Turns out I backed the kickstarter so I’ve been playing this to see what the result is. Here's my impressions so far.
Great style. Lots of nice visual touches with, for example, the camera zoom being used appropriately and paced in a way that it doesn’t break up the combat flow. Game has a lot of style.
Great narrator. I don’t necessarily pay attention to everything he says, but his delivery really sets the tone and adds some character to the game.
Dungeons are awkwardly paced with too much emphasis on combat. They'd benefit from being larger in general so the game would have room to build up tension between encounters (or having it spike by suddenly throwing multiple at you), there being more ways to interact with the dungeon itself and incentivising taking on more difficult dungeons at low level - having encounters move around in combination with a larger dungeon, sneaking around to avoid difficult encounters, reworked scouting, and more puzzle like traps and ‘curiosities’ that you can figure out rather than them just being random. Probably best to mostly drop the random dungeon aspect and instead go for larger, hand designed dungeons with randomised elements that you explore over the course of multiple trips and quests that mean something on a strategic level. Right now, the dungeons are so straightforward that it doesn’t matter that they’re random, so you’re not getting any benefit out from it anyway.
Heroes not wanting to go on levels below their level feels weird and more than a little annoying. I suspect that this was done because they've heavily balanced the combat encounters around the enemies’ stats, rather than what abilities they have and their party synergies, so the heroes getting higher stats as a result of levelling up makes the lower level dungeons trivially easy after a while. For the player, however, this ends up feeling annoyingly restrictive and counter-intuitive, because apparently even my Bloodthirsty Hellion doesn’t feel like unwinding by slaughtering some low level enemies.
Similarly, there's no asymmetrical way to buff your party beyond their starting strength through the strategy layer to alleviate the grind of the lower level dungeons or allow them to take on harder dungeons at a lower level (trinkets are either shit or too valuable). There’s this weird dissonance where even if you level up your guild and blacksmith you can't use them to upgrade starting heroes because you can only upgrade the heroes' skills and gear up to their level current level. I thought I was upgrading them to not only buff my top heroes but also to give an edge to fresh ones that I liked, so discovering that I was restricted from doing that was more than a little annoying. Like with heroes not wanting to do easy dungeons, I can see the motivation behind this being that they don’t want to ruin the balance and atmosphere by making you too powerful, but this is just a symptom of poor design rather than being a legitimate solution to that problem, especially since by the time I’ve upgraded those facilities I’ll want to be able to speed up the early grind and move on to the mid-game dungeons. The result is that you’re discouraged to play around and experiment with the different classes and party compositions, since strengthening your character takes so much unfun grinding and there being no way to boost a starting team so that you can try out how viable they’d be in the mid-game.
Mechanics are easy to understand, but this also presents a problem since the game, so far at least, is not that challenging tactically. Basically, back row bad, go kill. If no can reach back row, move or kill front row. The rest then is keeping your stress and health at a respectable level, which is also why you kill the back row first since that is where the big stress dealers are positioned.
Consequently, the only deaths I did incur were from me weeding out which classes could or could not handle getting fucked by the rng, which ended with me now butchering my way through with double Hound Master and double Abomination teams. Just roughly comparing their stats and versatility to that of the standard team of Crusader, Highwayman, Vestal and Plague Doctor makes the latter utterly redundant. Some classes plainly can handle getting surprised and shuffled out of order, then double critted, debuffed and stressed nearly to the max much better than others. The annoying bit is that I’d rather go for a thematic approach with diverse teams that employ all the different classes, but the difference in party effectiveness is so clear that there’s no point in investing time in a neat little team since you’re just intentionally wasting your time on a group that will inevitably crumble when a really bad rng roll turns up.
I’ve also read that your heroes can only beat the Darkest Dungeon itself once and will afterwards refuse to go back, which makes me not look forward to what should be the climax of the game and the sheer amount of grind that would mean.
All in all, I’m not sure whether I’m going to continue playing or wait for some mods to fix some of the grind. I’m still sort of having fun with my current teams smacking bosses, but the combat has gotten stale quickly and it doesn’t look like the game has any other tricks up its sleeve. Overall, I’d say the biggest problem the game has so far is that it wants to create an oppressive atmosphere where your characters are replaceable and can die at anytime, while heavily punishing the player for actually losing any by requiring them to heavily invest their time into grinding. I’d be disappointed but able to accept it if the game was just a really stylish dungeon crawler to be finished in an afternoon, but the current game is severely hamstrung by its lack of decent pacing and how it relying so heavily on its combat keeping you interested when it lacks the depth needed to do so.