I think stat loss is too pace-slowing, and gold loss too harsh and upsetting.
Experience loss can also be frustrating, especially at high levels and if it's % based.
I think they can handle the death penalty with time alone. A mix of having you spawn a distance from where you died + a revive time should be sufficient.
The death penalties during the demo was way to lax though, the death timer was something like 5 seconds to nonexistent, and you never respawned more than 3 screens away from where you died (so <10 seconds of run time). I had almost zero motivation not to die, and would rather die knowing I could come back in only a few seconds, than use up my limited potions.
[ Post edited by Vadoff ]
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