Knock on the Coffin Lid · published
Thank you to everyone who shared their impressions of the final rebalance. I’d like to share mine too.
I started a new game twice on the public_beta branch—once from my home account and once from the office one. I played for renewed Persival and realised that I have even more new impressions of the game as a whole, than of the new balance itself. To tell the truth, I rarely notice balance in video games, especially in rogue-likes. I’m more interested in other things.
But if we’re talking balance, I was really into the messy gameplay of the earlier KOTCL versions, where it was possible to stand no chance in an elite battle if you had a perfect but unfitting build. I diligently memorised—and even made notes on—which equipment worked or didn’t work on specific enemies and how to better avoid them. It was an important part of the gameplay for me, but we received so much negative feedback that we had to give up on it partially.
I also liked looking for and making OP builds. That’s fun. I even have a screenshot saved somewhere of Millenis with less than 10 HP and my character with hundreds of Strength and Armor. I couldn’t track down the screenshot though so you’ll have to take my word for it.
That type of gameplay was probably too mischievous, but it was very fun. Maybe it’s the nostalgia in me speaking.Anyway, I’m a peculiar gamer, so it’s maybe not worth listening to me.It’s better to ask Misha and Innrey.
Misha: It’s hard for me to be objective in this matter, you do understand that, right?
Me: Just say that you can’t be then.Misha: I did say that! :D(I remind you that Misha is the main person responsible for the rebalance.)Misha: We wanted to make the game more “honest” and understandable overall. And in my opinion, we did it.Me: Tell me more, Misha.Misha: Well, I liked it.Me: Ha-ha-ha!Misha: Okay, let’s go over our goals:
And in my opinion, we succeeded in most of the goals.The gameplay feels different now—more varied, more lively, and more readable.It’s not perfect yet, but perfection is the enemy of good, and you need to know when to stop. There’s also polishing based on player feedback that is looming ahead for us.