What are your thoughts on interactive Agility content in general? Do you feel like it has a place in the game?
I like how you showed how the obstacles are tied together to feel like one long challenge. I think it could be fun if the reward for the difficulty was balanced.
Did you like the mechanics of the three different traps we showed off? (Moving Flame Patterns, Dodging Projectiles and the Rolling Boulder)
I think they are kind of basic but that can be a good thing. It would be cool to see something like the sotetseg maze as a puzzle to give players a way to practice it outside of ToB. Another idea is having a ghost that follows you extremely slowly and insta kills you when it finally reaches you, like the ghost in Spelunky where if you take too long exploring it forces you to move faster, giving you the looming threat feeling so you're less inclined to stand still for long periods of time.
What do you think of the idea of combination traps to make the later floors more difficult?
Yes I really like that idea, it makes it more interesting and you have to learn which combinations of traps are harder than others, makes you consider which are worth doing, and teaches you how to do the individual traps better.
What are your thoughts on the penalty system where you will lose time from your clock instead of taking large amounts of damage?
I like the penalty system because I feel there's not enough skilling content in the game where players learn by making mistakes, which is something I really enjoy because rougelikes use this to the extreme, which have become increasingly popular over the years.
What do you think about the balance between going for high XP/hr and choosing to sacrifice that XP for loot?
Yep I like this cause people can choose if they want gp/hr or xp/hr, if someone is 99 agi (or even 200m) they can still play it and choose loot rewards, making it more flexible reward wise.
What do you think of the Risk vs Reward aspect where you have to choose at the end of the floor if you continue with your remaining time (risking losing your rewards if you can't complete the next floor) or leaving now with the rewards you have earned?
I like this because it encourages decision making where players have to gauge their own skill level. If they want to play risky it could pay off if they are comfortable with tick-perfect gameplay.
What do you think of the concept where you invest your Hallowed marks earned from the mini-game to buy rewards which help you in the mini-game itself?
Yep I like this because it's like a rouge-lite, where the more you play, the more items you're given which encourage you to take risks. As long as the rewards aren't OP.
What do you think of the visuals of the concept art and the direction we are heading in.? Do you like the thematics of a "Holy crypt built into/from stone.
I like the theme and I know it's in the design stage still, but some things I would like to see are details like skeletons on the ground and blood stains showing that it's dangerous.
One idea is having a "trap" that isnt actually a trap, but an extremely rare chance of being an NPC that has gotten stuck in the dungeon that gives you some kind of reward or a buff, like a RDT for the mini-game, 1/5000+ chance that would be like an easter egg event, maybe some cool dialogue of how he got stuck or why he is there, to give the minigame feel more like there are NPC characters participating (similar to the point about skeletons and bloodstains)