Dark Deity Map Design (Tremendous Spoilers)



Get Dark Deity on Steam ➜ https://store.steampowered.com/app/1374840/Dark_Deity/

I even played through the game a fourth time to stich together all the maps
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33 thoughts on “Dark Deity Map Design (Tremendous Spoilers)”

  1. The sheer size and design of some of these maps somehow remind me of Super Robot Wars. Dunno if that would be a bad thing or a good thing, though.

    Actually, nevermind, I didn't notice how little enemies there were. My eyes suck.

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  2. This is an example of where you get style over function. You get all those different looking tiles that don't mean anything, unlike fire emblem when you glance at a tile and know exactly what its effects are

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  3. i'll play devils advocate, since i haven't seen a lot of genuine argument on the defending side. i haven't played the game yet, but i see a lot of people critiscizing the game based off of looks alone. if you want to properly critique a game for it's "map design," you have to consider how the game considers the players tools, and adjusts accordingly to make a meaningful challenge. this can happen in a variety of ways, but given what i've seen, i'll use awakening to contextualize. awakening is arguably the most polarizing FE in the series, and the "meta" is heavily centralized around juggernauting the game with a select few characters. and, if you play awakening like "normal" FE, chances are you'll get frustrated and stop playing the game. that's fine and all, but calling awakening "bad" and chalking that up to poor map design is faulting the game for something it wasn't intending to do. the game is less designed around strategy regarding player unit placement, terrain, and ai manupulation(though, these become much more prevalent on the game's higher difficulties), and moreso around strategy regarding unit building and exp distribution.

    there's this rigid idea of what "map design" in FE is, when in reality it's literally just "game design." to top that off, not every SRPG has to be like FE. i don't blame people for comparing DD and FE, because literally everything about the game's circumstances is begging for comparison. but when you critiscize a SRPG based only off of what it's maps look like, you're undercutting the experience of the game.

    all that said, Excelblem has played the game 4 times now, and if he says it's boring and uninspired, i'm inclined to trust him

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  4. Damn I remember getting the 2nd to top kickstarter tier for this ($750)and having my bank say "nah, Imma save you from this", thank you Citizens, if there is one thing ur good for it's not having my name in these credits

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  5. Mercenaries Saga 3 is waaaay better than this shit and had 0 hype years ago, I really don't get it. Although it looks and feels like Final Fantasy Tactics Advance, it actually plays more like Fire Emblem (your turn and enemy turn and not base on speed of characters to move, maps with diferent objectives, branch promotions…)

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  6. My Take on some chapters of Dark Diety
    Ch 1: Basic Village- what happened to the road?
    Ch 2: Basic Village 2 Electric Boogaloo
    Ch 4: That One Manor From Pokemon Diamond and Pearl
    Ch 5: Psychedelic Hole Syndrome (it is giving me teleport puzzle vibes oh gods-)
    Ch 7: Looks Like a Shit Covered Highway
    Ch 8: POV: Marth let the Bandits Invade
    Ch 9: God, are you home?
    Ch 11: Roll Initiative
    Ch 13: Drugs are bad, m'kay.
    Ch 15: Creative Map Design
    Ch 16: Just FE7, but worse
    Ch 18: Basic Village 3: Roads Strike Back
    Ch 19: "This was our favorite map to design!"
    Ch 20: Genealogy of Bullshit Distance
    Ch 22: A Menacing Hallway
    Ch 23: "The negotiations were short."
    Ch 27: LSD Bridge
    Ch 28: Creative Boss Arena

    On a more serious note, not too impressed with the game. Kinda sad it looks so lackluster.

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