Sketch Crawler

Sketch Crawler

TinkoToingus 17 Jul, 2023 @ 10:30pm
Just a few things that could be improved.
I've been playing a bit after these new updates came out, and there's a handful of things that I think could be improved upon.

1. The biggest thing i've noticed is trap generation and their placement in the levels has become exponentially more annoying and harder to avoid. (i'm not referring to AI created, i'm meaning traps that are placed already in the map)

They surround most key items (items you use to open doors to the next floor) and often surround most naturally generated pickups as well. You can often see a few, but when you walk into an area EVERY surrounding tile has an invisible trap on them, which immediately damages you. It is practically impossible to survive these moments without healing items, unless you get the trap popup timing perfectly aligned.

This makes the early levels very difficult, and are quite a nuisance in the later levels as the traps begin dealing around 6+ damage per hit. My suggestion is that these traps be made either significantly less frequent (they are in literally every level gen now) or much easier to see and avoid.

2. The level system.

I really enjoy the new level up enhancement system where you get upgrades to your character as you level up, however, since this has replaced the old gain a card on level up system, (and quests have been made less frequent) it feels like you become extremely outclassed as you progress, even within the first 4 character levels. Hell, the fact you have to make a complete run through Magiktown before even able to traverse to the Drunk Rat feels significantly worse in comparison to how it was before (most runs don't even make it past Magiktown now in my experience. Additionally, the removal of the sublevels of each location really makes it difficult to guage whether or not your character is able to handle that location.

Additionally, even since I first began playing the game, the fact that the level system increases exponentially makes it extremely difficult to even gain levels as you continue playing, which means you end up having 10-20 HP facing creatures that average 30+ HP, dealing 3+ damage per attack with no way of increasing those stats unless you find the armor upgrade in the dungeon that massively increases your HP or grind away for a very long time just to gain a single level, which barely increases any stats.

I've only just made it to the Drunk Rat in my current run at level 4 with 20 HP by grabbing the holy grail (or whatever it's called, it increases your HP by +10) upgrade at level 2.

Overall, I really really really think that the level system needs a reevaluation for the sake of game balance, it was bearable before (but still not good), but now it feels completely painful.

Also, why did you make it so that if you clear all enemies from a level, the NPC quests can no longer be accepted and completed? There's so many occasions now where I lose out on a quest because an enemy is in the way of the questholder and it was the last in the level. Please revert or fix this change.

Outside of that, I quite enjoyed a lot of the other new additions! The graveyard is great, and money and essence carrying over between runs also is extremely good and adds more value to picking them up between runs. I would like to see some more playable characters in the game (or maybe even a way to make and stat our own!!!) as well as more cards :) (It would also be cool if we could make our own original cards, with some sort of power allotment system to keep them balanced!)

I really really enjoy the game, this update has changed some things for better and some for worse, but i really hope you keep working on it nonetheless!
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Koan  [developer] 24 Jul, 2023 @ 5:25am 
Thanks for the feedback! It's a pleasure to read such constructive suggestions.

We definitely plan to work on improving the balance. Reducing the number of traps is already in the works. Also, we are constantly working on the game's difficulty and level gain.

Unfortunately, procedural generation and sandbox gameplay is pretty chaotic and it takes a lot of play to understand how the mechanics work together. That's why your feedback is so helpful to us.
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