#Game Polishing & Enhancement Suggestions

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copper basalt
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just like the first version of the game

small grove
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Eh I could take or leave the eating particles

copper basalt
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what do you mean

small grove
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I don’t need them, would be cool but wouldn’t rlly change the game enough that I’d care if they didn’t get added

rugged stag
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the point of this update isnt about changing the game much, its about small changes that would add QoL

small grove
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I’m just apathetic to the idea, will be fine with me either way

copper basalt
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LETS GOO

violet trellis
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When in spectator mode, if you have an orb effect and turn, the aura color is just a rectangle of color. So it ends up having a weird cutoff for the camera. Where you see normal colors to the left or right, depending on the turn

rough flare
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When selecting a weapon combo it doesn’t auto select the sword after every run.

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And when I close the game

silver sonnet
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hypnotise could be a status effect that could make the monster attack other monsters

green jolt
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A suggestion I have is a wildcard crate/pot (think of better name later) that replaces the rare occurrence of pots and crates containing relics. It would be as rare and could replace normal crates and pots.

green jolt
rugged stag
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i would love to see new decorations for the dungeon like barrels, spider webs and weapon racks

onyx sedge
rugged stag
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same, gives off a more abandoned feeling, would be great for decorating too

small grove
small grove
radiant ferry
hexed ridge
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put a weapon set on a wall and only you can pick up your weapon

versed forge
ruby finch
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Ray-tracing

versed forge
olive trellis
ruby finch
olive trellis
ruby finch
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I just want the world to burn

olive trellis
warm delta
rugged stag
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A spider boss would be fun

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Imagine a spider on the walls and roof that you have to attack with a ranged weapon as it shoots webs at you .

versed forge
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Would love that thing jumping straight into players from the ceiling

small grove
warm delta
small grove
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Duh

green jolt
woeful hawk
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would this be something good?
a counter to tell you how many monsters you need to kill to unlock new weapons?

small grove
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Maybe just telling you if you CAN find the weapon, directly telling you how close you are to unlocking the weapon feels a little to hand holding imo

woeful hawk
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maybe instad it could show how likely you are to encounter it? maybe

ruby finch
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More variety in textures, in the overgrown gatehouse or whatever it is called you can have for example moss patches here and there on the floors and walls, things like that

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And louder musquitos😈😈😈

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Make them fly next to your ear

jolly stone
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silk chain is actually usable with tome and wand. you can hit them with an orb, then use the charged wand to knock them back, repeat

small grove
river tendon
small grove
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Yeah

marsh oak
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it used to be on the trello but I wasn’t able to find it the last time I checked

last sleet
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Never worth killing them, running away or throwing them in the pit is the only option

small grove
last sleet
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I would rather cower with a full health than deal with a crowd of stupid wizz slimes

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Let alone wasting time on stone_slime

small grove
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A true adventurer removes the problem, they do not run away from the fight unless it’s to regroup to take on the foe in a way they are suited for!

onyx sedge
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I hated that they unleash two spike lines on their first jump

last sleet
smoky wigeon
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i wish there was more parrying to do with your sword than just one enemy like the deranged adventurer imagine if you could parry his weapon as he jumps at you

marble bane
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Variants to the Beast fight would be nice. Like imagine for the first phase he hovers over the middle and his 4 eyes are in separate corners shooting at you. then you beat first phase and you drop into what should be a skull room but he charges at you twice then you make it back to the middle or something?

I feel like somebody can think of this idea a bit better then me

woeful hawk
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maybe more colors to play with? like say if someone wants to make a moonlight great sword
would that be nice?

old imp
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are you saying that because i mentioned how it looked like the moonlight greatsword?

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but yeah like a way to manually change colors on the weapons would be nice

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without relics, just have it be a fixed thing

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colors are u locked upon the relic discovery that changes it to that color

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here’s some versions of the Moonlight Greatsword, it’s been in alot of FromSoft games

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nvm i cant paste photos on ipad

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just google it, goodnight

woeful hawk
small grove
brittle wharf
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what about

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visual effects/sound effects whenever augmentations are used

radiant ferry
brittle wharf
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the upgrades to your weapons

radiant ferry
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oh

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uhm

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that'd be cool

brittle wharf
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there we go

radiant ferry
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sfx/vfx when a Mark gets charged :P

rugged stag
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I feel like erthu doesnt look at this channel anymore

minor lion
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I do

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I just haven't had the time to add everything to the summary

small grove
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Maid dress :3

brittle wharf
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maybe custom visual designs for the clumsy mode modifer bosses?

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kinda like how the champion bosses in the binding of isaac have different designs

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heres an example with peep

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the yellow one is the champion version

rugged stag
quartz slate
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Know what the game needs?

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Drop all weapons and go straight hands

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The brawler class would go crazy

small grove
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Ah yes, that feature would definitely fall under ā€œgame polishingā€ XD

small grove
# quartz slate The brawler class would go crazy

This thread isn’t meant of straight up suggesting, it’s for small balances or features for just giving the game more polish, as all the previous updates have been focused on adding stuff more then polishing what we already had

quartz slate
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Then yall should probably fix the punching it feels weird
Ik its not the main focus but it would be nice

small grove
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Maybe something to spice up NG+ runs a little? I’ll admit it can get mind numbing after a while lol

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I’ll try and think of proper suggestions, but anything to spice it up could be cool

woeful hawk
versed forge
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That would take away from their "individuality" imo

onyx sedge
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Like up to ng+ 3 until they stop changing

small grove
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Yeah, or something to make people interested in trying for high NG runs

crystal knot
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Can you make the dungeon generate entirely, showing where all the chests and relic are, additionally add an icon for a locked room for bat ears.

olive mesa
crystal knot
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.-.

old imp
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also wdym ā€œ optimize generation ā€œ

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the bat ear SHOWS locked rooms, the rooms are green

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and if a locked room isn’t green it means there’s a red chest inside

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if you’re talking about showing if the room has already been searched or the door has been locked / unlocked yes that would be a nice QoL change

crystal knot
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And by optimize, I mean if the floor is generated via seeds, then the gold/ normal chests would have the same placement thus you could have bat ears show em across the map upon entering

plucky rivet
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*maybe ceiling tiles could be like ze cracked walls and there would be a ladder to climb up ā˜• ā˜• * cracked ceiling tiles *

versed forge
pallid ice
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Make the forge embers set your blade on fire instead of just turning it orange

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It would be tuff

plucky rivet
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oh yea i should probably check ze to~do list

willow spindle
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I would like in game mod support because im on standalone quest

small grove
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Idea for a new beast blood upgrade for sword: adds a small multiplayer to sword damage when the player has proper edge alignment when slashing with the sword

obtuse badge
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rooms that feel more unique instade of just like: walk into room, kill monster, get chest and so on more like climbing and doging and little chalanges and traps and stuff like that

small grove
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I agree, it seems like less and less traps exist the further you go down, and I wish there where more

marble bane
small grove
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Yeah that could be cool

obtuse badge
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when anything gets thrown down a pit add one of the "pit friend noises"

small grove
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Would be confusing, but maybe a sound for when you throw in a dragon fruit for the achievement

obtuse badge
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also it wold be cool if each boss had its own spawning and death animation I mean for something so important as a BOSS it is a little disappointing to see it just plop in and be like "DOOM SHROOM!!!" It could even be something as simple as some little particle effects or something like thatboss_beast boss_elder_skeleton boss_rabid_bestiary boss_doom_shroom boss_deranged_adventurer boss_king_slime

obtuse badge
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you could also add a few more small attacks for the beast, some of his phases feel kinda like he's some sort of object or machine. Ya know give him some more life. His 1st and 2nd phases feel unfinished to me not to mean, I mean im not saying you did a bad job just he can be a tiny bit underwhelming.beast_cradle_skull boss_beast ps: *some tentacle attacks would be awesome šŸ™ *

small grove
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Visual effect for enemies that will take bleed damage

radiant ferry
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A popup that appears ingame when you do a milestone

ruby finch
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Maybe the wand could emit light when having an orb loaded, like Lumos in Harry Potter

finite delta
radiant ferry
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may be wrong tho :P

small grove
onyx sedge
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MAGGOT JOCKEY šŸ—£ļøšŸ—£ļøšŸ—£ļø

small grove
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Ok small issue I’ve had about certain relics for a while now
Their damage is completely fixed no matter how much damage you get, like thundering gong or fungal grows are two examples of this

The damage never changes so they become so useless in a high damage endgame, it would be awesome if damage could scale on some, if not all these relics that have set damage values

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This could extend to some of the beast blood upgrades, if I’m understanding correctly, the ones that let you do more damage to particular enemies just boosts the damage by one, so it would be nice if it was a multiplier and could benefit from your damage increasing

I would also like to bring up weighted pommel here too, would be nice if it could scale, or have some notable synergy with thundering gong, weighted pommel is just weaker thundering gong and is just obsolete once you find gong

marble bane
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Lowkey If there are blue torches that make everything invincible in it's area

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There could be Red torches that make the enemies in that area do double dmg

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but those are like aberrant torches ng+ and up

onyx sedge
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Ng+ exclusives would be interesting to see

small grove
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I’d love anything to make NG+ more exciting

marsh oak
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I feel like aberrant spawns shouldn’t completely override normal enemy spawns in high ng+ runs, it really cuts down on enemy variety to see the same few enemies every room

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you could argue that they don’t present much of a challenge, but you should be one shotting everything anyway if you’re that high into ng+

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like in the gatehouse, it feels like the only enemies that spawn are the blood slimes and the x4 purple plants

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when ordinarily the gatehouse has some of the greatest enemy variety in the game

small grove
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After a point you stop seeing explosion books, which are arguably scarier then the red books

marble bane
small grove
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I have an idea for the quick chat option for mute players: it could be bounded to the button on the offhand that would be activate mark if it was the main hand, it’s a bind you would not likely press on accident, but it’ll be easily to press when needed

radiant ferry
small grove
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That could be an option to, but pressing in a thumb stick can be less comfortable then the basic buttons at times

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It’s up to erthu how it’s added in the end

quick lantern
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isnt that sililar to vrchat

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idk ive never used vrchat

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but i think u can talk w right thumbstick and selecting options

small grove
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Yeah I believe they have emojis you can use too

marble bane
radiant ferry
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wouldn't change anything

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they're BUTTONS

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that you can PUSH DOWN

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:P

marble bane
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it will make you get drift quicker is what i'm saying

small grove
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Small idea, but make it so depth TP slimes only teleport from ranged attacks

could make an interesting dynamic between it and the tp plants instead of it feeling kinda annoying to deal with

onyx sedge
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Plus that way they are more likely to get you with their spike attack

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Makes them an actual threat rather than nuisance

small grove
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Honestly I’d probably go to depth in NG runs if there was a better way to consistently hit them

small grove
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Make it so the old and new display methods of high NG+ runs is a toggle-able setting, I miss my goofy amount of plus signs 😭

onyx sedge
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A sound and effect that plays whenever food fails to spawn from chests on high ng +

misty ice
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Please add more traps for more levels šŸ™

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There are only 3 of them (minus the exploding bulbs). I wouldn't even care if you recycled them from old versions like the crush walls or the flame trap

small grove
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Wait there were more traps??

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Enemies that spawn here sometimes way too close to the portal, which can feel unfair because you’ll take damage from their hitbox right after entering the portal with little opportunity to prevent the damage, unless you try to kill then from below which just takes forever and can fell unfun

onyx sedge
lyric vapor
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spinning off of this idea, I think orbs shouldn't be able to be broken by other people. Been griefed too many times due to this

onyx sedge
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Dont know if this has been brought up, but it would be nice to patch up those holes in the ceilings in Luminous Depths

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Some walls in certain rooms just arent connected for some reason

quick lantern
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or those random jail rooms where you can just go through a gap where the bars r supposed to he

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be

gray field
quick lantern
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pretty sure a bug

quick lantern
fading zealot
old imp
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Using the movement that BREAKS THE GAME and then using it to CHEAT through things isn't cool

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-# ( clipping through doors, walls, jumping over spikes etc etc )

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It's not something you can really fix, but it's not something you should abuse

fading zealot
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the monke movement part is annoying

small grove
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Make it so the noxious sewers enemies that spew out sludge on hit have a very brief delay before the sludge spews out or make it not do damage for half second, I understand the idea of making melee risky, but I don’t find it fun that you don’t have a constant way to fight them close quarters

old imp
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or just

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rework the toxic sludge as a whole

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sure i like sewers but the sludge isn't fun at all

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sure, it's not difficult but it IS tedious

small grove
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For the teleporting luminous enemies, make it so they only teleport from ranged attacks, it’s tedious and annoying to kill them when they just keep teleporting

old imp
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make alt floor enemies just not reskins

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sewers was amazing because it wasn't JUST reskins

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sewers is good, other than some things and the swarm

small grove
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I feel like infested dungeon does the area denial far better then sewers, you get time to react, I love the risk of taking the infested zombies head on with melee due to their area denial because their area denial is consistent, while the sludge is pretty unpredictable, so there is a good chance you’ll take damage because of RNG if you take a sludge enemy on point blank

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I love this game, but I feel you might have confused unfair and time consuming with difficulty, love the alt floor ideas, just feel some enemies could be tweaked to allow for each of them to shine with their gimmick without feeling unfair to fight

misty ice
small grove
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i mostly want enemies to be difficult to fight, not unfair

minor lion
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I think in general rethinking some difficulty choices and enemy designs in the alt floors would be a good idea. But this would probably be coupled with some other improvements to make it worthwhile to go there

small grove
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please šŸ™

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I would love an actual reason to go there on my NG+ runs, the risks are just not worth it

winter dragon
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Could do like riddles to access treasure or relics.
Like puzzles or a code that you have to find around the room.

fading zealot
dawn orbit
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I think it'd be neat to be able to rotate the tome outward so the spine could face you when held directly out from you, so on the x axis (?)

delicate wave
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I've got something I've been meaning to suggest for some polish and enhancement.
The ability to unlock and apply your desired cosmetics to your weapons.
I'm of course referring to the many affects relics can have on the sword, knife, dagger, crossbow, tome, and spells

I'd love a system to unlock these visual changes and apply them as your default weapons look.

i understand this couldn't be done for all relics since some of them are part of a larger mechanic such as possessed hammer/growth of ivy/bee stinger messing with hit boxes.

But some of those affects on the Tome and Spell colors are so cool I'd love a way to lock in my favorite.

minor lion
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We have something like this planned, more customization will come out at some point in the future. It’s not the highest priority though

proper kestrel
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oo that's so cool, I was also thinking of suggesting color customization for things like the wand's spell color.

one other polish I thought of was, what about a setting/option that could decrease or increase the amount of force required for melee strikes to trigger? for the tome melee for example I feel like I have to swing my arm pretty fast for it to activate.
or alternatively if that could compromise game balance, maybe melee attacks could still deal a smaller amount of damage when less force is applied, and only do max damage when you swing as hard as is necessary now

fading zealot
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better alt floor integration

  • needs to feel more dynamic imo
  • idea a: two boss rooms, show which floor it goes to with some form of decoration that shows the transition in the bricks going to another floor
  • idea b: finding other ways into alt floors throughout the dungeon in some way
  • not very baked as an idea, but i just think it shouldnt be feel so much like a specific structure
    more types of post-boss rooms
  • more of these would be cool for making the game feel more fluid and dynamic
    more boss rooms
  • ditto from the last one, more variety would be cool
    more use of red chests
  • yeah
    more use of movement speed
  • yeah, its an underused thing imo
    more use of climbing
  • underused
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also more starting rooms for each floor would be nice

fading zealot
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also any chance that sealed rooms get fixed and put back ingame for MP?

jolly stone
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grab + pull movement. Its stick drift friendly (teleport is janky with stick drift), has a nice pace/isn't game-breaking, allows for sitting and standing, and also more active than pressing a button and going forward. Heck, you could also make it jump in the air a little bit! its my favorite movement style and id love to see it in-game

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also, allow for controls to be changed. for example, the button for activating marks doesn't work on my controller, so that removes a whole mechanic from the game. i could simply change the button so that they can be used.

radiant ferry
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could be wrong though

jolly stone
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ill check

jolly stone
small grove
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make vial of blue blood actually show something on the health bar

fading zealot
snow tulip
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ā˜…For a quality of life maybe like "portals" to fast travel to already explored areas on the map. (Kind of like Deadcells)
These will be physical objects you need to interact with to teleport. They will be "activated/turned on" once you clear its said room.

•While you can still traverse for secrets, this will help with downtime when walking back to wherever you were originally going/progressing.

•This can also be useful for the future if you guys add more branching paths that aren't connected through one boss area.
ā–”(P.S. keep in mind with the way how areas currently work (with the halfway drop down sections) it may take a bit more work than most things on this list

small grove
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make silk chain not a death sentence

it could be changed so that all daamage calculations are preformed before being teleported, and if the monster died, the teleport just doesn't happen at all

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that alone could make it so much better until it gets a proper rework in the future

fading zealot
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ESPECIALLY slime jumps

small grove
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im pretty sure it's supposed to stun enemies but it doesn't do it very well XD

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the order id preform these actions if i could code it would be

  1. apply any stun type effects
  2. reset all attack timers to prevent enemies from carrying out unfinished attacks
  3. apply damage
  4. tp enemy if not dead
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definitely have the teleportation at the very end with some type of fail safe to make sure everything was applied before the tp attempt

radiant ferry
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Engagement Ring needs some sort of rework imo, if you're going for NG+, which is when the game is actually fun it's not worthwhile to take imo

small grove
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honestly i take it as soon as i can so i can get it out of the relic pool without risk

radiant ferry
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fair enough lmao

mystic kelp
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I don't know if this counts as polish per se, but one thing I find at least confusing to some degree is what's defined as a trap for the relic which negates trap damage. The wall traps which shoot spells in the library and the exploding sacks in the red overgrown dungeon both do damage despite them feeling like traps. Similarly, the relic Needle of Oroborous seems to work in a funky way where only hitting an enemy counts as a hit, but if you throw your projectile at a locked chest to open it or use your projectile to block an enemy projectile you still take damage. I know it feels a little nitpicky, but the first time I got the relic I ended up taking a fair bit of damage just figuring out what counted as a deliberate hit for the sake of the effect, I ended up dying by blocking an enemy projectile with my knife which felt a bit mean 🄲

onyx sedge
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Im with you

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Exploding Goo is stated to be an enemy, but its more like a trap and should be treated as such
As for Needle of Oroborus, it should be a little more lenient when it comes to projectiles and chests

small grove
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i feel like i reported the needle thing as a bug cuz i got so fed up with it being potentially such a fun relic but being held back by some jank

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and i would LOVE disarmor becoming a relic I want to search for instead of something ill simply grab over leaving behind, not enough things count as spikes and traps imo for it to be a relic i want to search for

grand robin
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Difficulty multiplier should not have an icon so similar to the beast blood because me and my friend full y believed that It would also give more beast blood (that, or make It clearer that It only gives more insight)

wet relic
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Idk if anyone has said this but what if in a ceiling secret had like 15 monster that dropped down. And if you could make a big grey termite that's half the size of the player.

small grove
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just thought of something! apply some of the player cosmetics to the ghosts to give them more uniqueness!

fading zealot
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i know theres stuff about the fire/poison being changed to be different
please dont make poison % damage, % damage is bad

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cause % damage makes an enemy's health not matter

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so you could do a % damage build then just kill everything with no real scaling to difficulty

small grove
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if i where to handle it, id do something similar to MC
id make poison a MUCH more aggressive damage source, but it cant kill or push an enemy under a certain percentage of health
fire would be less agressive, but can kill

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idk thats just my thoughts

fading zealot
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issue is that it doesnt exactly work with modding

small grove
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the enmy health pools are too low in NG for damage to work well as a percentage, and in NG+ runs you are doing enough damage that it doesn't matter

fading zealot
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yea

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poison should tick faster, not deal higher dmg btw

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cause modding doesnt enforce higher damage

small grove
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another thing that could separate them is that one could be a longer effect and the other shorter

fading zealot
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damage and length are set by the code directly, so those cant be done

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cause modding

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so they could just become useless with modding

small grove
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one of them could spread to nearby enemies while the other one can not, there are many ways to handle making each of them unique

old imp
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The damage type isn't effected

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It wouldn't be too bad considering this game

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just

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isn't hard after a point

fading zealot
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the status effect is what i mean anyways

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the issue is making builds that ACTUALLY remove scaling from the game

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its just not good

old imp
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You know what

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I'm gonna try and balance it

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It'll still scale like fire damage and how poison currently behaves

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The percentage does, so it'd be like

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Primary weapon dmg x 0.1x = the percentage of damage it does

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so the scaling would be slow at first like how fire behaves

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but it quickly picks up the stronger you get

fading zealot
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so having 1000 dmg = an insta kill

old imp
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Thats how the fire status effect works too

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It also scales on primary damage last time i checked

fading zealot
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not with a percent though

old imp
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Also if you're doing 1000 dmg i dont think poison and status effects and all the sorts

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is all that important anymore

fading zealot
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what it should do imo

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make poison deal damage 1.5x faster, but make the damage it deals lower based on the targets current HP

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so if the enemy has half HP, the poison does half DMG

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so it gets weaker the closer an enemy is to dying, but its faster than fire is

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but it can still insta kill enemies if you have enough dmg

old imp
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Don't really see how that argument stands anymore, with this being out here

fading zealot
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instakills need to scale with the enemys HP

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thats the problem

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yes

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thats the problem

old imp
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I dont understand what youre trying to get at

fading zealot
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if you instakill and it doesnt scale to enemy HP, you kill everything instantly

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and bosses are just as weak as flies

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thats the problem

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percent damage removes the difference between high HP and low HP enemies

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not to mention percent damage is impossible to balance in a roguelike

old imp
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What if it just doesnt do shit to bosses

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0.01x instead of 0.1x

fading zealot
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seems more fair

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but it still has the core issue of instakills being possible

old imp
fading zealot
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with still no attention to the enemy HP minus if its a boss

old imp
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At that point you should just... oneshot the boss before you can inflict poison

fading zealot
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so it makes poison useless then

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either way its a problem

old imp
fading zealot
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itd just be too difficult to balance

old imp
fading zealot
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why add an issue for balancing in the first place

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there are more interesting and unique poison gimmicks that dont become a nightmare to balance

old imp
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If you take risks with relics and take things that have high tradeoff you'll be able to one to three shot everything

fading zealot
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just use those

old imp
fading zealot
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percent damage could be balanced, or they could use one of the other 5 ideas that are more interesting and fun to use

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the game is unbalanced, but removing scaling is just bad

onyx sedge
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Have the mini menu always follow the player when the player is either climbing a ladder or falling

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This would help with softlocks that involve no clipping and falling forever in the void

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The player would be able to exit to main menu rather than have to close the game

fading zealot
craggy flax
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a way to disable or change the potion visual effects, they make my head hurt unlike anything else I've played in VR

small grove
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the cost of speed from flickering orb is feeling so disoriented when trying to navigate 😭

old imp
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Acid status effect

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#1424145475988230197 message
#1424144660284313712 message
With the alchemist n orbs n shit im suprised acid hasnt been a thing already

small grove
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Acid is basically just poison with a fancy name

wary vale
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i think slimes could make a little peep when they are defeated

wary vale
marble bane
small grove
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im saying in terms of game status effects, i could definitely see this type of effect being cool, but i think it should be a rework to one of the two existing effects rather than creating a brand new one

craggy flax
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that's what I'm sayin

marble bane
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Poison is just fire but green

#

cant wait for a poison change

wary vale
#

what if there was a electricity effect where enemies have lowered speed and visibility for a few seconds

versed forge
small grove
#

give us a multiplier for our secondary with packrat šŸ™

versed forge
#

Sound and Animation when we enter a new floor and the hole is sealed. Rn the stone just appears

small grove
#

oh! and maybe a little explosion effect with prisom spikes because they just kinda slide out the wall and it doesn't feel the most impressive

versed forge
small grove
#

yeah i just noticed how jarring it looks when i went to the depths yesterday lol

safe kiln
#

Being allowed to carry up to four items in your inventory

quick lantern
#

that

#

is uhm

broken lantern
quick lantern
#

yeah

#

it makes more sense to only have 2 anyways, unless you wanna put them in pockets on ur pants 😭

#

it WOULD make tight breeches (or whatever the things called) more consequential though

small grove
#

could be a counter item to tight breaches like beestinger and possessed hammer

quick lantern
#

perhaps

craggy flax
#

I would LOVE more pockets to store my infinite potatos

marsh oak
#

a way to view a relic’s alternative effect for different weapon sets at home base would be cool

#

only applies to the tome at the moment but it would be helpful for any future weapon sets that have different mechanics as well

#

there’s not many relics at the moment that change, the main one that comes to mind is the vicious barb’s bleed effect

safe kiln
#

Just got creamed with a backblow from an exploding crate in NG+++ - how about a three strikes and you're out?

small grove
#

exploding creates should not be able to kill you
and erthu already discussed wanting to rework NG+

fading zealot
#

i know this is a big ask, but i think itd be nice to eventually see all of the things in every menu worked into the ingame world someway
effectively, i think itd be cool if every menu was added in a more immersive way, similarly to the photobooth teased in the devlog
obviously im not asking for menus as a whole to be cut, but i think at the least they should be similar to pavlovs scoreboard (how it follows your hand, and makes it feel immersive even though its not)

small grove
#

the black abys of the menu my beloved <3

minor lion
#

Honestly I wanted to redesign the main menu a long time already, but I haven't found a great way yet. Especially because if you go into the main menu during a run it's a good way to pause. Maybe it should just be part of the stat screen šŸ¤”

In singleplayer it stops time and in multiplayer you have to deal with the consequences of having enemies around you

old imp
#

after you,

#
  • the possessed armors swing sword attack still moves in timestop
#

and you can wait out the discs throwers attack to despawn in timestop

#

so you can literally avoid dying from a disc thrower by pausing

left plover
#

please add the ability to see the number of charges you need to activate a mark, something like issac's system

#

or add a sound effect when a mark is fully charged

small grove
#

there was mention for a plan for marks to get a similar indicator to the tome, yet to be implemented tho

hexed ridge
#

a 0.00000001% chance every milisecond for the mother from tboi:r to scream ISAAC

left plover
#

that chance every year

hexed ridge
#

not every year

onyx sedge
#

Theres a Beastblood upgrade that gives you the chance to double any basic upgrade relics(like Gold Tooth)

I noticed that when an upgrade is doubled, its applied twice meaning that Packrat Mandible has the chance to double punish players. Maybe make it so that the Packrat Mandible only triggers once even if a relic is doubled?

old imp
#

the beastblood also only accounts for the " slightly increase " type relics

#

-# ominous fingerprint, grusome trophy, bloody fingerprint, three leaf clover, just to name a few

broken lantern
#

im like 67% sure he meant that those basic stat upgrades doubling can double damage you

old imp
#

bleghhhhh

#

well uhhh

#

when you pick up packrat mandible you gotta hold yourself accountable to all the damage you'll take with the relic pickups
you're responsible for your damage onpickup of relics, especially if you have cascading power

#

dont see why this should be " fixed "

broken lantern
#

i just checked and it doesnt double damage you anyway because iframes

onyx sedge
onyx sedge
# old imp dont see why this should be " fixed "

Even then, it would still have been nice. You made a point about how Curse of Leaden Feet affects the player even when they use the Messengers Mark. But thats no different than procing a positive relic like Golden Chime. So by grabbing Curse of Leaden Feet, you still would have been held accountable. But that got ā€œfixed,ā€ so I dont see how your point is valid

small grove
#

honestly I think the curses need readjusting
some are incredibly punishing and others are just a small downside, it is like they cant all agree to be minor annoyances or devastating consequences

versed forge
#

Some visual when breaking a secret wall would be nice too. Instead of the wall going poof

onyx sedge
#

I feel like the same could go for any enemies that also poof on death(Infested Shroom, Doom Shroom, King Slime, Mad Merchant)

This could of course be disabled on the High Performance mode

#

Really just any particles left behind on death would be nice for some of them, like how particles appear when breaking furniture

onyx sedge
#

Maybe add clarity for why a player left a multiplayer lobby. For example ā€œHargburhgle was kicked!ā€ Or ā€œGarglebles crashed!ā€

#

Not too necessary, but it is nice

true condor
#

A ceiling secret could be something like a chest falling or a ladder falling, leading up to a secret floor area or it could be something stupid like 15 tiny slimes.

marble bane
#

Ceiling secrets could also be deadly like put an arrow trap up there that can shoot through the ceiling secret. It'll force them to actually check for them

versed forge
#

Beast SFX when it takes damage stays in the spot the beast was when hit, which is a bit weird during phase 3.
Also unless the wings in its sprite are supposed to refer to an angle, "avenging angle" should be "avenging angel"

onyx sedge
versed forge
#

Could be. If yes I don't get the joke behind it lol

small grove
versed forge
#

So it really is as stupid as I thought lol

small grove
#

half the relics are stupid puns

wild flower
#

But it also has a halo

#

Like an angel

old imp
#

i can be yuor angle..

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or yuor dvil...

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😈

wild flower
#

People around here…. They call me…. The villain

mint terrace
old imp
#

i was making a reference

#

šŸ˜­šŸ™

left verge
#

500 puzzles
I feel like more puzzles would be kinda cool. Completing puzzles could get you more loot or even just puzzles block of routes.

ruby finch
#

Grass and other plants being filled up

#

When you cut grass there are those weird holes in it, I think it would look nice if that wasn't the case

carmine solstice
#

Cross play.

old imp
#

planned

fading zealot
#

not after an amount of hits, but after an amount of time after the first hit probably

onyx sedge
#

An icon next to the hosts name in mp

tropic notch
#

Rahh when are we getting the 1/ 300 billion for a live hand Grenade to fall from the ceiling

craggy flax
#

does he know about the mimic pots

tropic notch
onyx sedge
#

Demanding Orb should have a quick flash on the screen when it affects the player to give feedback

onyx sedge
#

Since other player stats are visible in the relic menu in multiplayer, it would also be nice to be able to see each others health in the relic menu as well since players often get separated in the dungeon

#

If possible 🤷

broken lantern
#

also 69 likes

pulsar brook
#

Good stuff

#

I like it

zenith pecan
#

I had a good run tank because I picked up calcified pustule with tome and wand. My spell orbs just did ridiculously low damage and the explosion didn't seem to do anything. I went from critting for ~30 damage to critting for ~6, and half the time projectiles wouldn't destroy breakables

#

Also, I can't tell that hummingbird feather does anything for the spell orb projectiles since they're already weightless, so that feels odd to find

steel canopy
#

I'm pretty sure Humming Bird Feather has little no no effect for wand and tome.

It would be nice if it increased spell range or something in that vein.

zenith pecan
#

Hard agree. Too many modifiers reign in spell range, and I can't think of any that enhance it. I can't take gutteral utterances/bee stinger because limiting spell range beyond default feels too handicapping for the library floor in particular

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I'll also add that the tome and wand feel awful for deflecting swords from knights and ghosts. It'd be nice if tome sweep could deflect, unless it already can and I just shit the bed the few times I tried. Could be cool if, alternatively, the spell orb had blocking or deflecting capability when shot or while charging on the wand--maybe the latter as a bonus for the forceful flourish modifier

steel canopy
#

And to build upon what you said, I think Sharpened Eagle Talon is not very good on wand and tome for this exact reason. Low range makes playing with wand and tome less fun. It is for that reason that I stopped using guttural tomes on my wand, and replaced it with Words of Vengeance.

For a class that is built around ranged attacks, if feel like it should have more potential builds built around ranging enemies.