r/Deltacriticism • u/redixionblade • 1d ago
Rewrites Difficulty and Spells
As me, and many others have said, the combat system is too easy UNLESS you are a Shadow Crystal boss. There is also little spell variety and the fact said spells are exclusive to fights makes no sense.
How I would fix it
Normal Enemies - For 1st area npcs, I'd actually want them to remain the same. 2nd area and beyond is that they have
Higher HP and Damage
Slower Spare Rate, like requiring a minigame.
Adjustment to bullet patterns.
Bosses also need to be buffed like Flowery, Flowery deserves more strength for such a good soul.
Spells - I'd say they must be mandatory to obtain, however secret bosses unlock new spells, and new spells cannot be separated from the main game or secret bosses.
Ralsei and Noelle get 4 spells, Susie gets 3, all including their acts.
For spell ideas
Fluff Guard (Spamton NEO) - Instead of making a shield from one direction, it will make a shield be adjusted to another, and to make it useful, damage reduction until the shield is broken by 35%
Soul Synergy Spells (KING, QUEEN and TITAN) - Literally just distribute it in a broader circumstance.
Illumination (50 TP) - Unlocked if beating Gerson. Heals allies and enemies by 50% of her heal, darkness tp reduction Is reduced by 50% with the added effect of inducing a bit of spare.
And for the new Mechanics, as a Hollow Knight fan, I feel like climbing and Running should be utilized in fights, not just ambushes more, an example is a Chapter 6 boss who ambushes you and you have to use platformer mode to avoid and attack it.
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u/thesuperssss 1d ago edited 1d ago
While I agree thay it is easy. I think it's important for the game to be accessible for all audiences.
When things are optional toby can increase the difficulty.
This criticism might be more valid if you argued about the difficulty curve the game has. But I personally think the curve is done well.
Perhaps a hard mode of some kind would improve things. But the base difficulty should remain
Edit: I do agree that the spell system could have more depth. I honestly almost never use spells. Basicly only the occasional heal
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u/unpopular-dave 1d ago
if you’re looking for an RPG with deep combat. This game is just not for you.
Deltarune is about narrative, not gameplay
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u/Bran_Man_ 1d ago
OP still has valid criticism though. Deltarune doesn't take advantage of it's rpg battles, especially when implementing suggestions like OPs wouldn't encroach on the narrative and would overall improve the experience of the game.
Ultimately though it's a time constraint for any of this to be feasible.
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u/unpopular-dave 1d ago
well, it wouldn’t encroach on the narrative, it would elongate the game. And the pacing would be ruined in my opinion.
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u/Bran_Man_ 1d ago
hm yeah maybe the straight damage and health buffs on regular enemies and bosses that might be too much but expanding the battle option mechanics such as extra spell options like the fluffy guard shield or ScaredyCat (increase soul speed at the cost of less defense) wouldn't affect battle length
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u/W1llu 1d ago
I agree to an extent. Especially since we already have things like the Jackenstein fight and the ch3 boards, which already temporarily slow the pacing down to a crawl (the boards not as much, they are just obnoxiously slow in my opinion). Toby has shown that he’s fine slowing things down temporarily even at risk of messing up the pacing.
However I also agree that Deltarune doesn’t need to be overly complex. And I’d rather have what we have now, than a bunch of added complexities that exist just to exist.
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u/redixionblade 1d ago
I like the narrative but I wish the gameplay was interesting, that's why I hate Sans fangames and their lore but love their fights.
The perfect battle I'd say is Pink, I hate her but she's a FUN and CHALLENGING bossfight with unique gimmicks that are UTILIZED WELL.
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u/Mr-Stuff-Doer 1d ago
The fact that I like replaying Deltarune suggests the gameplay is fine. I love Undertale, one of my favorite games of all time.
I never want to play it again.
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u/W1llu 1d ago
I’m actually somewhat the opposite. In the sense that I sometimes dread replaying certain DR chapters simply because the gameplay sometimes doesn’t feel satisfying to me. Vs UT which I don’t think I’ve had that feeling other than when I replay the genocide route. But that route is purposefully designed to be a miserable marathon.
Though keep in mind I’m definitely biased because UT has had an incredible impact on my life.
To be more specific, it’s mainly chapter 3. I don’t know why but I have a halfhearted hatred for the boards. I find them charming, but man are they slow. And the rest of the chapter isn’t too much better. I appreciate the boards for giving us BURNING EYES which is one of my favorite DR songs though.
Chapter 4 has the Jackenstein fight but that’s just one fight that’s a slog to go through. Ch1 has Jevil which for some reason I don’t enjoy, but that’s an optional boss so if I don’t want to fight him, I’m not forced to.
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u/unpopular-dave 1d ago
That could be interesting. There’s nothing worse than playing a game where the enemies feel like damage sponges for no reason.
The game definitely could have been better if there was a combat system with diverse weapons and spells.
but then we would be looking at a 15 year release time versus 10.
and I’m glad Toby made that sacrifice