It completely prevents the player from learning about the deck editing & card drop opening mechanics until much later. The tutorial feels incomplete so the player feels more lost and confused than encouraged to keep playing.ģ. Instead it's just a standard "you died lmao" animation and now they're in a random town which is confusing to the player. The first place the player ends up after death isn't a story follow-up of how they get rescued and such. The death doesn't follow up with any story pieces so it looks like they just "fell through the cracks" of the tutorial vs. This leads to distrust of the tutorial which is bad design.Ģ. His use of petrify is unavoidable which means unless the player knows the petrify mechanic (extremely unlikely), then they won't know how to avoid it. The boss uses petrify which you *absolutely should not attempt to discard* (waste of AP). The boss directly goes "against" what the tutorial *just* taught you: The tutorial informs players of status cards and about how you can use them to discard them. The "overpowered boss" is a classic trope for this, but the execution in dungeon drafters is bad and here's why:ġ. The premise is simple: Teach the player that the game is very hard and death is normal and part of the gameloop. As a big fan of roguelites, mystery dungeons, and hardcore games in general, I think the first boss is done poorly both from a design perspective, and a teaching tool.
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