Specifically, the arbitrary restrictions on card playing by the Archdemon and Antipope. Also consider the mini-bosses that prevent playing of attack cards and increase the cost of skill cards.
So far, everyone I've played this game with thoroughly dislikes these mechanics, and I can't blame them.
I see a few issues with these mechanics:
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They feel horribly artificial and fundamentally change the core gameplay loop. It's like when you fight bosses in other games that are immune to every status effect or power for no apparent reason other than it's the only way the devs could figure out how to make the fight harder.
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They completely screw over very specific decks. Maybe this is the intent, but it seems very unfair - especially to players who didn't know it was coming. To play for 11 floors and then suddenly find out your build is worthless for the end battle is...not good.
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Because they change the core gameplay loop, they are confusing. Even after fighting both bosses several times, it's common for people to forget that the card playing restriction is there.
Really, the card playing restriction is the only thing that makes the boss fights more difficult than the rest of the game. I'd rather be challenged in a less artificial way.
Some ideas:
- More interesting ways to spawn additional monsters. This is the easiest way to increase the difficulty without placing the players in handcuffs. Maybe a creature that spawns stuff when you kill it. This would let the players strategically decide when they want to deal with the extra spawns.
- Monsters or objects that provide an aura of immunity to certain effects until they are destroyed
- More monsters that reflect damage, but only when certain conditions are met. When in near range, or when they have block, etc.
Overall, this game shines with the strategic/tactical aspects so I think it would be better to give the players more opportunity to decide on target prioritization.