Cocking up the curve
A final note must be spent on Dungeon of Naheulbeuk’s difficulty curve and subsidiarily on its encounter design, because while I must praise the game's systems design, no trees grow into Heaven. And while actually playing Dungeon of Naheulbeuk is a pleasant experience at most times, it is a somewhat... uneven experience in actual execution.
First of all, keep in mind that this reviewer played the game on its highest difficulty – 'Gzor’s Nightmare' – and highly encourages every aspiring dungeoneer to do the same, since, much like Pillars of Eternity’s Path of the Damned difficulty, the difficulty allows the game’s mechanics to shine and all its systems to assume the relevance they were meant to have. Keep Iron Man off, however, this game was clearly not meant for it. As well, you should turn off the “Retain random seed” option – for some reason, the game doesn’t change its seed on reload by default, meaning you could potentially end up in a fight where your party critically miss their first 5 efforts while your opponents critically hit theirs and be locked in it forever. I can only envision the frustration this must have caused before the option for new seeds on reload was added.
That being said, the difficulty curve is a strange one. The game places your party in a tower – the titular Dungeon of Naheulbeuk – and the first couple of fights are manageable and fairly basic. Once the game thinks you have a handle on things it cranks hard on the vice it has your nuts placed in. The old RPG formula applies here: low levels mean your characters have fewer options. This coupled with a combat system that places great importance on accuracy and good positioning (the latter of which you don’t have many tools to ensure yet) means margins for error are small and gameplay is punishing. The game is capital H
Hard at this point.
This also means that the hardest (but also best!) fight of the entire game will face you very early on, while another early fight sadistically takes you from one fight directly into the next – which can be a very frustrating experience if you survived the first of these two fights by the skin of your teeth and are low on healing potions.
As the game moves on however and your party attains a level around 4, the game becomes more manageable and something approaching a “healthy” difficulty sets in - certainly harder than most RPGs, yet firmly in the "manageable"-camp. Then around level 7, things start to become too easy, and the game completes the traditional difficulty curve of an RPG: hard beginning with a fresh party, piss easy final part as you stomp the world with your overpowered gear and abilities.
But here, Dungeon of Naheulbeuk becomes a bit weird. After the initial ease of the later levels, difficulty starts going all over the place. Some fights are very easy, some somewhere in between, and some are almost as hard as the game’s first act (for instance, this is the case for one of the game's last bosses, whose mechanics are more trying and have much better design than the final boss himself). This odd rupture of the difficulty curve isn't a bad experience, though, because unlike the previous three points on the curve, at least it makes fights more unpredictable.
Unfortunately, the game also runs out of tricks at this point, and the sheer abundance of “stuff” the developers put into the game, impressive as it may be, is starting to get old. The fights of the final act are a far cry from even the basic-but-efficient ideas of earlier acts. They rehash old mechanics, and both the last boss and the game's “secret boss” have identical “burst down the only relevant enemy” gimmicks that deprive them of any joy and fun decision-making - dead is the natural flow of earlier stages. It doesn’t help that both of these bosses have a very limited toolkit or that the final boss attempts to introduce a creative mechanic which doesn’t end up affecting how you play the fight much. In fact, the most interesting part of both of these fights is how they attempt to use their “trash” mobs. Even if these mobs are basic enemies, their toolkits really gum up the gimmicks of the boss fights in ways that highlight that the game is best when it relies on the strength of its systems to carry it.