Im making a dungeon game where you control a group of heroes. In "Darkest dungeon" the campaign works like this:
You have a village where you restock, upgrade, recruit new heroes after each dungeon.
Dungeons pop up after each dungeon and you can replay them indefinitely (grind dungeons for xp and loot).
Harder boss dungeons show up after a while, when you have grinding enough xp and loot you are strong enough to beat them.
Beat all the (4?) bosses = win the campaign.
Problem:
Feels to grindly. You are rewarded for your patience to replay easy dungeons until you are strong enough to beat the hard (boss) dungeons. Easy dungeons are not so exciting but you need to grind them since the game is hard.
I would like to skip the grinding by either:
1. Have a endless string of procedurally dungeons (and towns for refills/upgrades) that get increasingly harder. You measure your sucess ("highscore") by trying to get as far as possibly before you eventually wipe your party of heroes (similar to survive as many days as possibly in "dont starve" or similar game).
2. Have harder and harder dungeons but have a target (with start conditions such as "short campaign: beat the 5th dungeon", or "long campaign: beat the 10th dungeon"). The last dungeon would have a hard boss.
In both versions I would have unlockable bonuses that carry over to the next try (next "campaign").
In version 2 this means you could "get behind", ie your heroes would not increase quickly enough to keep up with the increase in difficulty of the dungeons. This would (like in version 1) mean you need to give up (fail) and start a new campaign with your new knowledge of the game mechanics (and some unlocked start bonuses). But this would maybe be ok if campaigns are not investments of many hours.
What do you think?
Would removing the ability/option to grind missions make it better? Or more frustrating? (the thing is I want to make it feel "ok" to fail)
Thanks
Erik