#Blue’s brain corner
7 messages · Page 1 of 1 (latest)
To start off, some simple ones:
monster mask
relic
Non-aberrant and non-boss monster have a harder time detecting the player
cracked skull
relic
Your weapons have a greatly increased critical chance if you hit the head/face of an enemy.
heavy metal
relic
Your melee weapon deals greatly increased damage and knockback, but becomes more unwieldy.
lone wolf’s paw
relic
Your melee weapon deals more damage depending on how far away your projectile is, capping at the render distance.
I have another relic concept, but i fear that it’s a little too close to an item from a different game.
I also want to make a weapon concept that puts both the melee and ranged aspects into the main weapon, with a utility secondary weapon, but i need to sit on it a bit more.
I also want to make concepts for alternate floors, but i feel like it’s a little hard to do that given the current alternate floors system. If it was randomly one or the other (could be a hard mode modifier), then i’d have an easier time.
Lastly, i also intend to produce some enemy and boss concepts, but i don’t have any atm.
I have two candidates for the weapon concept listed above, a magic staff and a flail. However, one isn’t lore friendly, and the other is a bit cliche, and i’m not really sure what would make a good “sidearm” for either.
bamboo spikes
basic trap
A variation of spikes that most commonly appears on walls or ceilings, capable of stabbing an adventurer from afar with it’s length.
pressure plate
advanced trap
Often triggers other traps to activate, but could sometimes do something else…?
copper bell
advanced trap
If struck, regardless if by a player, a trap, or an enemy, all enemies nearby (and possibly in adjacent rooms) will be alerted to the position of the bell.