![]() ![]() There are no advertisements, microtransactions, or paywalls. Updates, with new content roughly once a month.Unique artifacts, which grow in power as you use them.50+ different enemies, 30 different traps, and 5 bosses to test your skills.Over 150 different items: including powerful wands, rings, weapons, and armor.5 distinct dungeon regions: each with their own enemies, traps, and quests.8 subclasses: Successful heroes can refine their skills to become more powerful.4 hero classes: Warrior, Mage, Rogue, and Huntress.High replayability: Randomly generated levels, enemies, and items.It began as a project to improve on the original game's quirks, but has since evolved into a separate game, with many unique features. This game is based on the free and Open Source source code of Pixel Dungeon. The game is simple to get into, but has lots of depth. Every game is unique, with four different playable characters, randomized levels and enemies, and over 150 items to collect and use. I may very slightly reduce the stats on gnolls and crabs, but I think i'll hold out on that one until after the above changes.Shattered Pixel Dungeon is a Roguelike RPG, with pixel art graphics and lots of variety and replayability. You'll absolutely never get a tier 1 item, but tiers 4/5 and high upgrades will be less common to compensate. The sad ghost's drops are going to be more consistent. Hunger is going to take ~10% longer to build up to starvingįire will do less damage when you are at low hp (but will last longer, so run to that water!) More specifically, the major changes are: Now that I can track win% it'll be possible to make much more precise and targeted changes. When 0.3.4 hits I'm going to make a couple changes to nudge the numbers just a bit more in people's favor. Those numbers aren't too low, but they could be raised up a little. Currently, from my analytics data, only counting runs from players who have already won the game, roughly 1/3 of runs make it to the prison, and roughly 1/5 of runs make it to the caves. ![]() I do agree that the earlygame is a bit too difficult at the moment though. One of the big reasons I shifted the tome was so that subclass selection could be more influenced by the state of your run, floor 5 is a bit too early for that. I consider floors 1-9 to be the earlygame, the tengu fight is where things shift into midgame. It'll help with players going through the caves and allow more time to use it. TL DR Move the ToM to level 5 since it's not permanent anymore, and it's not a milestone. Moving the ToM to after goo would keep it out of those levels, but allow players, old and new, to be able to use the subclasses' strengths and ease the punishing caves difficulty. u/00-Evan stated he took away the permanent upgrade as it interfered with plans to change subclasses, and it would be too strong to have so early. And as an experienced player, I can say most of my runs end around 7-14, which means we don't have as much time to use the ToM as much as we did. Now that it's not permanent, having to get to level 10 each time really sucks, as we have to crawl through the caves each time. It made the first 9 levels easier as the experienced players could go through the parts they already went through with ease. Originally, the ToM was made to be an award for players who survived until Tengu, and was a milestone into people progressing further into the game. ![]()
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