Axe Goth Real?
So I bought an early access game because the premise of it - survival horror deckbuilding roguelike - appealed to me and after like a week of Elden Ring, Project Zomboid and Rimworld, my blood could be used as a saline solution.

About 6 hours later, here's my thoughts on Draft of Darkness.

tl;dr not good but at least though provoking about game design.
Axe Goth Real?
So, I see this a lot in cheap indie TTRPGs, because that's my real field of expertise for hobbies, where someone likes thing a but maybe wants parts of things b and c and just slams them together. That's how you get most D&D Heartbreakers, they're just a game they already like with something else bolted on.
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Draft of Darkness is doing better than that but only somewhat so.
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On its face it's Diablo, except the combat is Darkest Dungeon, except every party member has a Slay the Spire-esque deck.
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Also it's a modern setting and a horror game and the list of inspirations both mechanical and thematic there are highly scattershot.
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But let's focus on the core here for a second.
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Namely, the fact that this sort of works together at all is frankly amazing.
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But that's the problem. It all... sort of works together.
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All three games layers don't actually meaningfully interact well.
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So starting at the smallest layer we have the the Slay the Spire-esque deckbuilding. The thing is, Slay the Spire is built with the idea of you having one character with one deck, and encounters are balanced around that concept. Cards are easy to read, your relic for the most part are very straightforward, and you have some finite control of randomness.
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Here that's not true. You can have party members, card removal is absurdly expensive in terms of resources so decks generally only get bigger and thus more random, and encounters seem to be randomly built for anywhere from solo encounters to a full party, even when that's not mechanically possible until the second area.
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Cards themselves are often fairly complex algebra in terms of what they do for you resource-wise, and who can use what.
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Every character has two weapon types they can use from Pistol, Shotgun, Spraygun, Chainsaw, Axe, Knife, Syringe, and Flashlight. They can equip these weapons and have to have them equipped to use the card type in question.
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(So far the early access version seems to set them to match the main character types so it's pairs of Pistol/Flashlight, Shotgun/Axe, Knife/Syringe, Chainsaw/Spraygun, but I think the devs have talked about randomizing it for the helpers you can find?)
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There's also unarmed cards that anyone can use but often aren't worth it unless you've disarmed yourself - and again, remember that removing cards is rare and expensive so most your deck will be useless.
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Also because it's survival horror, every card generally has two resource costs.
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So if you have a card that's say, Fire Pistol, it costs 3 energy and 1 pistol bullet. Your energy ala STS refills every turn your character gets, but you have to find those resources to use those cards.
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Every card that requires material resources has a "conserve resource" version but it guts the power of the card. Pistol Ammo cards, for example, regardless of what they do, become a weak smacking them with the gun instead - going from about 6-8 damage to 2-3.
Axe Goth Real?
There is admittedly a strategic element to this that is nice that the weak hits typically are low energy so you might find yourself having done some big combo and not being able to shoot but be able to bonk, but this is a silver lining aspect.
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Also damage values are approximate because of the gear system but we'll get back to that.
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Needless to say, this feels bad. Imagine a version of Slay the Spire where the Silent had to procure vials of poison or shivs to actually use the cards that used those, or the Defect had a set number of blank orbs they had to spend to generate them.
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And if you couldn't spend those you got a card that did like 3 damage or gave you 2 block or something. It'd be miserable, also unwinnable because the game having small tightly tuned numbers means you can have character powers that do what they're supposed to every time. It also makes those runaway good runs feel fucking unstoppable and crazy good.
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Okay so let's pull up a layer here. Let's look at the party composition aspect, the things taken from Darkest Dungeon.
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So in Darkest Dungeon we again have some level of control for encounters. Parties go in with 4 characters you've selected. It might not be your A-team due to stress or injury, and various things that can happen move your party around sometimes, you can shuffle them around as you need to, but that is the rule.
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The game is tuned for 4 heroes to take on a dungeon.
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In Draft of Darkness you start with one character and can find as you explore 2 more party members. Party members are generic and either cops (pistol/flashlight), nurses (knife/syringe), or scavengers (shotgun/axe). They are considerably weaker and I think always start at level 1 when you find them, regardless of where or what act you're on.
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I think there's 1 party member in the first act, 2 in the second, and 3 in the final one? So basically your only real hope for having a worthwhile party is to hope your act 1 recruit spawns near you and you can drag them along to every fight where they might get some experience and be able to survive.
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Also pray you two don't share weapon types.
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I have had runs where playing as the default main character, Jake, I have only found cops, and we all got to sweat about pistol rounds and flashlight batteries.
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But where characters are doesn't seem to actually matter. Act 2 has cyborgs with assault rifles who spray shots into my party. You'd think there would be some kind of bias for the front, right? Not really. He shoots 4 times and it seems to pick a random pattern as it wants to.
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Likewise I haven't found any moves that despite their descriptions call in order or anything; one of the flashlight moves is basically turning a 30k lumen flood light on an enemy and hitting another one; the second is random, and not like, logically, the guy behind the first one.
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So basically this game mirrors the look of Darkest Dungeon but doesn't actually play with the aspects involved with it, outside of more party members = more action economy = more better.
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At least in theory, keeping these poor bastards even slightly alive past Act 1 is often nearly impossible as their decks are small and mediocre and their stats are terrible. Most the time in Act 2 I pick up a party member for them to die in the immediate next fight.
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The game also borrows a few more bits from Darkest Dungeon; items with uses in both combat and exploration, which it does well, and the concept of light both as a physical and metaphysical thing which it... does sort of well.
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Most items that have uses in both exploration and combat you typically want to use for exploration; pills (your healing item) are 10 HP a pop in the map and 5 in combat, alcohol gives you long-lasting combat buffs if used in the field but smaller ones in combat, smoke grenades let you walk through combat encounters in the field but provide buffs in combat.
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That sort of thing.
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You can use Flares and Matches outside of combat to illuminate the map and make it easier to see what sort of things are out there; enemies have a marked aggro radius where stepping into their map squares will lead to a fight, but having light on it makes it easier to tell. I think some enemies are also drawn to light sources if you want to skip a fight.
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The metaphysical part of darkness... sucks. It sucks real bad!
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So anyone who has played a roguelike knows that you want to try to get every advantage you can in it. This means if you've reached a level of power where encounters are manageable, you kill everything in that area to try to squeeze every last bit of power you can out of it.
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So to stop that, the game developer has included an Evil Meter. The Evil Meter starts at 0, it resets between Acts. Every time you have a fight, it goes up by 1. Only very rare events can lower it.
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Once it gets over 8, it starts to spit out meaner and meaner encounters for the Act you're in. Once it is over 11 it has a chance to spawn an extra boss that you have to fight or run from that will chase you until it gets an encounter. If you get it over 15 you just start getting fucked with by the game with random bad events!
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Again, to put this in the context of another game.
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Imagine you were playing Darkest Dungeon and there was no option to light more torches.
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If you didn't optimally path your way through a procedurally generated dungeon you were going to have to do it in pitch darkness at some point.
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Now to be fair to the developer it is a small team or maybe one guy doing this, as first game, and he's said the superboss isn't supposed to spawn in act 1, so that is currently a glitch, though the rest is as designed.
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And that brings us to the final layer, the diablo aspect.
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Every level is randomly generated. It has loot, it has monsters, it has a merchant or two per act. You move one square at a time, and monsters seem to either stay still or move every two or three movements you make.
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Loot is resources and also gear.
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Problem the first: I have played gacha games with less currencies than this one.
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Every weapon type except knives has a resource tied to it. There's the cash you use when dealing with merchants. There's the credits you use for the ATM/3D Printers you find. There's a sort of magic flower petal you use between acts to heal and remove cards from your deck.
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There are all those weapon types I mentioned, as well as hats, shirts, and parts. Also items; pills, vitamins, anti-radiation meds, alcohol, energy drinks, matches, flares, smoke grenades, and I'm pretty sure I'm forgetting something else.
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And all of those are competing in every encounter and loot drop table.
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And gear is... very diablo esque. There appears to be about 3 variants of every weapon type and a dozen variants of the three armors and then everything has a level, a quality (trash/flimsy/decent/premium) and a list of modifiers that give it different stats and substats.
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So get ready to literally be comparing gear every time you win a fight or loot something to see if it has marginally better stats or not.
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Also! There's four different damage types! Why? No clue. My best guess is because Lobotomy Corp. had four different damage types, but again.
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Small numbers. Clearly delineated effects. Straightforward mechanics. In LobCorp, Red, White, Black, and Pale damage all do different things that're easy to work out and have corresponding resistances.
boo(f)
Technically you get different damage types in Darkest Dungeon as well, regular vs Blight vs Bleed.
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True!
boo(f)
But again, like you said.
boo(f)
Small numbers and very obvious effects lends better to that then Diablo number bloat.
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Hell Slay the Spire has things like Poison, Constrict, etc that follow that same pattern.
boo(f)
Or, if you want to narrow it down further, Defect's Orbs follow the same pattern as well.
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Byt this. Why does this have Physical, Electric, Chemical and Dark damage types as distinct things? No clue. Why does everyone have it? No clue. Why can I get a weapon that boosts damage types that character can't deal, like a pistol that does dark damage when all pistol cards are physical? Got nothing for you.
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Also why is the number scale for offense and defense from 0 to 80 and it has Dark Souls style fractional scaling? No idea. I have no clue what the math means beyond bigger numbers better.
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And then yeah, all the gear has random stat ups on it; crit chance, speed (did I mention everyone acts on their own speed, not a turn or anything?), and energy.
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Also random: the items merchants have for sale, and the quantity of them.
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And this all matters because enemies scale with Evil and Act, and you... don't necessarily.
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I've had runs where I got to act 2 and just bled all my resources out because the game refused to give me ammo or gear that actually did anything worthwhile.
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I've had runs where the merchant looked at my no healing all pistols group and went "I have shotgun shells and a literal clown suit, take it leave it."
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The game likes to hand out debuffs and dots that go away based on your exploration (so if you get them late into an act fuck you) and the curatives for them do not exist or are rare and hideously ineffective.
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Act 2 has a bunch of android enemies who have attacks that can inflict 5 to 10 points of radioactive contamination that they will gleefully use every turn.
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Radiation is damage and a stats down. The only cure for it is exploration letting it tick down (which damages you) and the anti-rad pills which are... -5 rads and also rare as hens teeth.
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buffs are strong, which is great, except enemies have access to the same buffs you have.
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that radiation machine gun jerk I mentioned? Can give himself dodge (just flat avoid the next attack for every stack of it you have) and bullseye (Crit chance go up).
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Balance in this game is a myth.
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The worst part is, the absolute worst part of it all, is that there's so many good ideas here all pushing and pulling against one another.
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If it wasn't committed to having everything the developer ever saw in a game and liked it could be honestly a killer game.
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but as it shakes out as best as I can tell you are at the utter mercy of the RNG to have anything remotely resembling a decent run, and it's not liable to give it to you.
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I realize there's whole swaths of mechanics I've forgotten to mention.
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You have Diablo 2-style stats where leveling them up increases your sub stats. They matter for events in a binary way. Realistically everyone wants to level Vitality and either Strength or Intelligence depending on what kind of damage they do.
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There's relics that're all random weird effects and half of them seem terribly thought out.
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This is a lesson against choosing complexity for depth at literally every opportunity.
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Between runs you can buy more cards via random booster packs and they are random; I have some cards where I have more than you're allowed to put in a deck. Why? Did I miss other cards by doing that?
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Or you can buy or unlock alternate gearset items for your characters, but swapping them costs your between run metacurrency you get for runs, so... you have to choose between unlocking stuff and playing with your unlocks.
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There's perks for characters. No clue what they all do but it's a neat passive you get.
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Like this is a laundry list of mechanics
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And you could honestly safely excise half of them and the game would either be just as fine or better for it.
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Cut out anything that just adds complexity to be complex. Simplify the math as much as possible. Stop adding mechanics that punish the player for playing your game.
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I keep thinking about how flashlights can inflict a Blinded debuff, which is just fucking stop in every other game.
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Just no more turns for you until this ticks off.
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So apparently a popular tactic at one point was to just have a cop in your party flashlight rave everyone into submission so the rest of the group could heal or kill the enemies without spending tons of resources.
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So the devs added a thing that if you been Blinded you get a temporary buff that makes Blind effects just Stagger you instead for awhile, which is a tiny removal of your turn gauge total when it hits.
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And then gave a bunch of enemies permanent versions of that buff as traits.
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Poison and Radiation used to be easier to deal with too.
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Don't cater your game to the guys who bought it early access day 1!
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Ugh this is kind of losing the plot but honestly this game just is frustrating.
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It's hair-pulling because it feels like if it wasn't so committed to being incredibly complicated then it could be a game that gets mentioned in the same breath as all its inspirations.
boo(f)
Legit.
boo(f)
I had similar frustrations with a mobile game semi-recently.
ғᴏxʏᴍᴏʀᴏɴ
ooof
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And I like complex games! I literally mentioned both Project Zomboid and Rimworld in the OP! But both of those games know exactly what they want to be and don't just throw in mechanics to throw in mechanics!
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boo(f) what game, if I can ask?
boo(f)
Dawncaster.
boo(f)
It seems neat and it's kind of going for dark fantasy deckbuilding roguelike but I found it sort of... very poorly explains a lot of what it wants to do and the ramp up is -really- real.
boo(f)
Like I got to the third major 'dungeon' and basically ate shit to a dude who could stack armor faster than I could strip it.
boo(f)
And it gives you like... 6 different classes but doesn't really explain to you what or how they're good.
boo(f)
Additionally as you build your deck you have to build in sources of mana because while your basic attacks take any mana and so do some other cards the more specialized cards require a special mana type.
boo(f)
My understanding of the game as it stands is there are four mana colors - Red for Physical, Blue for Arcane, Green for Nature, and Yellow for Divine - but Divine is like, a special opt-in based on levels you gain over the course of the run.
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this already sounds way busy.
boo(f)
There is definitely some ideas there that I kind of like.
boo(f)
Instead of taking a specific route like Slay the Spire there's an 'Event Deck', and the Event Deck will always have certain events, most of which are monster fights.
boo(f)
But that also means that rests can be skipped over if you're cruising along.
boo(f)
And you can always remove a card at rest sites.
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That is pretty cool.
boo(f)
So if you have a really good run of an area you can just save your rests for the very end and go "you know what maybe I'll pull a couple cards out of this deck that I'm not getting mileage from I don't need to heal up."
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Yeah that's a clever idea.
boo(f)
you also have different basic attacks.
boo(f)
Like I think the axe is your basic "do X amount of damage" attack, but you can also pick like, the Longsword, which does less damage but it's an attack that also builds armor.
boo(f)
Which works just like it does in STS: It'll mitigate the next X amount of damage, but it goes away if it's not used up at the end.
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