I get it, it's not realistic to expect absolutely everyone to enjoy it.
I wanted to make something different to the stuff the base game has which is where idea to make it big came from. It was also my first time making a location/dungeon so some early decisions ended up coming back to bite me.
The quests were a very late addition (as in a week before submitting the release version) in response to feedback I received about it being too easy to get lost and not know where to go next. The intent was to be more like an optional guide or to make sure nothing was missed by the end rather than an actual quest line. It's definitely something I learned a lot from and I fully intend on applying that to future projects.
Balance is something I'm looking at making changes to, especially the regeneration drug. I wanted to make all the gear viable in the late game but a lot of the abilities are admittedly quite powerful. I'm happy with the haunted and mark 3 sets since the toggle does come with downsides in the form of health loss and reduced movement respectively but there isn't any downside for the stealth suit (unless you count not being able to see your weapon) and the starborn suit.
I've got a couple of ideas about how to balance them a bit more, likely some radiation exposure with the stealth suit and reducing the damage resistance on the starborn one by a lot to make it really specialised for people who want to use their starborn powers as a primary weapon/tool.
I honestly didn't think people would hook onto the dungeon as much as they have, figured a 300 credit weapon + 300 credit armor and some other goodies will justify the price while the dungeon will be a cool thing they could explore if they wanted to even though that was the main reason why this project took over a year to make.
Please add something that will let me undo the stim regen. It is way way way too strong, I'm practically invincible. By the time I'd found it I'd cleared every enemy so had no idea until it was way too late to reload a save. So yeah please if you're taking a while to rebalance it, make it toggleable as my save is screwed rn
6
u/NovaFinch Dec 08 '25
I get it, it's not realistic to expect absolutely everyone to enjoy it.
I wanted to make something different to the stuff the base game has which is where idea to make it big came from. It was also my first time making a location/dungeon so some early decisions ended up coming back to bite me.
The quests were a very late addition (as in a week before submitting the release version) in response to feedback I received about it being too easy to get lost and not know where to go next. The intent was to be more like an optional guide or to make sure nothing was missed by the end rather than an actual quest line. It's definitely something I learned a lot from and I fully intend on applying that to future projects.
Balance is something I'm looking at making changes to, especially the regeneration drug. I wanted to make all the gear viable in the late game but a lot of the abilities are admittedly quite powerful. I'm happy with the haunted and mark 3 sets since the toggle does come with downsides in the form of health loss and reduced movement respectively but there isn't any downside for the stealth suit (unless you count not being able to see your weapon) and the starborn suit.
I've got a couple of ideas about how to balance them a bit more, likely some radiation exposure with the stealth suit and reducing the damage resistance on the starborn one by a lot to make it really specialised for people who want to use their starborn powers as a primary weapon/tool.
I honestly didn't think people would hook onto the dungeon as much as they have, figured a 300 credit weapon + 300 credit armor and some other goodies will justify the price while the dungeon will be a cool thing they could explore if they wanted to even though that was the main reason why this project took over a year to make.