@ Dbaum: Thank you for the detailed and interesting response. Frankly I wasn’t aware that developers of this game are active in this thread, it was a pleasant surprise.

I was planning to post my feedback on the official game’s Steam forum later today so it would be visible to developers, but now I am not going to do it - you have already seen it and responded in length, and there is no point in posting overall negative impressions on the main forum - I want you guys succeed financially, not to possibly turn off some of your potential buyers. >;)

Ok, regarding your response in general - I understand and sympathize with your reasoning. In fact, being software developer myself, and for the last two years - game designer as well (I am currently working as project lead for educational game for Cisco), I strongly suspected that likely you guys have just ran out of money/time at the end, because I’ve assumed that many of these issues I’ve raised you guys are well aware off and would want to address yourselves, given the resources and opportunity. I am glad to see that it is indeed the case. (naturally I meant “glad” not because you’ve run out of money, but because from your post it is clear that many of these issues were not a design choice. Meaning there is hope that you’ll either address it in this game or in your next project)

Ok, let me address directly some parts of your response.

Ideally - surely, that would be a preferable solution. The problem is that currently there is not enough game content/tools for the player (mage in our example) to throw into battle once he ran out of mana. The wands are rare and tend to burn out quickly, same with potions. There are no scrolls or spellbooks in the game. Archery is not a viable option for dedicated mage. So once he run out of mana, he is pretty much stuck. (unless he has a powerful pet, which are not available in the beginning, and don’t really help with repetitiveness much)

That’s actually one of the main reason the gameplay feels so repetitive - due to the lack of content/alternative solutions. It could be addressed to some degree by adding more useful items, perhaps new classes of items, as well as increasing depth of the game mechanics, which is relatively light in some areas.

For example - you might consider adding possibility for the players of worshiping one of the several gods, each with its own set likes/dislikes, special powers, and changing “piety” level based upon players actions and how often the call upon them for help.

That would hit several targets at the same time - break up repetitiveness of the gameplay to some degree, make characters more different and allow further customization of the character beyond limited “one point per level toward one of 7 skills” option, and give players more interesting alternative tactical solutions. To prevent such “Religion” from being overpowered and to make it different from being just another “8th skill”, it could be implemented based on “piety” - which goes up when player does things that God like and/or when he kills monsters, and which goes down when player call upon his god for help. (Gods don’t like to be bothered by mere mortals)

Hell, depending on how fleshed out you would want to make this religion system, the religion system can add tons of content to the game, perhaps even enough to make full-blown DLC that youcould sell for 2-4$ on Steam, called “Gods and Prophets” or something… :)

If you like, perhaps you would be interested to check this link for possible inspiration. It’s from the game called Dungeon Crawl Stone Soup, has the best religion system from any RPGs or roguelike I’ve seen, and is an amazing game in general.
http://crawl.chaosforge.org/index.php?title=Category:Gods

Anyway, that’s just one possible example. The key thing is that it would be great for the gameplay to give more depth to the game mechanics in the areas where it is currently pretty “light”, and to add some viable and interesting “alternative solutions” that you’ve mentioned.

The way I see it, is that you have a very nice foundation in your game. There is just not enough meat on its bones at the present, in addition to some correctable flaws, which is the main reason why gameplay feels stale after initial “Wow!” factor passes. I agree with you, it can be addressed with patches, to the large degree.

  1. Monster spellcasting had some big problems. We upped it, added more, and it ought to happen more. Egregious, admittedly.

More monsters will appear sooner or later, but to offer a poor explanation: At one point we had a tiny budget and it was blown on sprite art in 2006. Since then, nothing. And the sprite format is archaic and horrible. We’re hiring another animator to do new sprites in png format (and Nicholas needs to write the png animation system for monsters).

It’s good to hear it. Speaking of monsters - since most of them currently act very similar to each other, perhaps you could emphasize the difference you’ve mentioned in your post about different vulnerabilities, and tie it to the game mechanics and feedback tot he player. For example - after player defeats 20 of the particular “Doodle”-type, he learns this doodle’s weak spots. Meaning in tooltip for this mob-type below mob’s description play will see the list of vulnerabilities. After he defeats 50 (or whatever) of them he further become expert doodle killer, getting a small bonus damage against this mob, maybe earning some flavor title.

Also about mob images - it would be great to add some visual indicator when player is fighting “quest” mob. As it stands now, writing a short line in a message log about “57th Dredmor Company” is not a good solution, since it is missed 99% of the time. And speaking of message logs - it could really benefit from being be scorollable and/or expandable.

  1. Hmm, are the spells limited? I mean, compared to the wonderful and absurd spells of those old D&D games, yeah, we’ve got a brittle and limited system that’s largely about assigning various types of damage in various ways.

It’s rather far from ideal on the whole in my mind, and if (when?) I get a chance to take really part in the core gameplay design this is going to be different. I tried to make it interesting with things like Deathly Hex, Nerve Staple, Golden Ratio, Dragon’s Breath all doing something different. Problem is, no one uses Deathly Hex and Golden Ratio is overpowered. Many changes to these (and others) in the next patch.

Compared to some contemporary games that are about crunching DPS, are the spells so weakly designed?

Yes and no. Let me clarify what I meant - the spells you’ve designed are nice and versatile enough, with some very interesting ideas sparkled here and there. The magic schools have its distinctive favor and don’t overlap too much. The problem in my mind is that there is just not enough of spells available to any practical character builds.

Even when the character is playing mage-type, like I was playing, realistically you are unlikely to take more then 2, maximum 3 magical schools, because you need all these mage support skills to play strong mage. And because the more you take the more overlapping they become - diminishing results. So you’ll get maximum 14, maybe 21 spells, once your char is fully developed. Out of this 2/3 are outdated by better high level spells, from the remaining half quite a few overlap and some are just too weak or impractical. So realistically you’ll end up using 5-8 spells at most. And that’s for the mage character, for any hybrid character you’ll regularly use even less spells. Since you can’t learn new magic schools, and since there are no scrolls, spellbooks, wands (spell wands), or any other mechanisms in the game for you to have even limited access to the spells from other schools, that lead to very small practical spell selection.

(to be continued…)

  1. I disagree on this point.
    My goal with the skill/archetype system was the boil down the player choices to exactly what is important with no extra fluff (eg. useless stat upgrades like in Everquest or … did WoW do this? I barely remember).

It’s like that Bruce Geryk article on wargaming [[COLOR=#0066cc]somewhere in here[/COLOR]]: a choice that is optimally made in only one way is not a choice. A false choice just gives the player a place to screw up and get confused so it should be removed.

As it is, with one click you make a stat archetype choice (which is admittedly a bit broken - fixed in next patch) and a skill line choice which gives either an ability or a stat upgrade. The basic stat upgrade is more boring than I’d hope, but one can’t overload a player on active skills and have them care to use them.

I understand your point. I too strongly dislike useless fluff choices, and I agree that it’s better to have smaller but meaningful choice set rather then bloated options that are cosmetic and not practical. However I still feel that after initial great 7 skill choices, the character development is very limited - meaning there is not enough customization for my taste. And all character with the same skill set will end up exactly the same at the end - the only difference is do I level Skill A before Skill B, or other way around. Personally in RPGs I really enjoy strong character customization. The system that you have works, but I IMO it is too simplistic, it could benefit from extra depth. (without adding fluff cosmetic choices)

For example - I really like your initial skills selection and initial choice - partly because there is a lot of room for character customization and the choices are interesting. It’s one of the game’s strong point. I just wish that the similar level of choice and character customization would be carried on to the actual gameplay as well beyond initial character design. Does it make sense to you?

Anyway, that’s just my opinion, naturally you may feel different.

  1. Yeah, I’d like to do dungeon rooms way, way, way better; the dungeons make me unhappy with what they could be. The content patches should emphasize differences far more, and there ought to be new dungeon features coming down the line.

Good to hear it.

  1. As a design decision, I badly don’t want to give the player an “auto-heal/mana” button. Nor do I want players to bore themselves with an optimal spacebar-mash-fest gameplay experience, but see [COLOR=#0066cc]Soren Johnson’s “Water finds a crack”[/COLOR].

Some new mechanics should be introduced to help fight spacebar-mashing if our coder doesn’t ‘forget’ to implement them… (we fight about these things).

I understand your desire. But as the game stands now, the auto/heal functionality (interrupted by approaching mob) is a really a “must have”. Naturally different character builds may need different amount of spacebar mashing, and of course it is strongly tied to the game difficulty. But for example, for the mage of Rogue difficulty with Permadeath you have no options available to you except to hit your spacebar for hours until it falls to the floor - at least until you get a terminator-style pet, once you reach appropriate level.

The frustration level it causes can not be overestimated. I was very close to stopping playing the game completely because of it, and I am usually a patient guy.

  1. Item discovery is intentionally not in the game. Maybe we would have done it if we magically had a budget, but from what Dredmor is trying to do I’m really unsure that it’d ever be a good idea.

It could be a tedious Diablo-like thing, but: tedious.

It could be random & roguelike, but this would require somehow explaining the concept to non-roguelike players who don’t have expectations of item ID mechanics. Crossbow use is hard enough, and a couple big reviewers missed the shift-click to pick up items in the tutorials; iterating gameplay UI/interaction is … hard. And we did a lot, I daresay, and are still in trouble for how rough it is.

The last part of this is that I wasn’t interested in following Roguelike design traditions for the sake of following Roguelike design traditions. I’m not accusing you of this, but we’ve received flak from roguelike players for not following the traditions of their favoured lineage of roguelikes - all I can say is “Dredmor is not a graphical skin over a core roguelike”.

Plus, generic item art, generic descriptions don’t play to the flavour that’s (arguably) a strength of Dredmor.

All that said, we still might do something with item ID mechanics if it’s worth it.

I understand. Well, it’s a design choice. IMO it might add some flavor into the game, if implemented in a good way - not to mention items ID system could be tied to some of your existing Skills (archaeologist for example), and could be used as additional money-sink in the game. Flavor text could be kept - it just wouldn’t be visible on unidentified items, but it would appear once you ID it.

But of course it’s your call - I agree that you shouldn’t add any game game system into your game just because some (or most) rogue-like games have it.

  1. Agreed, wands and potions not saying what they do is indeed bullshit. I swear, we had a bugtracker ticket for fixing this way back …
  1. The minimap sucks, I agree. What you’ve got now is the two year old version. As you may imagine, this is all redone in the next patch.
  1. As for inventory, I’m a bit torn on this. Players obviously want more space, but they shouldn’t be able to stock every item in the game in their backpack – part of the game is choosing what to keep and what to leave. Unfortunately the infinite shop buying and lutefisk cube means that it is optimal to scour the dungeon for every single item.

We’re caught between player demands, harsh design, expectations from other games, and a lutefisk shrine.

Agreed, it’s a balancing act, and player shouldn’t be able to carry everything. Still considering total lack of containers in the game (both player-carriable and static) and the sheer number of items, the inventory is way too small in my mind. As I said, it is especially bad if you are engaging in crafting. And since the crafting is one of the very strong areas of your game (very well done btw, although it needs balancing and easier/earlier access to recipes), it doesn’t seem right to “punish” player who has chosen one or more crafting skills.

Here is a possible solution to consider - you could increase inventory by 50% for all players, and for crafters add a unique chest items (like “Alchemy Chest” for the Alchemist, et cetera) which would carry ingredients for this particular craft type within it, rather then these items cluttering general player’s inventory. This “craft container” could be similar in terms of UI to 6 “workshop-style” containers you already have in the game - meaning easy to implement. And once “activated” any craft component for this particular craft that player picks up would go to that chest automatically - improving inventory management in general.

(For the record, I wanted shop selling limited to the open pedestals in the shop. And the lutefisk cube was meant to be a joke but it turned into a major mechanics plus, see: [COLOR=#0066cc]Soren Johnson’s “Water finds a crack”[/COLOR] again.)

  1. Lots of balance issues with everything; some are addressed soon, some are going to have to get iteration of patches.

And quests should give some XP in addition to a stupid item, shouldn’t they.

They should. Ideally they should also take into consideration players skills - Gods should be smart enough not to grant crossbow to the physically inept mage who can’t tell it from the meat grinder. ;)

  1. No mob loot - that’s just broken. And fixed in the next patch.

Funny thing, it probably would have been a good move to spend 3-6 months more on the game and charge $5 more, but then the dev team would be on the streets and we’d all hate each other. Part of the story of the development of Dredmor is the story of launching Gaslamp Games as an utterly bootstrapped startup. It is sad but true that outside economic reasons impose upon game development. But that’s all a story for another time.

Yeap, I think it would have been a good idea. You would reach somewhat less people, but 10$ would still be a great price for such game with 3-6 more month of added content and improved game mechanics/UI, and the less wide audience would probably be compensated by the better “word of mouth”. Oh well, you got to do what you got to do, outside economic reasons and all. But hopefully things will still go well for you.

What I’ll say is that I think we can sort out most of the issues you raise over the next 3 months as we plan to do patches every two weeks now that Nicholas is moved to Vancouver and we’re finally set up in the same office as of … Wednesday, I believe. Plus, as soon as we get paid we can actually do development full-time! – Dredmor should indeed hit that 3-6 months of additional development by, oh, November or so; I hope by then it’s the game you’d like it to be.

And with Dredmor launched, the next game actually has a budget. Things will be very, very different!

That sounds good. I’ll keep and eye on it, and will give it another try 3 months down the road.

I am glad you’ve found my post fair and interesting. I hope that perhaps it maybe of some use to you.

You and your team clearly have strong potential. And I want to see Dungeons of Dremor 2. ;)

Item discovery minigame is a part of most of the rogue-likes games, as well as quite a few regular RPGs. In general it means that properties of some items are unknown when you found it, and there are various and often elaborate ways to discover what each items does. If implemented well it could add a lot of fun to the gameplay.

However as Dbaum correctly said, just because most roguelikes have it, doesn’t nesseserly means that DoD should have it. Unlike all my other points, this one is purely a design choice. In a way, DoD still have it, in a an akward and unintended way - all these wierd and funny wands and potions need to be either tried, or checked online in spoilers. And then you just have to memorize it… >:)

As for you not needing to “rest” - that simply means that you never player mage character on top difficulty settings, correct? Try it if you like, you will find that there is simply no way around insane amount of spacebar mashing, even with maximum mana-regeneration skills, for the first 3-5 levels at least.

As for “mob” vs “monster” - Amandachen said it well. ;)

Thank you McKnight.

As for auto-rest - the problem is there are no other ways to play Mage-type character on max difficulty setting and permadeath. Trust me, I’ve tried many different strategies, many skillsets. Being a mage, you have to rely on mana to do most of your damage. And even when you cast your spells in the most efficient way, and do everything you can to minimize damage from foes and rely on melee as finishing moves, you just run out of mana/hp way too fast after cleaning 2-3 rooms. And then what do you do?..

For more fighter/hybrid type of classes it may be not so profound. But if the game prevents you from playing mage-type character on the max difficulty settings - is a very bad design decision. You have to fix it by adding new mechanics and “alternative tactical solutions” (that dbaum mentioned but that he would like to have but that are currently missing), or drastically changing balance of the game (which can open all types of cans of warms), or by adding the “rest” button. The last one is naturally by far the most simple implementation.

BTW there is nothing really wrong with having such “rest until interrupted by mob” button. It will not make game more bland or boring by itself. The majority of both roguelikes and regular RPGs have it, including the best games in these genres. In DoD, just because you enter new room rested doesn’t mean you can’t have interesting fight and challenge. You just need more diverse and interesting rooms and mobs, that’s all. Forcing player to die on perma-death to the weak mob in 111th room (which are the same mobs and room as the previous 110 rooms) because hitting space bar for 300 times is so annoying, is not what permadeath and fun roguelikes are about, and is not a good design feature.

Incorrect! Of course I take Blood Magic and either Alchemy or Fungal Arts. Level 1 can be really painful and requires much creeping carefully around, but by the time I’m on floor 3 I have like 50 drinks that restore 25-30 mana or as many mana mushrooms. Also, pets are awesome.

Indeed. Moreso since WoW spread throughout the entire world population and now everyone uses mumorpig terminology for absolutely everything, even if it doesn’t make the most sense.

One random point is that there’s no reason for anyone to not use crossbows for finishing things off, especially if you find a good one. Everyone does the same damage with crossbows, there’s no penalty for firing them without the archery skill, and there are vending machines for arrows. Whether you think it is viable or not, it is pretty much equally viable for every character.

Sorry but you are missing my point. In my reply to you I specifically wrote about “the first 3-5 levels” (character levels, not dungeon floors). By the time you are on floor 3 you are already at least level 5 character, likely higher, assuming you’ve cleared the above floors. The spacebar mashing is horrible on these first 3-5 levels, which also take very long time to grind, in large degree because of the need to do this very spacebar - mashing. (And yes, I also take blood magic and alchemy, and Lay Walker skill.). This “much creeping carefully around” you’ve mentioned doesn’t really work - all rooms are practically the same in terms of mob and challenge levels, and you can’t sneak past them. I guess you can replace smashing spacebar with pointless movement back and forth, but it doesn’t change a thing.

And btw this is another wrong thing about the game - the inverted difficulty curve. Once you get past initial needlessly painful and difficult levels, the game suddenly becomes too simple. People wrote here how they “dive” from floor 4-5 all the way to floor 10 without much troubles.

@dbomb

Quit fighting #6. You’re wrong. Admit it. Move on.

kthxbye :)

This is why other rogue-likes have a food requirement - rest too much and you’ll starve, leading either to death, or lost turns and weakness, or other penalties of varying severity. It creates an interesting pressure on the player as they balance the desire to camp out on a level to get experience versus the need to head down to new floors so that more food will be generated. While it only has some rogue-like elements, I also liked Persona 3’s solution - after a certain time spent on any floor the game will spawn Death, who’s deadly, nearly unbeatable and from whom players need to flee.

The problem with spacebar mashing, which seems like an inelegant solution to an already solved problem, is that while it’s more inconvenient to me, the player, it has no in-game penalties. While drink and food are often plentiful, I want to save them for when I actually need them - and there’s an obvious lesson to be learned when I die for want of food/drinks that I ill-advisedly used earlier.

Question: I haven’t had as much time to play DoD as I’d like due to a house move, but where did you guys pick up things like the use of the Luekfist cube (had I not read here, I would have never known how to use it) and how to plant fungi, etc.? I feel like I’m missing things since I’ve never read a spoiler page on the game and some of these things don’t seem intuitive.

Well, to be clear: An auto-rest button should be appearing in the next patch. It won’t simply be a regain hp+mp button and there will be a least a light (non-deadly) hunger mechanic to discourage dawdling.

I’m … not a big fan of the extra inventory space for crafting skills idea, though it has a lot of proponents on the Gaslamp forums. We’ll likely have to end up adding something like this. A lot of the inventory issues come from the sheer number of items we have - ten different cheeses and so on - and the fact that you can’t stack un-like items. If we had only one cheese rather than ten, if we had strict linear progressions of item types with no tangents for dumb jokes, inventory would be much cleaner. It also wouldn’t be Dredmor.
Maybe we’ll put in bags of holding somehow.

Regarding gameplay repetition, a tangent: For a while we toyed with something like Valve’s Left4Dead ‘director’. It didn’t get to any very refined point so we backed off using it strongly but I believe the game does note how long you’ve gone without doing anything interesting, for very crude definitions of “interesting”. More use might be made of this.

Please don’t go with a bag of holding. I like the choices that the inventory forces on us. The monsters don’t steal or destroy items so its always possible to use a random room as a storage locker.

I have never understood what’s appealing about inventory management. To me it’s always just a fiddly annoyance. Can you explain in more detail what you enjoy about it or even better give an example?

Yeah, I agree that inventory management is not something that adds much of anything but tedium to a game like this. I think @dbaum hit on one part of it: it’s really clever and funny to have the different descriptions of 10 kinds of cheese, but to thus have each one take up a separate inventory box is a pain. I’d just as soon keep the different types but have all cheeses take up only one box (which I know is a problem since they have different healing levels.) I mean, really, is choosing which cheese to keep in inventory really add to the enjoyment of a game like this?

I feel that it adds a limitation. You have to choose between crafting items/food/spare inventory.

I don’t think that’s a bad thing.

My issue is kleptoblobbies, they are easily worked around by keeping junk in your inventory at the bottom.

My point was that I only really had a problem the first 1 or 2 character levels and as the game goes on I have less and less mana problems, to the point that it becomes a complete non-issuse. By creeping around I meant trying to carefully excite only one monster at a time and leading them back over traps, also opening doors from the corner so that you can close them again if you see three or four guys in the room.

The inverse difficulty curve may be a legit problem, since the game can be brutal at level 1 and then gets easier. On the other hand it is kind of nice to feel like you’ve gone from chump to badass. If one of the eventual new monsters was a super rare terrible demon to keep you on your toes while you are lulled into a false sense of security by kicking ass, that might be ok.

Spelunky does something similar with being attacked by a ghost after a timer (iirc).

Same here. Inventory space is a resource. Currently I find that the different kinds of food, drink, mushrooms, and potions fit in well with the number of slots available. Doubling the space would mean that I never have to decide whether I want to carry random unwanted items to sell later.

Perhaps there should be slightly fewer types of drinks and cheese or a few more inventory slots but not a complete change such as twice the slots or all food being one type.

Please don’t decrease the cheese varieties.

Dbaum - I agree with most of your design decisions. As far as complaints David made and a few others I have a solution that may work to please both crowds:
As Some people abhor inventory management, I enjoy the semi-realism it introduces and the choices it forces you to make. So I believe the best way to please everyone is to make it a pre-game option. You cn choose to have normal inventory, or 2x (or unlimited). But associate a penalty with using this “cheat”. Either have it decrease your final score by ~20% or increase the monster difficulty without an increase in XP. Or maybe both.

Love the game, but really need that next patch. After being gone over a week (with no Internet access) was secretly hoping when I got back home the patch would be magically available :)

dbaum - I pm’ed you, but want to reiterate. If you need a beta tester, I’d be thrilled to check out the new build. Done a lot of testing over the years. I have the steam version if it makes a difference.

Anyone - is there a complete list of bugs? Is dual wielding still broken at L3+?

A Gaslamp Games Twitter from 48 minutes ago:

“Short version: patch done, in in-house testing, external testing Tuesday, real patch out next week.”

EDIT: More info in their blog.

Nice! They will be at PAX!