Info about Dredgers:

Official game description:
  
Welcome to the world of dredgers. Dredgers are the men and monsters who all desire the gold and power lying in the dungeons beneath the earth. As a dredger you'll be exploring dungeons, looking for gold, potions, scrolls, food and more to further your endless descent into the depths.  
As you slay enemies in your way, you'll earn experience which affords you higher stats, new classes and new skills. Deflect enemy projectiles as a fencer or call down devastating beams of light as a priest. Maybe you prefer leaving the grunt work to your followers as a summoner or lich? Or perhaps you prefer having excellent equipment instead, taking the blacksmith and artificer classes.  
Even better, why not be all of the above? Dredgers places very little restrictions on classes, allowing you to combine them to your heart's content.  
As of release, Dredgers has the following features:  
*   30 races to play and unlock.  
*   40+ classes to skill into, with a myriad of possible builds.  
*   Endless dungeon with 4 themed zones, and 3 challenging sub-zones.  
*   253 items and equipment, ranging from torches and food to powerful staves, enchanted swords and more.  
*   Majority of equipment and items can be crafted using specialized class skills and materials found throughout the dungeon.

Release date: Oct 23, 2019

Categories: Roguelike, Dungeon Crawler, Real-time with Pause, Class-Based Progression, Crafting, Procedural Generation, Pixel Art Style

Feature scans:
- Steam Deck: score 50; verdict: Playable with Tinkering Required; summary: Audit of Steam Deck feedback reveals a game whose Steam 'Verified' badge overstates its readiness. Players report no native Steam Deck controls, mismatched PC/Xbox button prompts, and clunky realtime ability hotkeys that require working around the default layout, plus small hard-to-read text and a lack of quality-of-life features such as Steam Cloud saves. Performance also degrades noticeably in the mid-to-late game with frame drops and slow-motion stuttering. No launcher, anti-cheat, or total launch failures were reported, and users agree the core dungeon-diving roguelike concept suits handheld play, so the experience is playable but demands tinkering rather than being seamless or fully broken.

- Hardware Profile: No data
Feature extractions:
- Community Price:
  - Community fair range: $5.00 - $10.00
  - Reasoning: The reviews show mixed price sensitivity. One player says the game is worth the money after 15 hours and would not mind paying full price, while another explicitly says it is not worth about 10 at full price and recommends it mainly on sale. This suggests the community fair base-game range is likely around the mid-to-upper single digits, with about $5 representing a strong sale value and about $10 as the maximum full-price ceiling that some players accept. Confidence is moderate because the evidence is limited and the exact full price and sale price are not stated.
- Playtime Metrics:
  - Game completion: 2.0h
  - Story completion: 2.0h
  - Session length: 0.5h
  - Endgame: N/A
  - Reasoning: The two-hour statements support a main completion estimate: one review says the whole game process excluding character grinding is about two hours, and another says two hours covers most content. The king quote indicates that beating the king is the story/completion point, so storyCompletion is also about 2 hours. The quote that games can last up for 30 minutes on average directly supports sessionLength = 0.5 hours. Endgame is left null because the reviews only say players can continue after beating the king or becoming bored, without giving a clear numeric post-story duration.
- Time-to-fun:
  - Summary: Early friction from no tutorial and opaque mechanics delays enjoyment; the game clicks once players learn the basic systems or complete a build. Some enjoy it immediately, but repetition and late-game boredom can reduce fun over time.
  - Stance: Clicks after
  - Anchor: Getting the hang of the game's basic systems
  - Time to anchor: 3h 0m
  - Friction: No tutorial; Opaque, non-discoverable basic mechanics; Repetitive levels and environments; Repetitive rebuilding after death; Weak story and limited progression choices; Unbalanced or uninteresting races/classes and a skill cap blocking mastery
  - Unlock drivers: Learning most of the basic concepts; Getting the hang of the game; Completing a character build; Engaging with the multi-classing, race, stat, and skill systems
  - Conditions: After the first few hours; Once the player gets the hang of it; After a build is complete; If the player tolerates repetition and grinding; If the player values combat, loot, and builds over story; If the player can learn opaque mechanics without a tutorial; If the player does not need to max every class; If the player accepts limited progression choices
- Player Archetypes:
  - Build-Theorycrafting Roguelike Tinkerer (buy)
    - Motivation: To experiment with class, race, and build combinations and adapt to meta shifts.
    - Playstyle: Replays runs to test mixed classes and subclasses, optimize skill points, and share or copy strong builds.
    - Experience: familiar
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Casual Dungeon-Diving Newcomer (buy)
    - Motivation: Accessible, low-pressure dungeon-crawling fun that works in short or couch and Steam Deck sessions.
    - Playstyle: Plays casually in short runs, wants approachable onboarding, and treats the game as a relaxed roguelike walk in the park.
    - Experience: newcomer
    - Purchase stance: buy
    - Labels: N/A
    - Reference games: N/A
  - Polish-and-Systems Critic (no buy)
    - Motivation: To see a complete, polished roguelike or RPG with saving, balanced progression, and finished systems.
    - Playstyle: Scrutinizes progression, scaling, saving, and early-access completeness, often comparing against older shareware and niche dungeon crawlers.
    - Experience: veteran
    - Purchase stance: no buy
    - Labels: N/A
    - Reference games: 9th Dawn
  - Streamer-Influenced Sale-Waiting Dabbler (sale)
    - Motivation: To try the game with low risk based on streamer buzz, sales, or updates rather than committing at full price.
    - Playstyle: Plays briefly, often within refund or trial windows, and returns only occasionally when sales or major updates arrive.
    - Experience: mixed
    - Purchase stance: sale
    - Labels: N/A
    - Reference games: N/A


Below are summaries of things people say about the game per category.
Each point is assigned a weight that represents how often it is mentioned across all reviews.
What players like:
- Strategic Depth and Emergent Gameplay (weight 0.95): The game offers deep strategic elements, with players discovering powerful combos and synergies that can break the game in fun ways. The emergent stories and ability to become overpowered are frequently highlighted.
- Unique Race and Class System (weight 0.87): The diversity of races and classes is a major strength, each with distinct abilities and mechanics. Players enjoy experimenting with different combinations and finding synergies.
- Extensive Replayability and Content (weight 0.79): Reviewers frequently note the game's high replayability and substantial content, including many races, classes, and talent trees. The variety of combinations and procedurally generated levels keeps each run fresh and encourages repeated play.
- Deep Customization and Build Variety (weight 0.77): Players appreciate the freedom to combine races, classes, and subclasses in unique ways, leading to a wide range of viable builds. This customization is a major draw, with many praising the ability to mix and match skills and playstyles.
- Broadly Fun and Engaging (weight 0.7): The game is consistently described as very fun and interesting across many reviews, with players highlighting immediate enjoyment from the first run. This broad appeal is echoed in clusters praising its overall entertainment value and good design.
- Varied Playstyles and Freedom (weight 0.53): The game supports many playstyles, from charm-focused builds to mage and archer, with high freedom in how you approach each run. This versatility is a key selling point.
- Promising but Rough Edges (weight 0.38): Some players see great potential but note that the game has rough edges or could use more polish. The foundation is strong, and with ongoing updates, it continues to improve.
- Active and Responsive Developer (weight 0.34): The developer is highly active, frequently updating the game and engaging with the community on Discord. Players value the responsiveness to feedback and the regular content additions.
- Real-Time Combat with Pause (weight 0.32): The real-time combat system with an interactive pause feature is a standout mechanic, allowing players to control the pace and plan actions. This hybrid approach blends action and strategy effectively.
- Niche Appeal for Roguelike Fans (weight 0.32): The game particularly appeals to fans of roguelikes and roguelites, offering a unique blend of real-time combat and deep customization. It fills a niche for those who enjoy complex, replayable experiences.
- Challenging but Rewarding Combat (weight 0.29): Combat is challenging but rewarding, with a variety of weapons and skills to master. The real-time with pause system allows for tactical depth.
- Addictive Dungeon Crawling Loop (weight 0.26): The core loop of exploring dungeons, fighting enemies, and upgrading characters is highly addictive. Players find themselves drawn into 'just one more run' sessions.
- Charming Pixel Art and Music (weight 0.22): The game's pixel art style is often described as cute and clear, contributing to its charm. The music is also praised for being fitting and enjoyable, enhancing the overall experience.
- High Difficulty and Learning Curve (weight 0.22): The game can be challenging, with many ways to die and a learning curve that requires understanding mechanics. However, overcoming these challenges is rewarding and adds to the experience.
- Immersive and Edge-of-Seat Experience (weight 0.22): The game creates a tense, immersive atmosphere where players feel on edge as they delve deeper. The emergent stories and interactions enhance immersion.
- Interesting World and Exploration (weight 0.22): The game world is interesting to explore, with randomly generated levels, multiple exits, and interactive elements. The surface world adds an extra layer of intrigue.
- Crafting and Itemization (weight 0.2): Crafting and item upgrades are well-received, with players enjoying the depth of itemization and the ability to create powerful gear. Special scrolls and crafting professions add further depth.
- Regular Updates and Meta Changes (weight 0.2): Frequent updates keep the game fresh, changing the meta and adding new content. This ongoing support is appreciated by the community.
- Great Value for Price (weight 0.13): Many reviewers feel the game is worth its price, offering substantial content and enjoyment. The depth and replayability justify the cost.
- Community and Modding Support (weight 0.13): The active Discord community and developer openness to feedback foster a positive environment. Players appreciate the communication and community-driven improvements.

Common complaints:
- Balance issues and difficulty spikes (weight 0.64): The game suffers from severe balance problems, including overpowered races, unfair difficulty spikes, and inconsistent enemy scaling. This leads to frustrating experiences.
- Lack of tutorials and explanations (weight 0.61): The game provides little to no guidance on basic mechanics, goals, or systems, forcing players to rely on trial and error or external wikis. This makes it difficult for new players to understand and progress.
- Frequent bugs and technical problems (weight 0.6): Numerous bugs are reported, including skills not working, UI glitches, and game-breaking errors. These issues hinder progression and enjoyment.
- Lack of content and variety (weight 0.55): Players note a shortage of bosses, monsters, items, and classes, leading to repetitive gameplay and limited replayability. The game feels undercooked.
- Repetitive and boring late game (weight 0.38): After completing builds or reaching late game, gameplay becomes repetitive with little variety, leading to boredom and lack of replayability. Many players quit due to the grind.
- Clunky combat and controls (weight 0.35): Combat feels sluggish, imprecise, and unresponsive, with delayed attacks and awkward controls. Many players find the combat system frustrating.
- Poor UI and unintuitive design (weight 0.34): The user interface is confusing, with awkward inventory management, unclear item descriptions, and missing quality-of-life features like item comparison.
- Poor optimization and performance issues (weight 0.34): Many players report stuttering, slow motion, frame drops, and crashes, especially in mid-to-late game. These technical problems severely impact playability and enjoyment.
- Underdeveloped and abandoned (weight 0.33): Many feel the game is unfinished, with the developer having abandoned it or moved on. Updates are infrequent or nonexistent.
- Bosses are too easy or few (weight 0.3): Boss fights are often underwhelming, with limited variety and low challenge. Some bosses can be defeated easily or have poor rewards.
- Repetitive environments and visuals (weight 0.28): Levels and scenes are reused excessively, leading to a monotonous experience. Graphics and visual variety are also criticized.
- Localization and language issues (weight 0.27): The game lacks proper language support, with Chinese localization errors and display bugs when switching to English. Some players also report only German works correctly.
- Tiny inventory and item management issues (weight 0.26): Backpack space is too limited, and items like coins and keys take up slots, requiring frequent trips to stores. Item stacking and crafting are also poorly implemented.
- Difficulty for new players (weight 0.26): The game is hard to get into due to high difficulty, lack of guidance, and complex systems. New players often feel overwhelmed and die quickly.
- Unclear and poor story (weight 0.2): The game has minimal or no story, leaving players without context or motivation. Many feel a lack of narrative depth and completion.
- No saving or pause feature (weight 0.18): The game lacks a save function, forcing players to leave it running or lose progress. This is a major turnoff for many.
- Food and healing inefficiency (weight 0.16): Restoring health and energy via food is inefficient and cumbersome, requiring many items. This is especially problematic for mages.
- Merchant and economy issues (weight 0.13): Merchants become obsolete quickly, offering little of value. Gold is often useless, and item prices or drops feel unbalanced.
- Steam Deck and control issues (weight 0.12): The game is listed as Steam Deck verified but has control problems, and PC/Xbox control prompts are mismatched.
- Lack of Steam Workshop and cloud saves (weight 0.08): The absence of Steam Workshop and cloud save support limits modding and convenience for players.

Gameplay feedback:
- Roguelike dungeon crawler with classes (weight 0.66): The game is a roguelike dungeon crawler with many races, classes, and subclasses, and it features real-time combat with pause. It includes deep customization and emergent gameplay.
- Massive race and class combinations (weight 0.49): Players can choose from 30 races and 7 main classes, with subclasses and multi-classing, leading to hundreds of build possibilities. Each race and class has unique abilities and synergies.
- Boss fights and final encounters (weight 0.42): The game features boss fights, including the King and Monster King, with unique mechanics and endings. After defeating the king, players can choose to continue or end the run.
- Enemy variety and scaling (weight 0.32): Enemies include various races, classes, and creatures like rats, crabs, and slimes. They scale faster than the player, with elite and boss variants.
- Dual experience leveling system (weight 0.31): Leveling requires both blue EXP from killing any enemy and green EXP from killing new enemy types or enemies above your level. This encourages variety in combat and exploration.
- Class skills and abilities (weight 0.3): Classes have unique skills such as ally buffs, weapon crafting, follower resurrection, and damage multipliers. Some classes can become extremely powerful.
- Deep crafting and enchanting systems (weight 0.3): The game features extensive crafting, enchanting, and item modification, including the ability to animate items. Stats for crafted items are not always shown, but the system allows for powerful gear creation.
- Floor-based dungeon progression (weight 0.3): The game has floor-based dungeons with increasing difficulty, multiple exits, and random generation. Stages loop every 10 floors with stronger enemies.
- Followers and companion mechanics (weight 0.25): Players can recruit followers, including monsters, and command them. There are classes like Leader and Necromancer that specialize in recruiting and resurrecting allies.
- Endgame content and replayability (weight 0.25): After beating the king, players can continue grinding, try new builds, or aim for game-breaking combos. The game offers high replayability with many ways to break it.
- Inventory management and limitations (weight 0.22): Inventory has limited slots, and consumables are used and lost. There is no saving system, and item comparison is not available, making management challenging.
- Grinding and infinite farming (weight 0.2): The game involves grinding characters and can be farmed infinitely, with repeated runs and monster killing. This can lead to repetitive gameplay for some.
- Stat allocation and skill trees (weight 0.2): Players allocate skill points to stats and unlock advanced classes and second classes. There are 8 stats from strength to charisma, each influencing sub-stats.
- Random generation and RNG (weight 0.2): Levels, monsters, and loot are procedurally generated with RNG, making each run different. There are also random potions and scrolls.
- Secret classes and unlocks (weight 0.19): The game has secret classes and hidden classes that need to be unlocked, adding replay value and discovery.
- Food, hunger, and sleep systems (weight 0.19): The game includes a food and hunger system for healing and energy, as well as a sleep mechanic affecting hunger. This adds survival elements.
- Permadeath and runs (weight 0.17): The game has roguelike runs that can end, with permadeath and the option to restart. Each run is different due to procedural generation.
- Pseudo turn-based via pause (weight 0.1): Players can pause to make all actions turn-based-like, and there is a real-time almost turn-based mechanic where pausing and pressing a key moves the game until the key is released.

Performance notes:
- Chinese language causes severe lag (weight 0.06): Switching the game language to Chinese results in severe lag and stuttering. This indicates a localization-specific performance bug.
- Crash from excessive effects (weight 0.06): The game may crash when too many units create excessive visual effects. This suggests a resource management or rendering bottleneck.
- Slow motion gameplay (weight 0.06): Players experience slow motion during gameplay, which could be tied to performance issues or a deliberate but problematic mechanic.
- Stutter when opening doors (weight 0.06): A specific stutter occurs when opening doors, suggesting an issue with asset loading or transition effects. This is a localized but noticeable performance hiccup.

Recommendations:
- Positive Overall Recommendation (weight 0.35): Many reviewers give a clear positive recommendation, stating the game is good and worth playing. They often suggest trying it, especially if the genre appeals to you.
- Worth the Price (weight 0.3): Reviewers frequently mention that the game is worth the money, especially when purchased on sale or at a low cost. Some even say it's worth full price after trying it.
- Not Recommended Currently (weight 0.26): A number of reviewers do not recommend the game at this time, often due to its current state or personal preferences. Some advise waiting for improvements before purchasing.
- Recommended for Roguelike Fans (weight 0.24): Many reviewers recommend the game specifically to fans of the roguelike genre, including top-down and action roguelikes. It is seen as an easy recommendation for those familiar with and enjoying similar games.
- Accessibility and New Player Experience (weight 0.13): Some feedback suggests that usability improvements could make the game more approachable for newcomers. The game is also noted as becoming less friendly to light players and needs to be accessible to the masses.
- Bugs and Update Issues (weight 0.11): Several negative reviews cite bugs and changes from updates as reasons for not recommending the game in its current state. This has led to some users giving negative reviews despite otherwise enjoying the game.
- Missing Save Functionality (weight 0.11): The lack of a save function is a common complaint, with some users returning the game because of it. Others cannot recommend the game until saving is implemented.
- Leveling and Scaling Issues (weight 0.06): The leveling system and scaling are cited as major problems that prevent recommendation. Reviewers want these aspects fixed before they can recommend the game.
- Class System Appeal (weight 0.06): Players who enjoy games with many classes and subclasses that can be mixed together will likely love this game. This feature is highlighted as a strong point for customization enthusiasts.
- Good for Steam Deck and Couch Play (weight 0.05): The game could satisfy an under-served niche for couch and Steam Deck play in dungeon diving roguelikes. This makes it a good option for players looking for portable or relaxed gaming sessions.
- Energy Fruit Warning (weight 0.05): Players should avoid carelessly eating underground energy fruit due to energy overflow, which can cause death without healing skills. This is a specific gameplay tip to prevent frustration.
- Casual and Relaxing Suitability (weight 0.05): The game is best suited for people looking for a casual walk in the park. It offers a relaxed experience for those seeking a more laid-back roguelike.

Other player notes:
- Active Chinese community support (weight 0.42): Several clusters indicate the game has Chinese language support, a Chinese name, and an active Discord community, with players requesting faster Chinese services. This shows strong localization and community engagement for Chinese players.
- Regular updates and active development (weight 0.38): Multiple clusters report that the game is actively updated by Pirate-Rob and the developer listens to community feedback. Others mention updates are released often and a major update is planned.
- Short lifespan for some players (weight 0.23): Subjective game lifespan is around ten-plus hours, with the most fun in the first 4-5 hours, and some estimate two hours for main content. One player lasted 11 hours, while another played 35 hours and felt far from finished.
- Pixel art style, low budget indie (weight 0.21): Clusters describe the game as a pixel-style, low-budget indie project that looks rough but has a packed content volume despite its small size. It is compared favorably to Evoland for content volume.
- Limited boss variety and story (weight 0.18): The game has a single final boss and almost no story, though race backgrounds are interesting. Some feel the game does not care about background story, while others find the king's hall story sequence notable.
- Development abandoned or on hiatus (weight 0.17): Some clusters state the developer stopped updating and moved to another game, while one notes a two-year gap before a new version. These conflict with reports of active development, suggesting mixed signals.
- Minor game details (weight 0.14): The game features a scoring system that can reach 65535, and a new version update changed shoes into two slots. It has a justified price and allows refunds within a certain period.
- Poor new player guidance (weight 0.13): New player guidance is reported as poor, with no simple text getting started guide and unclear in-game prompts. Only one save slot forces restarts, which may hinder learning.
- Language issues for non-German speakers (weight 0.13): Language options include Chinese, English, and German, but only German works correctly, and there is no Japanese support so minimal English is required. Some Chinese players may have difficulty due to English proficiency.
- Suggestions for new content (weight 0.13): Reviewers suggest adding map elements like disenchanting, enchanting, and reforging stations, hidden traps that can be dodged, and separate one-time boss rooms focused on mechanics. These ideas aim to expand gameplay depth.
- Unique mechanics and character narratives (weight 0.13): The game's mechanics support creating unique character narratives, and the interactive real-time pause appeals to players who prefer unlimited thinking time. Charm/leader playstyles, crafting, and speedrun routes are supported.
- Developer plans and feedback (weight 0.13): The developer is working on adding a save and quit function and hopes to add item comparison in the inventory. A reviewer wishes for an overall stats page tracking runs and time played per race.
- Community tools and Steam Deck support (weight 0.12): The game is verified on Steam Deck and has a community control layout available. An official Discord exists as the primary source for deeper mechanics information.
- Compared to other roguelikes (weight 0.12): The game is compared to Path of Achra as a more optimized version, to 9th Dawn on ice, but is not as deep as ADOM, Nethack, or TOME in all regards. It lacks the depth of classic roguelikes.
- Unfixed bugs and developer criticism (weight 0.1): A top negative review accuses the developer of mocking players instead of fixing bugs, and the priest green experience bug remains unfixed. The developer is also said to have time to mock players but not fix bugs.
- No Steam Cloud or Workshop (weight 0.09): The game lacks Steam Cloud support and has no official Steam Workshop, though a reviewer would buy DLC for more content. These missing features are noted as drawbacks.
- Balance issues and exploits (weight 0.09): The game currently has balance issues, with expectations that rndtooth will be nerfed. A top leaderboard time of 2:42 is suspected of being a cheat or special method.
- Lack of awareness and players (weight 0.05): Some feel nobody knows about the game and nobody plays it, indicating low visibility. This may contribute to the niche community despite active development.

Emotions:
- Frustration (weight 0.21): Players are frustrated by unbalanced classes, frequent bugs, and poor optimization that ruin runs. The lack of tutorials and saving systems, combined with unfair difficulty spikes and RNG-dependent progression, makes the game stressful and hard to enjoy.
- Disappointment (weight 0.19): Disappointment stems from a lack of late-game challenge, boss variety, and meaningful progression. The game feels unfinished with shallow customization, repetitive levels, and technical issues, despite having an interesting premise.
- Enjoyment (weight 0.13): Players enjoy the deep character customization, varied races and classes, and the addictive dungeon-crawling loop. The freedom to experiment with builds and the game's sense of humor contribute to a fun experience.
- Excitement (weight 0.07): Excitement comes from discovering powerful class combinations, breaking the game with synergies, and the potential for future updates. The thrill of exploring new builds and the edge-of-your-seat feeling while delving deeper keep players engaged.
- Boredom (weight 0.05): Boredom arises from repetitive late-game content, shallow depth, and a lack of challenge once characters become overpowered. With everything unlocked, there is little replayability, making runs feel dull and unrewarding.
- Annoyance (weight 0.04): Annoyances include tedious resource management, a skill cap that prevents maxing classes, and mechanics like sleeping draining hunger quickly. The experience-only progression also limits pacifist playstyles, adding to the irritation.
- Fun (weight 0.04): Fun is derived from wacky race and class options, creative combinations like leader-necromancer, and a speed system that slows the world. The active community and responsive developer further enhance the enjoyable experience.
- Satisfaction (weight 0.04): Satisfaction comes from discovering powerful builds, becoming nearly invincible, and efficiently clearing content. The game scratches the roguelike itch with creative interactions and plenty of content for its size.
- Amusement (weight 0.02): Amusement is caused by absurd and hilarious situations, such as punching crabs, a chain of events involving a cursed shield and a time-space-transcending rat, and a humorous seduction ending with the king.
- Love (weight 0.02): Love for the game stems from its phenomenal replayability, deep systems, and the freedom to set and achieve goals without limits. The ability to change race near end game and experiment with various class combinations is highly appreciated.
- Hope (weight 0.02): Hope is inspired by the game's potential as a build-testing roguelite and faith in the developers. The June 30 update announcement and the developers' responsiveness give players optimism for the game's future.
- Enthusiasm (weight 0.02): Enthusiasm is driven by the many fun combinations of races and classes, the powerful charm-focused build, and the overall value of the game. Players find it awesome and worth the price.
- Joy (weight 0.01): Joy comes from experimenting with rich race variety and powerful builds like the Round Tooth bow build. Continuous leveling and discovering effective combinations bring happiness.
- Happiness (weight 0.01): Happiness is simply due to the game being fun overall, even with some lack of polish. Players are content with what they got and find enjoyment in the experience.
- Mild disappointment (weight 0.01): Mild disappointment is caused by a small inventory, limited map interaction, and few bosses. Quality-of-life issues like no item comparison and missing information also contribute to this feeling.
- Confusion (weight 0.01): Confusion arises from unexplained mechanics such as food causing damage, enemies outpacing level, and ghost state after death. Poor documentation and confusing item descriptions add to the bewilderment.
- Amazement (weight 0.01): Amazement is due to the strong first impression and the huge amount of content, especially the uniqueness of races and classes. The game's scope and creativity leave players impressed.
- Appreciation (weight 0.01): Appreciation stems from the creator being active in Discord, open to feedback, and continuing to work on the game. The developer's care and ongoing updates are valued by players.
- Emptiness (weight 0.01): Emptiness is felt when becoming invincible too early and having no worthy opponents, leading to a lack of challenge and purpose in continuing.
- Anger (weight 0.01): Anger is caused by overpowered charging humanoid enemies that can regenerate shields while attacking, making fights feel unfair and frustrating.}