- Mar 19, 2019
- 345
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and proceed not to tell the other how do to so.OK,i know it。for my careless
can anyone answer this lol?
and proceed not to tell the other how do to so.OK,i know it。for my careless
to get the orbs, you'd have to reach all the way to floor 10 and reach the end to pick up the single orb then teleport back and leave to the lobby and rejoining making a new one a repeat the process till you get enough to go to the boss room. good luck on the rng part which is the maze generation.and proceed not to tell the other how do to so.
can anyone answer this lol?
oh okay, make sense, i thought it was made so that the orb just reset without having to redo dungeon, thanksto get the orbs, you'd have to reach all the way to floor 10 and reach the end to pick up the single orb then teleport back and re-enter the floor making a new one a repeat the process till you get enough to go to the boss room. good luck on the rng part which is the maze generation.
yea, no i had to figure that out and having to suffer many times just to realize that you'd have to leave entirely and come back to get a new one. the boss room orbs that are placed down dont disappear thankfully.oh okay, make sense, i thought it was made so that the orb just reset without having to redo dungeon, thanks
Wow I've been sleeping on that stat too, thanks for the information.The best stat currently besides some extra speed and hp is handling as it makes it so your weapons take less durability loss on each attack.
I'd say i more or less agree, but it's mostly because of the first maps:After playing the game for a bit, I want to say that the dungeon generation system is not very sustainable and bearable for a game of this scale. It did work prev game cause its quite small scaled. I know that the developer did not plan it this way at first and switched to this system due to budget and time constraints, but I think it would be good if he reconsider the idea of pre-made maps instead of generated maps. Because in this state, the game really loses its playability for and sustained gameplay after some point. This game feels like true gem even in alpha 0.2 but that map generation kinda must go for this game true potential.
Because I felt like I was one of the few people who didn't bother to read the mechanics, there was a description of having to go through the same level multiple times in the game's introduction, my fault XD,at first I even thought I was going to cleanse the dungeon of all the enemies and did soand proceed not to tell the other how do to so.
can anyone answer this lol?
static maps will COMPLETELY kill the game, the whole point of the game is based on randomness, and if you play without cheats you will go to the same map dozens of timesbut I think it would be good if he reconsider the idea of pre-made maps instead of generated maps. Because in this state, the game really loses its playability for and sustained gameplay after some point. This game feels like true gem even in alpha 0.2 but that map generation kinda must go for this game true potential.
What you said is really a big problem, right now the gameplay is like spawn and run randomly and eventually get detected by spam of monsters and get your corridor blocked so you can caught in wallbang; die whatever floor you are and try to navigate back, forget previous floor plan and spend more time finding gate, arrive at latest floor for wallbanged again and retry. This isnt exacly a great game formula. I'm at my 2 Hours and I did already started to look for a cheat, this is also not great for a game. While I don't think this system is worth improving, it can certainly be made more bearable. Maybe fixed maps but randomly changing interest points would work much better, atleast for me.I'd say i more or less agree, but it's mostly because of the first maps:
The corridor are too small for a "sneaky" approach, hiding serve no real purpose on it (even in general tbh), the timer will still go down and the stalker will still come out, while she might not know where you are at all time, for the first map, if there is like 2 enemy in a corridor you pretty much have to fight them. The second map is legit easier because there is much more room to use, and i legit was playing metal gear while sneaking behind everything (until i opened a door where an enemy was placed in such a way she see you as soon as you open said door) and even then it was so easy to avoid enemy there that I could just rush and find the door (if i had a key, that is)
I think the "random" generation map is okay, but it need to be appropriate with the game mechanic, right now it's too rng based to a point where if you're unlucky, you get a shitty map that can only result in your death for the first boss map (again, the second one is super easy to cheese)
bro just open the map.What you said is really a big problem, right now the gameplay is like spawn and run randomly and eventually get detected by spam of monsters and get your corridor blocked so you can caught in wallbang; die whatever floor you are and try to navigate back, forget previous floor plan and spend more time finding gate, arrive at latest floor for wallbanged again and retry. This isnt exacly a great game formula. I'm at my 2 Hours and I did already started to look for a cheat, this is also not great for a game. While I don't think this system is worth improving, it can certainly be made more bearable. Maybe fixed maps but randomly changing interest points would work much better, atleast for me.