Tartarus Sorceror
Posts: 1667
Joined: Saturday, 11th October 2014, 06:12
Location: Brazil. RS, Santa Cruz do Sul.
Rant: Dynast's Current DCSS Analysis
Everything i say from here is very subjective and from my tunnel point of view.
1. A player trying not to die plays the first levels of the dungeon like surgery, despite the fact he may have no control whatsoever over the situation, not even a potion to blind quaff if things get ugly, there is not enough amount of exp earned worth of investment that player can effectively use to define anything else than his background start aside from putting 2 levels on stealth to not get noticed by deadly threats to increase his chances of survival in the first floors. During this part of the game the dungeon layout is completely relevant, making a player carefully explore open rooms, turn corners, use doors, etc.
2. By the time the player reaches the temple the game finally kicks in, the player now have a decent skill investment that determines how he will deal with the trip to the lair/orcish mines and enough resources to aid him. Monster density increases and some fearsome creatures start to show up, a early fight against a single hill giant/cyclops/manticore/ugly thing/etc could end pretty bad but its not something that the player cannot deal with.
3. The player reaches lair/orcish mines, The game branches out, in a bad way, and starts becoming a difficult manager, the game allows the player to pick what is easier for him to do, and freely switch in between. The player is now strong enough on his own to deal with most monsters that could appear, only a few threatening monsters dare to show up.
4. Lair/orcish mines cleared, the game branches out even more, offering 3 to 5 more places for the player to pick and switch through.
Monster density only increases from there on, turning the game into a hack'n slash frenzy. New foes that the player had not faced before are just as trivial. Dungeon layout becomes entirely irrelevant save for a few rune vaults like spider and swamp. Consumables stop being strategic resources and become mistake band-aid.
This is where the game boils down to me, and start making me just want to end the run to start the next one, to then die as quickly as possible on the first floor. And this is where i wanted to get to. My final conclusion.
This game is unforgivable forgiving. The first floors highlight the huge differences in species/background efficiency, which makes them relevant, but later on tries to adapt itself to a standard, meaning that every combo, every player choice, unless extremely badly chosen can result in a win. This makes so that some combos can just breeze through the rest of the game while some still struggle with it. But the main thing is that after a certain milestone in the game there is no everage player that would look at his current game and say "im not gonna make it".
My rants are that you can make this game heavily RNG inclined by trying to kill the player right off the bat but at least give him some dice. You dont have to worry about monsters in the late part of the game being too strong for inexperienced players, but worry about still inexperienced players getting to said part of the game.