Difference between revisions of "Feedback"

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===Game Bugs===
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{{ArchiveBox|[[Feedback/Archive1|Archive 1]]||}}
  
*Minor bugs with message displays and altars - 1) If you move on to an altar which also uncovers a boss at the same time, you'll only get the boss's speech and no altar message. 2) If you attack a monster on an altar (summoned by WONAFYT), you'll get the altar message and conversion opportunity without actually stepping on the altar (like the other altar bug below, this only happens if you haven't been to that altar most recently). The first issue arises with shops as well, but not the second. --[[User:Twinge|Twinge]]
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=== Game Bugs ===
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* Bug - Defeated Medusa and then Jormungandr in the Snake Pit as an Orc Crusader. The Martyr ability did the final blow on Jormungandr, killing it and my hero, but without winning the dungeon. I did this twice and still have not received credit for beating that challenge dungeon with the Crusader. 16 April 2012
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* Bug - Completed Library twice with Half-Dragon. did not give me completed quest message. went into selection lobby and it does not show that I have completed this map with this class. I worshipped Taurog on both runs. Only tinker, transmuter and Half_dragon special classes unlocked.[[User:Burningeko|Burningeko]] 30 March 2012
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* Bug - While worshiping Binlor, destroying a wall gives the message "Binlor thinks your demolition efforts are very clever. (+1 piety)", but 2 piety is awarded. (Old bug, fixed --[[User:Dislekcia|Dislekcia]] 16:03, 29 May 2011 (UTC))
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* Bug - Repeatedly activating and deactivating BLUDTUPOWA when worshipping Taurog will eventually cause a Division by 0 error. (Can't reproduce this, assuming fixed --[[User:Dislekcia|Dislekcia]] 16:03, 29 May 2011 (UTC))
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* Bug - Fire damage estimations don't calculate resistance (the actual damage is correct, though) (Fixed, fireball damage predictions now take enemy magic resistance into account --[[User:Dislekcia|Dislekcia]] 16:03, 29 May 2011 (UTC)).
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* Bug - After drinking several mana potions in a row, the game ignores any further clicks on the mana potion button. (That's probably because you run out of mana potions? Unless playing Bloodmage, in which case the game stops you killing yourself if you don't have enough health --[[User:Dislekcia|Dislekcia]] 16:03, 29 May 2011 (UTC))
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* Bug - Sometimes walking over an increased damage rune gives you 0 increased damage.
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** Just to clarify for whoever wrote this: Damage power-ups do not give an absolute increase in damage, they give a +10% bonus. If your base damage is too low (eg 5) then you won't see an increase even though the damage bonus was applied. If you are referring to something else, then ignore this. --[[User:Myclam|Myclam]] 15:36, 23 February 2011 (UTC) (v0.15)
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*** You have to admit though that this is very confusing to new players. They pick up something which is supposed to increase their character's stats, see nothing happen, and then they're like "What the eff?" There has got to be a better way to display this. Maybe show an attack rating percentage, or something to that degree. --[[User:Mr Crac|Mr Crac]] 22:21, 15 April 2011 (UTC)
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**** Full version will have animations that play on powerup pickups in order to make increase to bonus percentages obvious. --[[User:Dislekcia|Dislekcia]] 16:03, 29 May 2011 (UTC)
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* Bug - Destroying glyphs as human sometimes gives 0 damage boost.
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** Clarification: Same as above, destroyed glyphs give a percent bonus. --[[User:Myclam|Myclam]] 15:36, 23 February 2011 (UTC) (v0.15)
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* Bug - When hard up against the left edge or the bottom edge of the map the numpad 9 key does not work at all. All other directions work fine. (Still broken in 0.2) --[[User:Lebowski|Lebowski]] 10:35, 2 June 2011 (UTC)
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* Bug - Mana Potions don't restore any mana, CYDSTEPP and other death prevention status effects do not work. [[User:Sarpedon|Sarpedon]] 23:49, 31 March 2012 (UTC)
  
*The Scouting Orb's description says it increases sight radius, but it does nothing if your sight radius is already above the normal (half-dragon). The description should probably say e.g. 'increases sight radius to 2 spaces' or something along those lines. --[[User:Twinge|Twinge]]
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=== Other Game Issues (Balance, Interface, etc.) ===
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* I have found a massive game imbalance involving Transmuters. What you do is run around untill you find Binlor Ironshield, if he isnt in that dungeon restart and try again. Since you gain gain 2 piety (pieties?) every time you use Endiswal, you can get to 100 very quickly. Get Hardiness, and Heroics, This will automatically boost you to level 10 and it only costs a total of 110 piety (80 for heroics, 30 for hardiness) which = 55 walls, get maybe 10 more if you are planning on using magic (-1 piety per use). make sure you have at least 3 mana potions per boss, gnomes are recomended. Keep going back and forth between the boss and walls to recover health, since you aren't discovering anything new the boss won't heal himself. Congrats, you just beat a dungeon with out killing anything.
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** It's not the Transmuter, it's Binlor Ironshield. A few dieties (such as Binlor) have overpowered boons, but are almost impossible to raise piety for. The Transmuter and Half-Dragon are the only 2 classes in the game who can realistically get 100 piety with Binlor Ironshield. Mystera Annur is the same way. The base damage penalty forces you to take Boon: Magic before anything else, so if you wanted to take Boon: Weakening, it requires a minimum of around 70-90 casts, or 420-540 mana points if only BURNDAYRAZ is used (which is likely).
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* I've played the new version extensively. I've unlocked everything and I have to say it's considerably worse than the last version. This version is all about luck and that doesn't make it much fun. There are far too many games that are unwinnable, and I'm not talking about the start (although that's a huge problem also). Too many classes depend on the right deity appearing. On that subject way too many of the deities are gimmicky and useless 90% of the time. Earthmother (can't kill natural creatures, who cares she's rubbish anyway), Tiki (must kill in one shot), tarog and bindor (no magic), etc. They all have something. This would be fine, if there were viable options for classes. A wizard with tarog or bindor is screwed--this is just one example. Retiring ad nauseum isn't much fun. Shops are useless--it's always the same crap, the good stuff never comes up--and because of the above deity problems, this can make or break a run.
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** I've got to concur with this assessment. Basically too many gods are useless, Dracul, Tiki etc. because they can't be used as part of a strategy, where you'll plan to get this glyph and do that and then boom you have some advantage, and the penalties they give are far greater than the benefits. I've successfully used the plantation boon at level 2, being sure not to lock myself in, but still not gotten enough of an advantage out of it to win the game. The new Pactmaker, on the other hand, is my bread and butter. [[User:Yidda|Yidda]] 18:55, 20 August 2010 (UTC) -yidda
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** It used to be that I'd use Jehora, Taurog, Misteria, or Binlor etc. all the time. Now I only use the Pactmaker. -yidda [[User:Yidda|Yidda]] 18:55, 20 August 2010 (UTC)
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** OK, after a little more play on the new version, I have successfully used Jehora, the Pactmaker, Taurog once or twice, and Dracul twice, once with the Vampire, and once without. I've also beaten the game as an atheist, but I think the other 5 Gods could use some spicing up. [[User:Yidda|Yidda]] 03:06, 9 September 2010 (UTC)
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** Earthmother's interesting...but I have yet to find a viable use for her. The other deities definitely have their uses, though I'm still quite hesitant to pray to Jehora. [[User:Raynes|Raynes]] 20:54, 2 January 2011 (UTC)
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* The tutorial I think should be more flexible as far as taking into account mistakes of first time players. The tutorial kind of assumes the player will understand the instructions exactly and will therefore have the resources to complete the current map; however, this is not necessarily the case. For example, in the segment of the tutorial where ENDISWAL is introduced, the player is instructed to destroy the wall to their right. The tutorial is thinking at the tile level and means the wall tile to the right of the tile the player is currently occupying. On my first attempt, I was thinking at the character level and interpreted that same tile as the tile in front of the character (i.e. the player sprite is "looking" at it) while the tile below the currently occupied tile was "to the character's right". I destroyed the wrong wall and consequently did not have enough mana to complete the map. At this point I expected to be able to restart the current map, but instead I had to retire and replay the entire tutorial. It seems like the tutorial should have some kind of "restart current map" function for goof ups like these. Pretty steep consequences for a tutorial.
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* I find the balance between the class types a bit peculiar. I managed to unlock the Bloodmage, but I am still struggling to win a dungeon with the Berserker, Rogue, and Monk. In every other role-playing game it is rather the other way round, magic users are often the hardest to get into.<br />Something that I find to be quite lame is that you have to restart so very often. What is the point of having unwinnable dungeons? Exactly, there is none. It just should not happen that every path out of the starting area is blocked by monsters which you cannot defeat. This does not add anything of value to the game, in fact it takes away from the fun and therefore it should be scrapped. --[[User:Mr Crac|Mr Crac]] 22:31, 15 April 2011 (UTC)
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* When you have protection from killing blow, it still shows you as "death", and no sanity indication of whether or not you even have PFKB active. Which means I often step away, double-check that I have PFKB active, before actually attacking.--[[User:Metroid composite|Metroid composite]] 03:29, 29 April 2011 (UTC)
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** Seconded; this is particularly egregious on the rogue which can occasionally "dodge" and not blow his death protection, so every attack you need to be paying very close attention.
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* Bloodmage is a cute design, but in practice Elf Thief will get more fireballs from their mana potions than Elf Bloodmage will. (10*0.4 vs 4*1...except you generally don't reduce your mana completely to 0 between mana uses). Probably more of a Thief power level issue--[[User:Metroid composite|Metroid composite]] 03:29, 29 April 2011 (UTC)
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* Gauntlet: I was languishing around 17 when I was using "fair" strategies like Gnome Pactmaker Warlord and Gnome Pactmaker Sorceror. But there's a couple of deity/class combos that break Gauntlet. Elf Transmuter Binlor's taken me from 17 to 27 with only one or two failed runs (died to Frank the Zombie and...probably a mage boss sometime in the past 10 runs). It really bypasses a key challnge of Gauntlet (yes, the boss gets harder, but often more important levelling gets harder; you can't reach a good level without burning all your resources). The other combo that kinda breaks gauntlet is Monk+Dracul+Platemail. That's 90% defence; 100% defence if you can get Tower Shield too. I haven't been shooting for this combo as it takes much more luck (a deity and one particular item) but it will probably be able to win fights that Binlor setups can't. (I say probably, because you still need 25 piety, which means killing 9 enemies. By the time Binlor no longer wins, that might be hard).--[[User:Metroid composite|Metroid composite]] 03:29, 29 April 2011 (UTC)
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* Frank The Zombie is quite a bit harder than other bosses. Second highest HP by a wide margin, but can't be poisoned, and doesn't roll over to regeneration games the way Super Meat Man does (due to having actual attack power).--[[User:Metroid composite|Metroid composite]] 03:29, 29 April 2011 (UTC)
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* I don't necessarily have a ''problem'' with this, since he's a blast to play as, but the transmuter is horribly, horribly game-breaking in the current build, especially when teamed up with Binlor in order to get to level ten early. In the next version, perhaps he could be balanced by reducing his starting attack power or raising the cost to cast ENDISWAL to 2 or 3? Right now, the transmuter's existence as a "challenge" class is a joke. -Irishladdie727 12:31 pm, 29 April 2011 (EST)
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* The vampires in the Boss Hive can kill a Rogue in one hit with their life drain, making the dungeon a real crapshoot for that class -- reveal a vampire, and you're dead! --CPFace 7:48 am, 10 July 2011 (CDT)
  
*Another bug: I fell into negative XP.  I believe the bug is associated with the CYDSTEPP (survive next killing blow) rune, and possibly how it interacts with the Paladin's HP for killing undead ability.  I'd just killed a level 5 wraith which was supposed to do enough damage to kill me (and removing my death protection), but instead my protection remained, my HP stayed the same (I think), and I went into negative XP.  Later just messing around, I died and lost the protection, recast it with some mana potions, and died again and my XP finally fixed itself, jumping to level 6.  Screenshot: http://it-is-law.com/dump/DD-NegXPBug.png --[[User:Twinge|Twinge]]
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=== Game Feedback ===
::I had the same thing happen, except with the Glowing Guardian Deity not the CYDSTEPP glyph. I think it has a problem trying to process all the events that occurred (the death of the monster, your not dying, gain of life, gain of attack, gain of exp, and/or anything else). So this may be possible with any character/race.
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::same- paladin orc with CYDSTEPP in the crypt. I think I got down to -28 xp before a save-vs-death finally realigned the numbers.--[[User:Sxerks|Sxerks]] 18:14, 22 March 2010 (UTC)
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*Bug- by clicking on covered(black) areas you can find and get the deity dialog and worship without ever uncovering the block.--[[User:Sxerks|Sxerks]] 18:14, 22 March 2010 (UTC)
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=== Wine issues ===
::Specifically, this seems to happen after you just went to another altar.  In this example: http://it-is-law.com/dump/DD-AltarBug.png if I go to the bottom right altar, I can then click on and activate the top left altar without traveling there.  This does not seem to be the case for shops.  This is likely related to the other altar bug I posted above.  --[[User:Twinge|Twinge]]
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* DD runs awesome under wine with one exception - the mouse. The cursor is laggy and makes the game frustrating to play. Can you provide an option to turn of the software mouse cursor? Having the OS cursor/hw cursor woul make the game work flawlessly under wine. I can test this if you'd like --[[User:Lajcik|Lajcik]] 22:11, 24 November 2010 (UTC)
 
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* I don't know about linux, but there's an app for OSX called Wineskin (http://wineskin.doh123.com/) that can be used to make self-contained Mac application bundle that runs a windows app, I use it to run DD. It would be a nice touch to provide a 'osx version' based on that for folks not in the know :) --[[User:Lajcik|Lajcik]] 22:11, 24 November 2010 (UTC)
*Bug? - Sorry if this is not the right place to report but can't see a better one.  Getting error message "Unexpected error occured when running the game" immediately on launch, when trying to play on Netbook.  Suppose it might be something to do with supported resolution (on this netbook, resolution is 1024x600).  Or something else?
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===Other Game Issues (Balance, Interface, etc.)===
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*About Health and Attack powerups (the kind scattered about the dungeon): Can we get some explanation on these things?  After noticing that the attack power up does nothing for a level 1 character, I've been holding off on getting them. Likewise, the health power ups give more health at higher levels. What I want to know is, should I hold off on getting them or do they scale to level even after you've gotten them? --golden_cow2
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::The attack power ups give you a 10% percentage bonus over your base damage per power up, so this extra damage will raise as your base damage does.  So get them as soon as your strategy allows you. --Lanis
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::Likewise the health bonus also scales with your level (1 MAX HP per level, the same as Dwarf glyph conversion). No need to hold off. --fall_ark
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:::The Health Bonus should probably be shown when you hover over your health as it does for damage, then, to at least partially clear up the issue. --[[User:Twinge|Twinge]]
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*I've found it really evil that the Escape key closes the entire game instantly.  I've already lost at least 2 characters from tapping escape trying to cancel a spell :/  (I'm aware right click cancels, but habits from other games don't die so easily...) --[[User:Twinge|Twinge]]
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::Agreed. I lost 5 or so promising characters because of that. Changing the 'instant close' key to something like F12 and having the ESC key one ask if you want to exit would work better and without functionality loss. --Lanis
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:More keyboard-friendly controls will certainly make the game better! e.g. Arrow keys for moving, 5/6 for potions, SPACE/ENTER/ESC for shop and altar conversations. So on. --fall_ark
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:::Absolutely, I just listed the most pressing issue first =)  Even if the mouse is still required in the end (though it probably doesn't need to be), numpad movement would be a definitely improvement.  I'm thinking Y/N for shops and altars to make it clear what your selection is - though space could also default to a 'no' response. --[[User:Twinge|Twinge]]
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::Wait. Instead of remapping the Escape key, just make it pop up a screen that asks if you really want to quit the game. Alternatively, make it so that holding down Escape for two seconds closes the whole application. --HydroKirby
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::I also like a full keyboard control, azeqdwxc for moving, keybinded potions, yay and nay etc. The only point of using the mouse would be, in some cases, to prevent the discovering of some tiles, but if you really want to it's still possible to put something like selecting a tile with arrow keys and enter to go there. [[User:Rex4|Rex4]] 20:33, 21 March 2010 (UTC)
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*The current gold system is essentially a pointless grinding mechanic - after each game, load up Goblin Wizard or whatever, go grab some quick cash, then start playing again.  I don't currently have a great idea to replace it with, but the implementation as-is adds unfun grinding time without adding any actual thought or decision to the process. --[[User:Twinge|Twinge]]
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::Removing the shared gold between runs and making gold coins give you more gold depending on your race/class/max gold should be enough. Basically, a gold-hunting race/class combo should allow you to be able to buy one or two good items more than other classes under the same circumstances. Now not only this removes the gold grinding, but it'll allow people to use goblins for serious ranked games, for example. --Lanis
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::Concurred. I would suggest adding a "Minimum Gold" bonus (or simply replace the Max Gold bonus). There should still be a little room for gold hoarding for new players though, like Max Gold = Minimum Gold + 50 or something. --fall_ark
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*The chances of getting a completely unwinnable game are too high.  If it happens occasionally that's fine, but right now it's fairly common and at least some check to help avoid these situations would be desirable.  Example games:
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:http://it-is-law.com/dump/Unbeatable1.png
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:http://it-is-law.com/dump/Unbeatable2.png
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:http://it-is-law.com/dump/Unbeatable3.png
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:My proposal: map out the monsters and runes in area that can be reached by a new character during level generation; mapping should 'go through' level 1 and 2 monsters but treat higher level monsters as walls, so to speak. There must be one of: a) Any of the Passwall, Teleport Monster, or Teleport Self glyphs are reachable; b) At least five level 1 monsters available to fight; c) At least two level 1 monsters and one level 2 monster; or d) The Summon Monster glyph is reachable and at least five total level 1 monsters are on the board (if this is guaranteed already, simply make it a straight glyph check as with [a].)
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:The idea isn't to make it easier - just to remove impossible scenarios.  You might still have to, say, use your starting health potion to take out a level 2 or whatever which is fine.  This won't remove all unwinnable situations, but should remove a significant percentage of them without making anything easier the rest of the time. --[[User:Twinge|Twinge]]
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*Worshiping Pactmaker as an unimproved Rogue results in instant death. Is this intended? --Azeltir
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:Pactmaker takes 5 Base Damage and 5 Max Health so an unimproved Rogue will indeed die instantly due to Health drop to zero. Most characters "unimproved" would be screwed though, since your base damage is now likely zero. --fall_ark
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===Game Feedback===
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*I like this game a lot :)
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*This game is what I was looking for since years! In order to introduce roguelikes to my 6 years old son, I would be interested in translate it in french. You can e-mail me if it sounds interesting for you ! --[[User:lepoulpe303|lepoulpe303]]
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Latest revision as of 09:24, 22 April 2012

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Archive 1



Game Bugs

  • Bug - Defeated Medusa and then Jormungandr in the Snake Pit as an Orc Crusader. The Martyr ability did the final blow on Jormungandr, killing it and my hero, but without winning the dungeon. I did this twice and still have not received credit for beating that challenge dungeon with the Crusader. 16 April 2012
  • Bug - Completed Library twice with Half-Dragon. did not give me completed quest message. went into selection lobby and it does not show that I have completed this map with this class. I worshipped Taurog on both runs. Only tinker, transmuter and Half_dragon special classes unlocked.Burningeko 30 March 2012
  • Bug - While worshiping Binlor, destroying a wall gives the message "Binlor thinks your demolition efforts are very clever. (+1 piety)", but 2 piety is awarded. (Old bug, fixed --Dislekcia 16:03, 29 May 2011 (UTC))
  • Bug - Repeatedly activating and deactivating BLUDTUPOWA when worshipping Taurog will eventually cause a Division by 0 error. (Can't reproduce this, assuming fixed --Dislekcia 16:03, 29 May 2011 (UTC))
  • Bug - Fire damage estimations don't calculate resistance (the actual damage is correct, though) (Fixed, fireball damage predictions now take enemy magic resistance into account --Dislekcia 16:03, 29 May 2011 (UTC)).
  • Bug - After drinking several mana potions in a row, the game ignores any further clicks on the mana potion button. (That's probably because you run out of mana potions? Unless playing Bloodmage, in which case the game stops you killing yourself if you don't have enough health --Dislekcia 16:03, 29 May 2011 (UTC))
  • Bug - Sometimes walking over an increased damage rune gives you 0 increased damage.
    • Just to clarify for whoever wrote this: Damage power-ups do not give an absolute increase in damage, they give a +10% bonus. If your base damage is too low (eg 5) then you won't see an increase even though the damage bonus was applied. If you are referring to something else, then ignore this. --Myclam 15:36, 23 February 2011 (UTC) (v0.15)
      • You have to admit though that this is very confusing to new players. They pick up something which is supposed to increase their character's stats, see nothing happen, and then they're like "What the eff?" There has got to be a better way to display this. Maybe show an attack rating percentage, or something to that degree. --Mr Crac 22:21, 15 April 2011 (UTC)
        • Full version will have animations that play on powerup pickups in order to make increase to bonus percentages obvious. --Dislekcia 16:03, 29 May 2011 (UTC)
  • Bug - Destroying glyphs as human sometimes gives 0 damage boost.
    • Clarification: Same as above, destroyed glyphs give a percent bonus. --Myclam 15:36, 23 February 2011 (UTC) (v0.15)
  • Bug - When hard up against the left edge or the bottom edge of the map the numpad 9 key does not work at all. All other directions work fine. (Still broken in 0.2) --Lebowski 10:35, 2 June 2011 (UTC)
  • Bug - Mana Potions don't restore any mana, CYDSTEPP and other death prevention status effects do not work. Sarpedon 23:49, 31 March 2012 (UTC)

Other Game Issues (Balance, Interface, etc.)

  • I have found a massive game imbalance involving Transmuters. What you do is run around untill you find Binlor Ironshield, if he isnt in that dungeon restart and try again. Since you gain gain 2 piety (pieties?) every time you use Endiswal, you can get to 100 very quickly. Get Hardiness, and Heroics, This will automatically boost you to level 10 and it only costs a total of 110 piety (80 for heroics, 30 for hardiness) which = 55 walls, get maybe 10 more if you are planning on using magic (-1 piety per use). make sure you have at least 3 mana potions per boss, gnomes are recomended. Keep going back and forth between the boss and walls to recover health, since you aren't discovering anything new the boss won't heal himself. Congrats, you just beat a dungeon with out killing anything.
    • It's not the Transmuter, it's Binlor Ironshield. A few dieties (such as Binlor) have overpowered boons, but are almost impossible to raise piety for. The Transmuter and Half-Dragon are the only 2 classes in the game who can realistically get 100 piety with Binlor Ironshield. Mystera Annur is the same way. The base damage penalty forces you to take Boon: Magic before anything else, so if you wanted to take Boon: Weakening, it requires a minimum of around 70-90 casts, or 420-540 mana points if only BURNDAYRAZ is used (which is likely).
  • I've played the new version extensively. I've unlocked everything and I have to say it's considerably worse than the last version. This version is all about luck and that doesn't make it much fun. There are far too many games that are unwinnable, and I'm not talking about the start (although that's a huge problem also). Too many classes depend on the right deity appearing. On that subject way too many of the deities are gimmicky and useless 90% of the time. Earthmother (can't kill natural creatures, who cares she's rubbish anyway), Tiki (must kill in one shot), tarog and bindor (no magic), etc. They all have something. This would be fine, if there were viable options for classes. A wizard with tarog or bindor is screwed--this is just one example. Retiring ad nauseum isn't much fun. Shops are useless--it's always the same crap, the good stuff never comes up--and because of the above deity problems, this can make or break a run.
    • I've got to concur with this assessment. Basically too many gods are useless, Dracul, Tiki etc. because they can't be used as part of a strategy, where you'll plan to get this glyph and do that and then boom you have some advantage, and the penalties they give are far greater than the benefits. I've successfully used the plantation boon at level 2, being sure not to lock myself in, but still not gotten enough of an advantage out of it to win the game. The new Pactmaker, on the other hand, is my bread and butter. Yidda 18:55, 20 August 2010 (UTC) -yidda
    • It used to be that I'd use Jehora, Taurog, Misteria, or Binlor etc. all the time. Now I only use the Pactmaker. -yidda Yidda 18:55, 20 August 2010 (UTC)
    • OK, after a little more play on the new version, I have successfully used Jehora, the Pactmaker, Taurog once or twice, and Dracul twice, once with the Vampire, and once without. I've also beaten the game as an atheist, but I think the other 5 Gods could use some spicing up. Yidda 03:06, 9 September 2010 (UTC)
    • Earthmother's interesting...but I have yet to find a viable use for her. The other deities definitely have their uses, though I'm still quite hesitant to pray to Jehora. Raynes 20:54, 2 January 2011 (UTC)
  • The tutorial I think should be more flexible as far as taking into account mistakes of first time players. The tutorial kind of assumes the player will understand the instructions exactly and will therefore have the resources to complete the current map; however, this is not necessarily the case. For example, in the segment of the tutorial where ENDISWAL is introduced, the player is instructed to destroy the wall to their right. The tutorial is thinking at the tile level and means the wall tile to the right of the tile the player is currently occupying. On my first attempt, I was thinking at the character level and interpreted that same tile as the tile in front of the character (i.e. the player sprite is "looking" at it) while the tile below the currently occupied tile was "to the character's right". I destroyed the wrong wall and consequently did not have enough mana to complete the map. At this point I expected to be able to restart the current map, but instead I had to retire and replay the entire tutorial. It seems like the tutorial should have some kind of "restart current map" function for goof ups like these. Pretty steep consequences for a tutorial.
  • I find the balance between the class types a bit peculiar. I managed to unlock the Bloodmage, but I am still struggling to win a dungeon with the Berserker, Rogue, and Monk. In every other role-playing game it is rather the other way round, magic users are often the hardest to get into.
    Something that I find to be quite lame is that you have to restart so very often. What is the point of having unwinnable dungeons? Exactly, there is none. It just should not happen that every path out of the starting area is blocked by monsters which you cannot defeat. This does not add anything of value to the game, in fact it takes away from the fun and therefore it should be scrapped. --Mr Crac 22:31, 15 April 2011 (UTC)
  • When you have protection from killing blow, it still shows you as "death", and no sanity indication of whether or not you even have PFKB active. Which means I often step away, double-check that I have PFKB active, before actually attacking.--Metroid composite 03:29, 29 April 2011 (UTC)
    • Seconded; this is particularly egregious on the rogue which can occasionally "dodge" and not blow his death protection, so every attack you need to be paying very close attention.
  • Bloodmage is a cute design, but in practice Elf Thief will get more fireballs from their mana potions than Elf Bloodmage will. (10*0.4 vs 4*1...except you generally don't reduce your mana completely to 0 between mana uses). Probably more of a Thief power level issue--Metroid composite 03:29, 29 April 2011 (UTC)
  • Gauntlet: I was languishing around 17 when I was using "fair" strategies like Gnome Pactmaker Warlord and Gnome Pactmaker Sorceror. But there's a couple of deity/class combos that break Gauntlet. Elf Transmuter Binlor's taken me from 17 to 27 with only one or two failed runs (died to Frank the Zombie and...probably a mage boss sometime in the past 10 runs). It really bypasses a key challnge of Gauntlet (yes, the boss gets harder, but often more important levelling gets harder; you can't reach a good level without burning all your resources). The other combo that kinda breaks gauntlet is Monk+Dracul+Platemail. That's 90% defence; 100% defence if you can get Tower Shield too. I haven't been shooting for this combo as it takes much more luck (a deity and one particular item) but it will probably be able to win fights that Binlor setups can't. (I say probably, because you still need 25 piety, which means killing 9 enemies. By the time Binlor no longer wins, that might be hard).--Metroid composite 03:29, 29 April 2011 (UTC)
  • Frank The Zombie is quite a bit harder than other bosses. Second highest HP by a wide margin, but can't be poisoned, and doesn't roll over to regeneration games the way Super Meat Man does (due to having actual attack power).--Metroid composite 03:29, 29 April 2011 (UTC)
  • I don't necessarily have a problem with this, since he's a blast to play as, but the transmuter is horribly, horribly game-breaking in the current build, especially when teamed up with Binlor in order to get to level ten early. In the next version, perhaps he could be balanced by reducing his starting attack power or raising the cost to cast ENDISWAL to 2 or 3? Right now, the transmuter's existence as a "challenge" class is a joke. -Irishladdie727 12:31 pm, 29 April 2011 (EST)
  • The vampires in the Boss Hive can kill a Rogue in one hit with their life drain, making the dungeon a real crapshoot for that class -- reveal a vampire, and you're dead! --CPFace 7:48 am, 10 July 2011 (CDT)

Game Feedback

Wine issues

  • DD runs awesome under wine with one exception - the mouse. The cursor is laggy and makes the game frustrating to play. Can you provide an option to turn of the software mouse cursor? Having the OS cursor/hw cursor woul make the game work flawlessly under wine. I can test this if you'd like --Lajcik 22:11, 24 November 2010 (UTC)
  • I don't know about linux, but there's an app for OSX called Wineskin (http://wineskin.doh123.com/) that can be used to make self-contained Mac application bundle that runs a windows app, I use it to run DD. It would be a nice touch to provide a 'osx version' based on that for folks not in the know :) --Lajcik 22:11, 24 November 2010 (UTC)