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On the other hand...
I'm starting to dabble with implementing a persistent character mode, like an Adventure Mode, which gets away from leaderboard systems and high scores, and would be better suited for joining and leaving games on a whim, without really affecting anything.
Persistent characters would start to feel more like an action RPG than a roguelike, but I think it's the way to go.
I am envisioning designated areas with defined enemy levels, and the ability to grind dungeons multiple times for loot, then you can tackle the next harder dungeons when you feel up to the challenge.
But, such a large world calls for more weapon types, enemy types, clothing, spells...
I feel like it's the kind of thing that is worth doing. But will take a long time. But I think it's what I will tackle.
I am kind of tired of endless leaderboards in a way. So an Adventure Mode would scratch an itch to give a different angle to the game.
The loot system, itemisation, would all need a rough overhaul... Blessings would probably be turned into a Rune system or something, being equippable, and upgradable, with different levels of power. The current inventory menus would need an overhaul, as it's running out of tabs at the top.
Lots of different factors to go into an action RPG mode, compared to a streamlined roguelike. Such a mode can likely be refactored into the game's savefile system with some changes, so don't have to re-code the whole wheel entirely.
There's lots of things on the list, like Blacksmith upgrades, pets, unique areas... I think areas with defined enemy levels would also help to alleviate some of the pain points of leveling up in the endless mode. Defined levels would mean, you're either geared up enough, or you're not. Rather than spiralling out of control with being too underpowered and unable to backtrack, or too overpowered because the game is not levelling up the enemies enough. Defined enemy levels will let the player level up at their own pace... Just a different feel compared to the current leaderboard system.
I think this is what I'm leaning towards. And regarding online — as long as game income outweighs the server expenses, I think it's okay to keep supporting the servers. But if income ever dwindles enough, might just call it quits with the online mode. Small indie game and all unfortunately. Netcode also takes so much extra time to implement and test... It's a tough thing as a solo dev supporting all this.