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Cake day: June 15th, 2023

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  • I have won at least 5 times (with many losses) so basic knowledge isn’t my issue.

    Potions/scrolls identification isn’t so bad (still a bit tedious), it feels like a puzzle (and can be to your advantage) even though I don’t really like the meta-ness of it. Wands identification is fine, except for when it curses your worn equipment. I also hate how some rewards can still be cursed.


  • Made a longer reply, won’t show up. I get how many strategies there are but even 50% seems impossible unless you’re doing spreadsheet stuff and making one game last an incredibly long time. And often the situation does not have many good options.

    Though even if all equipment were identified (and other QoL stuff) it wouldn’t change actual difficulty much.


  • It does feel a bit chess-like but I feel like even 50% win rate is probably spreadsheet-level math or even digging into the code to understand mechanics better. Looking at the information given to the player, I am not sure how effective some perks are late-game especially (like the 1 point of shielding stuff), and even when trying certain classes it seems like one is usually objectively better (or at least more straightforward/reliable).

    To me it seems more like blackjack because the card I uncover could allow more rounds (not unveiling it is a loss) or it could make me lose right then anyway. But it’s also a game of attrition so some actions seem to just delay the inevitable. Also 1 game already takes hours so I’d rather not prolong it.

    If it were my choice, I’d add multiple ways to identify equipment organically(/one-offs, grouped) and more quickly rather than just only having scrolls/equipping (maybe even a new NPC that’d work based on what you sell to them)… similar with equipped cursed stuff (potion effects, something with shopkeeper, or some option to destroy cursed item). Sad ghost’s rewards would give info when picking OR it’d boost similar equipment (identify, de-curse, and +1) rather than giving you a dupe/lesser version. Situational ways to reveal things (such as the ability to use an unidentified scroll of rage at the sacrificial fire). Last unidentified potion/scroll should automatically identify (or allow you to do so via journal).

    Information/curses aside, I’d make alchemize give free sales on shop floors (free energy conversion on alchemy pot floors). Crossbow would come with a few free darts (similar to 1+1 free)


  • It does feel a bit chess-like but I feel like even 50% win rate is probably spreadsheet-level math or even digging into the code to understand mechanics better. Looking at the information given to the player, I am not sure how effective some perks are late-game especially (like the 1 point of shielding stuff), and even when trying certain classes it seems like one is usually objectively better (or at least more straightforward/reliable).

    To me it seems more like blackjack because the card I uncover could allow more rounds (not unveiling it is a loss) or it could make me lose right then anyway. But it’s also a game of attrition so some actions seem to just delay the inevitable. Also 1 game already takes hours so I’d rather not prolong it.


    If it were my choice, I’d add multiple ways to identify equipment organically(/one-offs, grouped) and more quickly rather than just only having scrolls/equipping (maybe even a new NPC that’d work based on what you sell to them)… similar with equipped cursed stuff (potion effects, something with shopkeeper, or some option to destroy cursed item). Sad ghost’s rewards would give info when picking OR it’d boost similar equipment (identify, de-curse, and +1) rather than giving you a dupe/lesser version. Situational ways to reveal things (such as the ability to use an unidentified scroll of rage at the sacrificial fire). Last unidentified potion/scroll should automatically identify (or allow you to do so via journal).

    Information/curses aside, I’d make alchemize give free sales on shop floors (free energy conversion on alchemy pot floors). Crossbow would come with a few free darts (similar to 1+1 free)


  • Not sure if it’s just me, but I find many games tedious (often because hunger and inventory management). Difficult games are just a different kind of tedious than filler games.

    Shattered Pixel Dungeon is one, it does let you deal with things from many angles but I don’t think it’s good enough for unknown/cursed equipment. Especially as it’s so easy to get screwed over (especially early on).

    I play the (old) free alpha of Rogue Fable III on itch. It has a completely different feel, a lot more going on mechanically (skills/attributes, terrain) so it at least somewhat feels like more my fault when I lose.

    Either way we both know I’m probably going to lose with unused potions/scrolls even if I got a good sword, but I probably will not have gotten suitable armor etc. either. And when I win it seems like I either got perfect luck or I found a way to (borderline) cheese the game (which I mean sometimes that may be intended, but it doesn’t feel great to try again).