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Joined 1 year ago
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Cake day: June 14th, 2023

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  • axus@lemm.eetoGaming@beehaw.orgroguelikes and lemmy
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    1 year ago

    Yep I take your points about tedious, your opinion is valid and I won’t get paid if you start playing again 😀 I always thought warrior was tedious though it got a little better when 1.0 came out. Enjoyed doing each of the challenges enabled and then played a lot of TCPD, to feel like losing would be more likely than winning. Started duelist for the first time last week after not playing for 6 months, no challenges but it reminded me another thing I like; winning can be high probability but it’s never easy. I’ve rarely had a breeze, those can be fun but I enjoy the struggle.

    For comparison, I started playing Slay the Spire this year (also on tablet). I don’t understand how people can win 100% of the time on that with even a few ascensions. Have not gotten past A2 at all. So I’ve stopped trying, but I love the daily climb challenge because they are always different and at my difficulty level.


  • Oh yep I see the longer reply. Yes there was at least a month of reading the subreddit and wiki every day before I got to that level, but for me the learning was fun. Would not recommend spending all that time and energy unless it’s part of the fun. For people that watch streams, I’d expect there’s a good educational one, I don’t watch streams though.

    More ways to identify is a good example; there’s several methods of explosion to destroy gear that isn’t +1: bombs, explode rune, dungeon trap. Custom rooms will guarantee one of the potions on the same level is the solution to that room. The number of strength potions per dungeon type is fixed (3?). The ? rune is good once you use that meta-info to increase your odds of a good potion guess. Wands are generally safer to ID, just don’t be on something flammable or water.

    Wands are pretty overpowered, and you can recharge em by throwing them into an activated electricity trap, or the energy ring. The way rings become overpowered in their own way as you feed upgrades into them is another aspect of replayability.


  • I really liked SPD because it felt like I could (eventually) approach 100% win rate, and the bad luck just made things more interesting. In that game, it’s not about what you’ve got so much as when you use it; and careful tile movement. Playing each room like a chess game and not a dungeon crawler was a fun way to play.