

Or skills that require a certain minimum stress level to even work. I'm thinking about skills that are powerful, but create more stress when using them (similarly to some camping skills, which are however mostly redistributing stress). Maybe it would add some interesting dynamics to the game, if you introduced some more ways for the player to manage the stress build-up. Aside from some stress-reducing abilities, the only influence comes from the RNG.

Gaining stress is bad, losing it is good, that's all there is to it. Reaching max stress with one char can quickly send you into a downward spiral during a run.īut, it's again not really very complex. Speaking about stress, it's obviously intended to be a major mechanic in the game. getting drunk is cheap and effective, but might cause an hangover-debuff, praying is cheap as well, will not reduce much stress but gives a blessed-buff, etc.) I'm not sure how to improve that, tbh, but maybe some more (and obvious) advantages and disadvantages should be introduced with the different stress reduction activities, so that there's more complexity to it (like certain buffs or debuffs from activities, scaling with the cost, e.g. So my point here is, you will practically always do the same sequence, as there's practically no reason not to and almost no thought has to be put into it. There are the costs to offset it a bit as well, of course, but it's not that expensive, especially after upgrading the buildings a bit. There seems to be not much more to it, with some few exceptions like traits that restrict which specific activities a given hero can use or the possibility that an hero might catch a STD, lose some money gambling or go on some quest for a week or two. No big thing, too, just use some different chars in the meantime. So far the whole stress management aspect feels a bit formulaic to me:Īfter completing a dungeon, you put your stressed out heroes in different stress-relief slots and just wait until they are done. The game is already in a pretty good shape, for it being early access, but there's obviously still room for improvement. Still, if some of the things below change while progressing through the game, feel free to tell me. One thing first: I've so far played ~6 hours, I'm around week 14 and so far I'm doing quite ok.
