maximum.)
4) Oppressor (Type: Dark, Passive. Increases defense by 25% against enemies with lower HP. (Bonus is affected by Dark resistance.))
5) Dolor (Type: Debuff, 25 SP. Only affects enemies. Has an 85% chance to reduces offense, defense, accuracy, and evasion by 20% and a 70% chance to reduce speed by 33%. Cooldown: Miracle (1))
6) Heavyhanded (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Stun, causing the target to miss their next turn.)
7) Inspiring Cut (Type: Slash, 15 SP. 70 Power attack. Briefly increases your or a nearby ally's accuracy by 25%.)
8) War Soul (Type: Healing, Reactive. Responds to a visible character's death by restoring 10 of your SP.)


Name : Igneus Cherufe
Level: 30
MaxHP: 112
MaxSP: 100

Strength: 25
Magic   : 75
Vitality: 39
Agility : 27
Cunning : 34

Immune: Fire
Resist: Slash Impact Electricity
Weak  : Ice

Abilities Known:
1) Burning Claw (Type: Slash, 10 SP. 100 Power attack split between Slash and Fire. Has a 35% chance to Ignite the target, causing damage over a short duration.)
2) Burning Star (Type: Fire, 30 SP. Attenuated 85 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
3) Meltdown (Type: Fire, 10 SP. Only affects Ignited characters. 25 Power attack. Free action. Cooldown: Cantrip (1))
4) Bask (Type: Fire, 0 SP. Can be used when Muted. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for the user. Free action. Cooldown: Cantrip (3))
5) Ember Heart (Type: Fire, Passive. Reduces the SP cost of Fire abilities by 5 if you used an Fire ability last turn.)
6) Magma Conjuring (Type: Fire, 35 SP. 100 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
7) Pyre Rite (Type: Fire, 10 SP. Must target an Ignited enemy. No effect on the target, but triggers a 60 Power heal on and restores 10 SP for allies.)
8) Warmth (Type: Fire, Passive. Increases HP and SP regeneration based on the number of Ignited characters you can see (more characters = larger bonus, with diminishing returns.))


Name : Jotunn
Level: 32
MaxHP: 114
MaxSP: 100

Strength: 77
Magic   : 33
Vitality: 59
Agility : 25
Cunning : 16

Immune: Ice
Resist: Slash Body Matter
Weak  : Fire

Abilities Known:
1) Polar Charge (Type: Impact, 10 SP. Must target a character. Charge to the target with a 100 Power Impact/Ice attack. Also Chills the target, reducing their accuracy, evasion, and movement speed slightly. Cooldown: Charge (3))
2) Icy Break (Type: Impact, 15 SP. 115 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
3) Glacier Fall (Type: Impact, 35 SP. 115 Power attack, split between Impact and Ice. Chills the targets, reducing their accuracy, evasion, and movement speed slightly.)
4) Winter Lord (Type: Ice, Passive. Increases defense by 20% against Chilled enemies.)
5) Icebreaker (Type: Ice, Passive. Your attacks that damage Chilled targets also deal a 70 Power Ice attack if the additional damage would be fatal to the target.)
6) Panacea (Type: Healing, 30 SP. Removes all negative status effects.)
7) Preserve Host (Type: Healing, 20 SP. Only affects characters whose HP is 50% or less of their maximum. 105 Power heal.)
8) Wintry Touch (Type: Ice, 15 SP. 100 Power attack. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)



--==== Recent Messages ====--

 movement keys. Press Enter to execute, Escape to
 cancel.
 You use the pure stone.
 Your ya-te-veo looks more vigorous.
 Using Dismiss...
 You unsummon your ya-te-veo!
 Using Summon...
 Nevermind then.
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon your cherufe!
 Using pure stone...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You use the pure stone.
 Your cherufe looks more vigorous.
 Using pure stone...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You use the pure stone.
 Your cherufe looks more vigorous.
 Using Dismiss...
 You unsummon your unicorn!
 Using Summon...
 Aim within the possible target area using
 movement keys. Press Enter to execute, Escape to
 cancel.
 You summon Pele!
 You begin resting.
 Rest complete.
 A record of your current party has been saved.
 File name:
 C:/Users/Felix/AppData/LocalLow/FerretDev_Org/Dem
 on/Records_9_30_18/Blakmane_11_11_2018_15_48_34_3
 39.txt
 This is the 9/30/2018 version of Demon,
 using the 5/11/2018 scoring system.
 Your current score is 63183.
 You swap places with Phoenix.
 There is a shimmering portal to Victory here.
 Press 'p', '<', or '>' to change levels.
 Swap which two hotkey buttons? (1-8)
 Alright then.
 Really win the game and start a new cycle? (Y or
 N)
 You win!



--==== Recently Slain Allies ====--

Name : Mananangal
Level: 21
MaxHP: 77
MaxSP: 100

Strength: 12
Magic   : 44
Vitality: 15
Agility : 40
Cunning : 44

Immune: Dark
Resist: Mind
Weak  : Body Light

Abilities Known:
1) Slow (Type: Debuff, 25 SP. 70% chance to reduce speed by 33%.)
2) Weaken Host (Type: Debuff, 25 SP. 85% chance to reduce offense by 20%.)
3) Blight (Type: Dark, 30 SP. Only affects enemies with one or more negative status effects. 62 Power attack, plus 8 Power per negative status effect on the target. Cannot miss. Cooldown: Dark (6))
4) Witch's Mien (Type: Dark, Passive. Your Light and Dark attacks may apply Ignite, Poison, Charm, Hex, and Pariah at random to targets who have a negative status effect.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Medusa
Level: 23
MaxHP: 114
MaxSP: 100

Strength: 26
Magic   : 33
Vitality: 33
Agility : 33
Cunning : 40

Weak  : Light Dark

Abilities Known:
1) Venomous Bite (Type: Pierce, 10 SP. 70 Power attack. Has a 70% chance to apply Poison, causing damage over time (can stack three times).)
2) Petra Glare (Type: Matter, 25 SP. 50% chance to inflict Harden on enemies, which quickly turns the targets to Stone. Cooldown: Presence (9))
3) Devotion (Type: Healing, 25 SP. 60-150 Power heal, based on your remaining HP (less HP = higher Power).)
4) Poison Veil (Type: Body, Reactive. 35% chance to Poison adjacent characters that deal damage to you, causing damage over time (can stack three times).)
5) Bravado (Type: Mind, Reactive. Resets your Presence cooldown when an attack reduces your health to 50% or less. Cooldown: Bravado (1))
6) Charisma (Type: Mind, Passive. Reduces Presence cooldowns by 33% when your HP are at more than 50% of maximum.)
7) Vengeful (Type: None, Passive. Responds to damage dealt to you by enemies by restoring 3 SP.)
8) ------------


Name : Yeti
Level: 23
MaxHP: 93
MaxSP: 100

Strength: 50
Magic   : 33
Vitality: 40
Agility : 26
Cunning : 16

Resist: Ice Body Matter
Weak  : Fire Mind

Abilities Known:
1) Icy Smash (Type: Impact, 10 SP. 100 Power attack split between Impact and Ice. Chills the target, reducing their accuracy, evasion, and movement speed slightly.)
2) Ice Breath (Type: Ice, 20 SP. Attenuated 0-85 Power attack, based on the user's SP (max SP = 85 Power). Chills the targets, reducing their accuracy, evasion, and movement speed slightly. Cooldown: Breath (4))
3) Hurl Boulder (Type: Impact, 15 SP. 100 Power attack. Cooldown: Luck (5))
4) Icebreaker (Type: Ice, Passive. Your attacks that damage Chilled targets also deal a 70 Power Ice attack if the additional damage would be fatal to the target.)
5) ------------
6) ------------
7) ------------
8) ------------


Name : Foul Shoggoth
Level: 23
MaxHP: 109
MaxSP: 100

Strength: 37
Magic   : 10
Vitality: 37
Agility : 21
Cunning : 60

Resist: Impact Ice
Weak  : Fire Mind Matter

Abilities Known:
1) Speedbreaker (Type: Impact, 20 SP. 70 Power attack. Has a 50% chance to reduce speed by 33%.)
2) Healing Factor (Type: Healing, Reactive. Bestows Regeneration when an attack reduces your health to 50% or less, restoring health over time. Cooldown: Factor (1))
3) Eat Alive (Type: Pierce, 10 SP. 100 Power attack. Half normal accuracy. Heals the user for 50% of the damage dealt (affected by Body resistance).)
4) Dazzling Veil (Type: Mind, Reactive. 20% chance to Stun adjacent characters that deal damage to you, causing them to miss their next turn.)
5) Wither (Type: Debuff, 30 SP. 85% chance to reduce offense and accuracy by 20%.)
6) Dolor (Type: Debuff, 25 SP. Only affects enemies. Has an 85% chance to reduces offense, defense, accuracy, and evasion by 20% and a 70% chance to reduce speed by 33%. Cooldown: Miracle (1))
7) Heavyhanded (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Stun, causing the target to miss their next turn.)
8) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 25% of their maximum HP.)


Name : Lifegiver Zagh
Level: 23
MaxHP: 105
MaxSP: 100

Strength: 10
Magic   : 59
Vitality: 37
Agility : 27
Cunning : 32

Immune: Mind Light
Weak  : Fire Dark

Abilities Known:
1) Smite (Type: Light, 10 SP. 55 Power attack. Cannot miss. Cooldown: Light (1))
2) Humble (Type: Light, 20 SP. Only affects enemies whose HP is at or above their base maximum. 85 Power attack. Cannot miss. Cooldown: Light (2))
3) Calm (Type: Healing, 15 SP. Removes Stun, Sleep, Panic, and Charm.)
4) King's Mien (Type: Light, Passive. Your Light and Dark attacks have a 70% chance to apply Guilt to targets whose HP is at or above their base maximum, healing those who damage the targets (excluding reactions).)
5) Protect (Type: Buff, 10 SP. Improves defense by 25%.)
6) Uncurse (Type: Healing, 15 SP. Removes Offense Down, Defense Down, Accuracy Down, Evasion Down, and Speed Down.)
7) Mending (Type: Healing, 20 SP. Cannot be used on Mended targets or enemies. 150 Power heal. Applies Mended.)
8) Vigorous Aura (Type: Healing, Reactive. Each standard turn, restores 1 SP to you and all visible allies.)


Name : Maj. Oni
Level: 26
MaxHP: 106
MaxSP: 100

Strength: 59
Magic   : 11
Vitality: 47
Agility : 40
Cunning : 23

Resist: Fire Body Mind Dark Matter
Weak  : Electricity Light

Abilities Known:
1) Shellbreaker (Type: Impact, 10 SP. 70 Power attack. Has a 70% chance to reduce defense by 20%.)
2) Double Impact (Type: Impact, 15 SP. 85 Power attack split between two Impact attacks.)
3) Juggernaut (Type: Defense, Passive. When your last action was movement or a movement ability, you have 25% improved defense and your next turn comes faster when damaged by enemies (excluding status effects and reactions).)
4) Heavyhanded (Type: Mind, Passive. Provides a 20% chance for your Slash, Impact, and Pierce attacks to apply Stun, causing the target to miss their next turn.)
5) Flesheater (Type: Body, Reactive. Responds to an adjacent character's death by draining them, healing yourself for 25% of their maximum HP.)
6) Choking Veil (Type: Body, Reactive. 50% chance to delay the next turn of adjacent characters that deal damage to you.)
7) Soothing Cut (Type: Slash, 20 SP. 70 Power attack. If the attack hits, grants a 105 Power heal to you or a nearby ally whose HP is more than 50% of their maximum.)
8) Dolor (Type: Debuff, 25 SP. Only affects enemies. Has an 85% chance to reduces offense, defense, accuracy, and evasion by 20% and a 70% chance to reduce speed by 33%. Cooldown: Miracle (1))


Name : Lifebender Demas
Level: 27
MaxHP: 119
MaxSP: 100

Strength: 18
Magic   : 60
Vitality: 54
Agility : 24
Cunning : 29

Immune: Fire
Resist: Electricity Matter
Weak  : Ice

Abilities Known:
1) Flame Orb (Type: Fire, 20 SP. Attenuated 70 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration.)
2) Firestarter (Type: Fire, Passive. Increases your chance to apply Ignite by 50% of the original chance.)
3) Pyrokinesis (Type: Fire, 10 SP. Must target an Ignited character. Only affects enemies. 40 Power attack. Has a 35% chance to Ignite the targets, causing damage over a short duration. Free action. Cooldown: Cantrip (2))
4) Spellbinder (Type: None, Passive. Reduces Cantrip cooldowns by 1 turn, to a minimum of 1 turn.)
5) Preserve Host (Type: Healing, 20 SP. Only affects characters whose HP is 50% or less of their maximum. 105 Power heal.)
6) Faith Healing (Type: Healing, 15 SP. Cannot target characters weak to Light. 60-130 Power heal, based on the target's Light resistance (Normal = 60 Power, Resist = 105 Power, Immune = 130 Power). Cooldown: Light (2))
7) Punish (Type: Light, 30 SP. Only affects enemies whose last action was a damaging ability. 70 Power attack. Cannot miss. Cooldown: Light (6))
8) Panacea (Type: Healing, 30 SP. Removes all negative status effects.)


And the images for those less dump inclined:

Image

Image

Okay, so for the feedback:

Game is a huge amount of fun! I love SMT and this is very evocative, while the rogue-like elements stop it from being too derivative. The gameplay loop is very tight and the game is a good length. This win was mostly due to charm, which seems ultra-broken good (and gone in the latest patch I see). There were very few close calls - I only got relic saved once, and I still had the double phoenix revive handy. Being able to directed heal and top up SP with lucky aid was very strong. I spread lucky aid around a lot especially in early game as it was a solid semi-support option for low magic stat summons. I really like how many synergies and interesting builds are clearly floating about and viable, and in that respect I think this game excels beyond the source material!

Specific feedback:

- Difficulty felt spot-on for the most part (game was definitely tough!), except Heroism was a little too strong on enemies. I had a dream team and was absolutely blowing through enemies in the midgame, but even then it was usually a waste of time to link with heroism-buffed enemies because I literally could not damage them enough to recruit them (and even risked losing my own demons to them). Heroism should of course be intimidating but it could definitely be toned a little as right now it's especially obnoxious if you are struggling and serves as an annoying 'win more' mechanic that gatekeeps many demon recruits behind a damage-per-tick build check.

- Quick Dismiss feels essential. Other abilities were definitely useful, but regardless of build, I instantly regretted not picking up quick dismiss on level 5 on some of my other, non-successful runs. Quick summon at 15 allowed for demon cycling and, while I'm sure you could get by without it just fine, it felt much stronger than any other ability I could get access to given that I already had fusion/copy/revelation to spend my credits on. It did feel a little stale coming to the realization I'm essentially handicapping myself by not taking quick dismiss/summon at 5/15.

- Further to that, demon cycling made the game more interesting so I definitely don't want to see these abilities fall by the wayside! There were several points I would have absolutely risked death without demon cycling to rid troublesome status ailments. It let me field a focused fire based team for most of the run without having to worry about running into immunities. It overall felt really cool and rewarding planning out cycling strategies or adapting to enemies by cycling in resistances.

Minor:

- The early game branches were super cool and broke up the samey-ness of the main dungeon. Would've been awesome to see more in the later depths also! Branches could also be a great place to try out some different level designs (with terrain/openness/size/enemy frequency and level being varied more).

- Mentioned already (and somewhat superfluous from latest patch) but alluring gaze is really strong and trivialized the earlygame. Lategame it was still an absolute staple and cast as soon it was off cooldown almost without exception. Good that it's getting the axe!

- Not being able to climb stairs is, I'm sure, a strong and deliberate design decision (e.g. do I dive to avoid enemy but lose XP/treasure?), but I personally didn't like it. Part of the fun of e.g. DCSS is being able to avoid branches or OOD enemies your build couldn't handle knowing you could come back later. It was also especially annoying when an exceptionally tough enemy (e.g. Maderva) made me dive and miss an entire branch --- this felt arbitrary/RNG.

- Speaking of, is Maderva the noob-check? I learned to just dive the level she was on. I'm sure she's killable if you have the right build, but I guessed she wouldn't have any real reward other than bragging rights.

TLDR:

Awesome game, much fun, thanks to Ferret for all the hard work on putting together such a solid roguelike :-).
Blakmane
 
Posts: 1
Joined: Sun Nov 11, 2018 8:54 pm

Re: YAVP/feedback on previous build

Postby Ferret » Mon Nov 12, 2018 1:12 am

Hey Blakmane! :D Welcome to the forum, and congrats on your win. :D

Charm isn't gone in the 11/9 build, just gone as a starting character option. :D You can still find it in the Tower, just have to work for it now. :)

:D I don't think I know of anyone else who's actually used the Eternal Glory / Wellspring combo before (other than on Phoenix, who starts with it.) Pretty neat to see it, even if it sounds like you didn't end up needing it.

Heroism-based links're definitely tuned to be pretty tough. :) They will definitely be tough if your main character is almost entirely a non-damage dealer as it looks like yours was: you'll probably have to lean on consumable damage items in such circumstances.

Quick Dismiss is much harder to access in the 11/9 build: it now has a pre-req (Fast Dismiss, which makes Dismiss a 1/2 turn action instead of a full action), and Crown of Glory no longer starts with either of them, so any Relic has to spend at least two upgrades to reach it. Quick Summon got the same treatment. I'm hoping Demon Preservation makes them feel a little less necessary: there's still a penalty for letting a demon "die", but it's a bit less draconian now.

:D Yeah, I'd be the first to admit Demon's content variety is a bit front-loaded at the moment. More generally, I have not invested much time in level construction either.

It's possible Charm may need a nerf itself, beyond simply removing the option to start with it. :) But for now, all I've done is remove it from character creation.

Not being able to go back upstairs was definitely intentional. It wasn't always this way, but I couldn't find any solution to the various abuses of two-way stairs (i.e.: stairdancing) that I liked that were worth the benefits (which is pretty much only what you said: being able to go back for challenges you couldn't handle at the time.) For what it's worth, Demon's XP system is such that you can definitely recover from missing a level or even a branch.

Madevra isn't meant to be a noob-check, but she is definitely tough. The one slightly noob-checkish thing about her is figuring out you're probably going to need to Dismiss anything she lands Guilt on or you're never going to kill her. Her particular resistance set also drives home how important paying attention to elemental types can be: she is far easier if you have access to Electricity than if you don't. For your character, killing her would probably only be for bragging rights... but being able to swipe one of her abilities can be great for an early melee summoner. :D

I'm glad you had fun :D Thank you for the kind words and feedback! Good luck in the 11/9 build!
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Ferret
 
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