Opening a door vs not opening a door seems to make no difference - you still encounter endless enemies and chests. There's no actual direction to go because every action results in two buttons to decide what to do (open door or not, open chest or not, pray at fountain or not, engage enemy or flee). So a door is basically a pause at best.
Same goes for opening a chest, except that not opening a chest means you are guaranteed to get nothing. So there's no downside to opening it because the end result is another random event regardless of whether you do or not.
There's so much money dropping that there's never a reason NOT to pray at a shrine.
Eventually I just started mashing the leftmost button, picking the most increased stat on level up, and the game basically played itself.
Shrine blessings are getting expensive very fast.
If you open more doors you are progressing faster and the enemies get harder, but also drop better loot.
But I see where you are coming from. I was thinking about adding Skills to the game to give it more depth, but that might not solve the missing agency issue.
Edit: Maybe a timer like: You only have 60 minutes left in the dungeon would help. So it forces you to skip some events to get deeper for better loot fast. I guess doing events like opening a chest should take more time than skipping it.
logTom•3h ago
- nerfed CRIT DMG (equipment and level up stats)
- buffed passive HP and DEF gained per level up
- added a new passive which increases the aspd cap
- added a new passive which raises your crit chance earned by items
- buffed Aegis Thorns passive
*Full Changelog*: https://github.com/Werkstattl/quick-dungeon-crawler-rpg-od/c...