#Game Polishing & Enhancement Suggestions
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Eh I could take or leave the eating particles
what do you mean
I donāt need them, would be cool but wouldnāt rlly change the game enough that Iād care if they didnāt get added
the point of this update isnt about changing the game much, its about small changes that would add QoL
Iām just apathetic to the idea, will be fine with me either way
LETS GOO
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
When selecting a weapon combo it doesnāt auto select the sword after every run.
And when I close the game
hypnotise could be a status effect that could make the monster attack other monsters
i like that
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.
This wouldnāt change too much about the game and yet make the game feel immersive
i would love to see new decorations for the dungeon like barrels, spider webs and weapon racks
Its a shame that they removed spiderwebs from the game
I hope they come back š
same, gives off a more abandoned feeling, would be great for decorating too
Make that a suggestion, this is a thread for a polishing update, not simply suggestions
Well they where originally in gatehouse I believe,then they got used for that one floor that got removed, so thatās why I think they ended up gone lol
how would it be more immersive š
put a weapon set on a wall and only you can pick up your weapon
Could you elaborate, I don't get it
Ray-tracing
Bro wants to see heads catch fire
𫵠ā½
Hell yeah
You could have the strongest pc in the world that shit could not run RayTraced VR
I use quest 2 standaloneš
I just want the world to burn
oh
if thereās spider webs then that means⦠(gulp)
A spider boss would be fun
Imagine a spider on the walls and roof that you have to attack with a ranged weapon as it shoots webs at you .
Would love that thing jumping straight into players from the ceiling
Iād cry if they added spiders
-# I REALLY donāt like spiders :(
Well what made the SPIDER webs then
Sry I was trying to sound cool and used something that didnāt fit I meant variety
would this be something good?
a counter to tell you how many monsters you need to kill to unlock new weapons?
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
maybe instad it could show how likely you are to encounter it? maybe
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
And louder musquitosššš
Make them fly next to your ear
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
The issue comes with enemies that explode on death, they can deal damage when they to at your feet if the projectile strike killed them
i could be misremembering, but i recall somebody said something about a rework to silk chain where it actually pulled enemies towards you instead of the instant TP, I think that would do well for the rework in my opinion.
Yeah
it used to be on the trello but I wasnāt able to find it the last time I checked
Never worth killing them, running away or throwing them in the pit is the only option
Running away is the cowardās way out, Iām either throwing them into the pit or taking them out
I would rather cower with a full health than deal with a crowd of stupid wizz slimes
Let alone wasting time on 
A true adventurer removes the problem, they do not run away from the fight unless itās to regroup to take on the foe in a way they are suited for!
Why the hell are those fuckers so spongey
I hated that they unleash two spike lines on their first jump
Trying to kill three of them is like pulling out teeth and eating a granola bar
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
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
maybe more colors to play with? like say if someone wants to make a moonlight great sword
would that be nice?
thereās no fucking way
are you saying that because i mentioned how it looked like the moonlight greatsword?
but yeah like a way to manually change colors on the weapons would be nice
without relics, just have it be a fixed thing
colors are u locked upon the relic discovery that changes it to that color
hereās some versions of the Moonlight Greatsword, itās been in alot of FromSoft games
nvm i cant paste photos on ipad
just google it, goodnight
Nope cuz i made one lol i had to use unity to keep the colors
Collect every relic and you unlock the ability to mess with the colours
..???
infusions?
i forgot the name of it man
the upgrades to your weapons
there we go
sfx/vfx when a Mark gets charged :P
I feel like erthu doesnt look at this channel anymore
Maid dress :3
maybe custom visual designs for the clumsy mode modifer bosses?
kinda like how the champion bosses in the binding of isaac have different designs
heres an example with peep
the yellow one is the champion version
Something i coulda swore was added but i guess wasnt that id like to bring up.
Map variation for different layers such as its darker for lower layers.
Know what the game needs?
Drop all weapons and go straight hands
The brawler class would go crazy
Ah yes, that feature would definitely fall under āgame polishingā XD
This thread isnāt meant of straight up suggesting, itās 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
Oh sorry
Then yall should probably fix the punching it feels weird
Ik its not the main focus but it would be nice
Maybe something to spice up NG+ runs a little? Iāll admit it can get mind numbing after a while lol
Iāll try and think of proper suggestions, but anything to spice it up could be cool
maybe have monsters from every floor appear in both floors?
ie overgrown and infested/sewers get mixed around?
That would take away from their "individuality" imo
Dont know if this would be bad, but I wanna see the bosses have new attacks/patterns per ng+ kinda like Heroes of Hammerwatch
Like up to ng+ 3 until they stop changing
Yeah, or something to make people interested in trying for high NG runs
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.
if the dungeon generated entirely, imagine the lag š
I mean like only with bat ears, and to optimize generation
.-.
the game is already poorly optimized
also wdym ā optimize generation ā
the bat ear SHOWS locked rooms, the rooms are green
and if a locked room isnāt green it means thereās a red chest inside
if youāre 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
Like if its locked it has a lil padlock icon on it different colors could indicate a normal (ofc), heart lock, and maybe the coin lock they talked about. And an open padlock would say the room is unlocked ofc
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
*maybe ceiling tiles could be like ze cracked walls and there would be a ladder to climb up ā ā * cracked ceiling tiles *
There are ceiling cracks already. And making them more interesting is already on the to-do list
Make the forge embers set your blade on fire instead of just turning it orange
It would be tuff
oh yea i should probably check ze to~do list
I would like in game mod support because im on standalone quest
both
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
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
I agree, it seems like less and less traps exist the further you go down, and I wish there where more
Along with a new beast blood upgrade for crossbow that adds a small dmg increase for actually hitting the enemy with crossbow bolt instead of using the AoE
Yeah that could be cool
when anything gets thrown down a pit add one of the "pit friend noises"
Would be confusing, but maybe a sound for when you throw in a dragon fruit for the achievement
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 that

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.
ps: *some tentacle attacks would be awesome š *
Visual effect for enemies that will take bleed damage
A popup that appears ingame when you do a milestone
Maybe the wand could emit light when having an orb loaded, like Lumos in Harry Potter
I agree with this, unfortunately no enemies have any actual voxel animations which is a bit weird.
he used to lunge his tentacles before EA released i think
may be wrong tho :P
Make maggot jockey have a chance to be a natural spawn
MAGGOT JOCKEY š£ļøš£ļøš£ļø
Ok small issue Iāve 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
This could extend to some of the beast blood upgrades, if Iām 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
Lowkey If there are blue torches that make everything invincible in it's area
There could be Red torches that make the enemies in that area do double dmg
but those are like aberrant torches ng+ and up
Ng+ exclusives would be interesting to see
Iād love anything to make NG+ more exciting
I feel like aberrant spawns shouldnāt completely override normal enemy spawns in high ng+ runs, it really cuts down on enemy variety to see the same few enemies every room
you could argue that they donāt present much of a challenge, but you should be one shotting everything anyway if youāre that high into ng+
like in the gatehouse, it feels like the only enemies that spawn are the blood slimes and the x4 purple plants
when ordinarily the gatehouse has some of the greatest enemy variety in the game
After a point you stop seeing explosion books, which are arguably scarier then the red books
yeah explosion books are wayy scarier then red books
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, itās a bind you would not likely press on accident, but itāll be easily to press when needed
Holding down right thumbstick maybe? :P
That could be an option to, but pressing in a thumb stick can be less comfortable then the basic buttons at times
Itās up to erthu how itās added in the end
isnt that sililar to vrchat
idk ive never used vrchat
but i think u can talk w right thumbstick and selecting options
Yeah I believe they have emojis you can use too
and also the thumbsticks develop drift so easily...
that uhh
wouldn't change anything
they're BUTTONS
that you can PUSH DOWN
:P
it will make you get drift quicker is what i'm saying
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
YES
SCREW THOSE DAMN TP SLIMES
Plus that way they are more likely to get you with their spike attack
Makes them an actual threat rather than nuisance
Honestly Iād probably go to depth in NG runs if there was a better way to consistently hit them
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 š
A sound and effect that plays whenever food fails to spawn from chests on high ng +
Please add more traps for more levels š
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
Wait there were more traps??
Enemies that spawn here sometimes way too close to the portal, which can feel unfair because youāll 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
Damn, thats a good one
I shoulda thought of that
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
Dont know if this has been brought up, but it would be nice to patch up those holes in the ceilings in Luminous Depths
Some walls in certain rooms just arent connected for some reason
or those random jail rooms where you can just go through a gap where the bars r supposed to he
be
agreed, i have a friend who plays gorilla mode and we barely use keys because he just leaps through the bars and clips through the doors
You can also hit wooden chests behind bars with the knife, IDK if it's intentional or a bug tho
pretty sure a bug
its also generation bugs, you can walk through some jail bars cause they generate a little too far to one side
not intentional, but something that is cool and isnt actually possible to fix in a realistic manner
it's not cool
Using the movement that BREAKS THE GAME and then using it to CHEAT through things isn't cool
-# ( clipping through doors, walls, jumping over spikes etc etc )
It's not something you can really fix, but it's not something you should abuse
sorry the slamming your hand thru a wall
the monke movement part is annoying
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 donāt find it fun that you donāt have a constant way to fight them close quarters
or just
rework the toxic sludge as a whole
sure i like sewers but the sludge isn't fun at all
sure, it's not difficult but it IS tedious
For the teleporting luminous enemies, make it so they only teleport from ranged attacks, itās tedious and annoying to kill them when they just keep teleporting
make alt floor enemies just not reskins
sewers was amazing because it wasn't JUST reskins
sewers is good, other than some things and the swarm
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 youāll take damage because of RNG if you take a sludge enemy on point blank
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
I believe they do but you only notice when it is too late
i mostly want enemies to be difficult to fight, not unfair
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
please š
I would love an actual reason to go there on my NG+ runs, the risks are just not worth it
Could do like riddles to access treasure or relics.
Like puzzles or a code that you have to find around the room.
PLEASE DO THIS AND MY LIFE IS YOURS
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 (?)
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.
We have something like this planned, more customization will come out at some point in the future. Itās not the highest priority though
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
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
also more starting rooms for each floor would be nice
also any chance that sealed rooms get fixed and put back ingame for MP?
Already planned
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
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.
there's a built-in meta feature for this iirc
could be wrong though
ill check
i checked, it works! thanks bro
make vial of blue blood actually show something on the health bar
would be very nice, but would need balance to make sure you dont feel too slow but also arent too fast
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.
ā¢While you can still traverse for secrets, this will help with downtime when walking back to wherever you were originally going/progressing.
ā¢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
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
that alone could make it so much better until it gets a proper rework in the future
Other thing is to reset enemy attack timers
ESPECIALLY slime jumps
im pretty sure it's supposed to stun enemies but it doesn't do it very well XD
the order id preform these actions if i could code it would be
- apply any stun type effects
- reset all attack timers to prevent enemies from carrying out unfinished attacks
- apply damage
- tp enemy if not dead
definitely have the teleportation at the very end with some type of fail safe to make sure everything was applied before the tp attempt
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
honestly i take it as soon as i can so i can get it out of the relic pool without risk
fair enough lmao
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 š„²
Nah these are valid for the sake of polish
Im with you
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
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
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
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)
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.
just thought of something! apply some of the player cosmetics to the ghosts to give them more uniqueness!
i know theres stuff about the fire/poison being changed to be different
please dont make poison % damage, % damage is bad
cause % damage makes an enemy's health not matter
so you could do a % damage build then just kill everything with no real scaling to difficulty
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
idk thats just my thoughts
that sounds cool
issue is that it doesnt exactly work with modding
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
yea
poison should tick faster, not deal higher dmg btw
cause modding doesnt enforce higher damage
another thing that could separate them is that one could be a longer effect and the other shorter
damage and length are set by the code directly, so those cant be done
cause modding
so they could just become useless with modding
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
The % is only intended for the status effect, which is currently exclusive to Miasmic Toadskin
The damage type isn't effected
It wouldn't be too bad considering this game
just
isn't hard after a point
the status effect is what i mean anyways
the issue is making builds that ACTUALLY remove scaling from the game
its just not good
You know what
I'm gonna try and balance it
It'll still scale like fire damage and how poison currently behaves
The percentage does, so it'd be like
Primary weapon dmg x 0.1x = the percentage of damage it does
so the scaling would be slow at first like how fire behaves
but it quickly picks up the stronger you get
so having 1000 dmg = an insta kill
Uhm
Thats how the fire status effect works too
It also scales on primary damage last time i checked
not with a percent though
Also if you're doing 1000 dmg i dont think poison and status effects and all the sorts
is all that important anymore
what it should do imo
make poison deal damage 1.5x faster, but make the damage it deals lower based on the targets current HP
so if the enemy has half HP, the poison does half DMG
so it gets weaker the closer an enemy is to dying, but its faster than fire is
but it can still insta kill enemies if you have enough dmg
If you have enough damage, my idea also can instakill
Don't really see how that argument stands anymore, with this being out here
instakills need to scale with the enemys HP
thats the problem
yes
thats the problem
I dont understand what youre trying to get at
if you instakill and it doesnt scale to enemy HP, you kill everything instantly
and bosses are just as weak as flies
thats the problem
percent damage removes the difference between high HP and low HP enemies
not to mention percent damage is impossible to balance in a roguelike
It'd instakill at 10000k dmg
with still no attention to the enemy HP minus if its a boss
At that point you should just... oneshot the boss before you can inflict poison
So is fire if you're oneshotting everything
itd just be too difficult to balance
The game as a whole is difficult to balance
why add an issue for balancing in the first place
there are more interesting and unique poison gimmicks that dont become a nightmare to balance
If you take risks with relics and take things that have high tradeoff you'll be able to one to three shot everything
just use those
Why aren't we looking at that so much
percent damage could be balanced, or they could use one of the other 5 ideas that are more interesting and fun to use
the game is unbalanced, but removing scaling is just bad
Have the mini menu always follow the player when the player is either climbing a ladder or falling
This would help with softlocks that involve no clipping and falling forever in the void
The player would be able to exit to main menu rather than have to close the game
either this or just make a failsafe keybind that instantly lets you leave go to the main menu
a way to disable or change the potion visual effects, they make my head hurt unlike anything else I've played in VR
the cost of speed from flickering orb is feeling so disoriented when trying to navigate š
Acid status effect
#1424145475988230197 message
#1424144660284313712 message
With the alchemist n orbs n shit im suprised acid hasnt been a thing already
Acid is basically just poison with a fancy name
Nuh uh
i think slimes could make a little peep when they are defeated
they do
i forgot
nuh uh acid messes up outside and inside while poisons mostly only messes with inside
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
that's what I'm sayin
what if there was a electricity effect where enemies have lowered speed and visibility for a few seconds
I would say that is more of a suggestion then polishing :)
i forgo
give us a multiplier for our secondary with packrat š
Sound and Animation when we enter a new floor and the hole is sealed. Rn the stone just appears
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
That would be to much for a polish, but perhaps another option would be that the room could be made out of different shades of crystal instead of stone. Would look cool and crystal growing feom crystal feels more fitting.
yeah i just noticed how jarring it looks when i went to the depths yesterday lol
Being allowed to carry up to four items in your inventory
i feel like that would make more sense as a relic
yeah
it makes more sense to only have 2 anyways, unless you wanna put them in pockets on ur pants š
it WOULD make tight breeches (or whatever the things called) more consequential though
could be a counter item to tight breaches like beestinger and possessed hammer
perhaps
I would LOVE more pockets to store my infinite potatos
a way to view a relicās 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
thereās not many relics at the moment that change, the main one that comes to mind is the vicious barbās bleed effect
Just got creamed with a backblow from an exploding crate in NG+++ - how about a three strikes and you're out?
exploding creates should not be able to kill you
and erthu already discussed wanting to rework NG+
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)
the black abys of the menu my beloved <3
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 š¤
In singleplayer it stops time and in multiplayer you have to deal with the consequences of having enemies around you
yeah it stops time which is useful but it can be abused to get a quick second ti stop and dodge the swarm of projectiles
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
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
there was mention for a plan for marks to get a similar indicator to the tome, yet to be implemented tho
a 0.00000001% chance every milisecond for the mother from tboi:r to scream ISAAC
that chance every year
not every year
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?
packrat mandible is a onetime pickup brotato chips, meaning it can't be picked up twice without console
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
im like 67% sure he meant that those basic stat upgrades doubling can double damage you
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 "
i just checked and it doesnt double damage you anyway because iframes
Oh well thats good to know š
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 āfixed,ā so I dont see how your point is valid
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
Some visual when breaking a secret wall would be nice too. Instead of the wall going poof
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
Maybe add clarity for why a player left a multiplayer lobby. For example āHargburhgle was kicked!ā Or āGarglebles crashed!ā
Not too necessary, but it is nice
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.
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
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"
Pretty sure Avenging Angle is a pun
Could be. If yes I don't get the joke behind it lol
the sprite is a 90° angle and I think thats the pun
So it really is as stupid as I thought lol
half the relics are stupid puns
People around hereā¦. They call meā¦. The villain
did you try to typo?
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.
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
Cross play.
planned
not after an amount of hits, but after an amount of time after the first hit probably
An icon next to the hosts name in mp
Rahh when are we getting the 1/ 300 billion for a live hand Grenade to fall from the ceiling
does he know about the mimic pots
Purples? Nah, i mean a hyper realistic frag grenade that onetaps
Demanding Orb should have a quick flash on the screen when it affects the player to give feedback
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 š¤·
yeah good suggestion
also 69 likes
Splurg
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
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.
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
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
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.