#Have poison resistance mitigate other detrimental mushroom effects

12 messages · Page 1 of 1 (latest)

fading palm
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Toward the end of a run, poison damage becomes trivial for mushroom-eaters, but the other annoying effects remain as strong. Maybe poison resistance could reduce those impacts as well

unborn cape
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although, do hallucinating and deafening actually do anything?

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gameplay-wise I mean

north nebula
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What other annoying effects? I thought it was just poison?

fading palm
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deafening, hallucinating, heat/cold

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my original point is, in the back half of a mushroom-heavy run, you’re running around eating mushrooms and shrugging off the poison, but it’s still just annoying and unpleasant to do, gameplay wise

rancid kernel
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i assumed that deafening reduces your senses for a while

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Is it false?

thin crane
rancid kernel
# thin crane It actually doesn't but that's an absolutely fantastic idea and I don't know why...

It sounds cool and, well, reasonable, but i hope you guys consider all the stuff that it will bring with itself
Mushroom recognition in particular

I would love to see all mushroom effects more fleshed out, i've seen you checked my last mush suggestions

Btw
Do you plan on making poison, hallucinations and deafening (or i should say all status effects)have more display?
Currently you have no idea how much health will you lose from poison and how long other effects will last