As i see through old videos quite a lot of things have changed drastically through development. So here are few propositions:
- Make a top level 40, so player can get 2 full branches(40 points). Current way oof sacrificing whole 30 points to get just 1 extra and do that 5 times, is super not appealing,
- When player fills the bar of sacrificing items and asks girl to pray for legendary relic, would be cool to have 3 choices to select one(just like from boss chest). Current 1 random legendary is very not comfortable for actually planning builds.
- Additional NPC, banker, that allows to buy for high price 3 slots for saving items in city = player can bring item from dungeon via Greed ability, place item in bank, so it can be picked up later and player doesn't have Always use only Greed branch. Plus this will allow for grinding loving players to actually collect sets bringing item one by one till whole set is made in bank,
rey4k
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Well, dev definitely behaves on principal: "make it bad, than make it even worse, and the bad part would be <not so bad>". There were lots of hate about stone Hardies, nothing happened to them, but now they feel like not so irritating compared to curses, that just ruin you run in one moment, making player just skip most valuable items.
P.S. Really"like" a random small chance of appearance of curse-erasing candle, especially as one doesn't know the curse impact before actually spending money to get own run ruined - marvellous!
'Cause(if you don't know) in late stages there is a limit to only 6 hearts store, so WHY player would want to use slow speed double-hearting baby, that constantly overflows the limit?!(plus cost more and recharges longer than single one, so much more difficult to fill loses after big waves)
Twin-CHADs "seems cool" only on first stages, when there is no heart limit and OP enemies.
Dr. Medicine "allows you to replace damaged babies" - why would anybody do that?! Either babies "live to the end" or get removed with shovel to place another.
Proposing a buff: Real healing to randomly picked damaged baby, very slow, 1% hp per 1 sec, when fully healed randomly picks another damaged one.
p.s. or at least make current "replacing" behaviour cost 2x less hearts, so there be any reason to use this at all.
"More Options item" is kinda item against the player, 'cause any baby that wasn't picked is gone from further pools of selection, and when you have 1+1+? = it's simple to pick, but when it's 1+1+1+? = player "looses" 3 babies variants, and often there are 2 babies player would like to pick. This makes the item not desirable to buy.
My proposition: make "More Options" add babies that were not picked in past(at least those from "?" variants).
Felt kinda same same upset, 'cause double-CHAD is long challenge , but baby isn't really worth the efforts.
Instead of waiting same time and getting 2 hearts, i'd much more prefer getting one heart 2*faster.(especially as at high stages there are only 6 heart slots available, and waiting long/getting lots of hearts at once isn't a desired behaviour).
Hope Telepathy For Dummies will get better visual effect. It's so-so noticeable by itself, and totally not visible when Power pill is used on same baby. Something Wrong pill is best example of good visual variant.
Yet Speed Up/Down pills need visual effects to, 'cause right now one can't see any depiction.
The D6 is currently meh. Most often you already find one of babies good enough, and even if both are so-so, there is a "?" variant. Plus later, on loops, when there are no more babies to select, D6 gets totally useless.
Propose another use: when clicking on dice(after each level obviously), player selects one of babies already obtained, and D6 replaces it with random baby that player doesn't have. This will make item potent in any stage of game, while still random, and interesting due to possibility of getting baby player missed earlier.
Try to first pass all stages With producing hearts and picking useful babies/items for no heart play. When you beat third boss and there starts second loop(first levels again), it's easier to play with collected items and proper babies for your strategy. Basically, you don't have to pass all 3 arcs without chads from the start, you just need to pass them, so even if no-heart after 3 or 4 loops to get all you want, it's fine.
The Black Bean = too pricey for such situational effect, especially as it's only for close placement and effects only once per baby. Either needs lower(33) price or other mechanic of use, say farting attack for defensive babies(then 99 price justified)
Wind-Up Key = who would want to use that, when chargers are super valuable?! I propose change: one use per level, manual launch of 1 charger, and next level charger would be back on its place.
1. Button to pick up last used babies with one click on next stage babies selection.
2. Ability to place pills on monsters. Both, on own spawned/friendly, and on enemies.
3. A way to see pills name on hover while on the ground, IF player already tried one and knows the effect.
4. 4 baby slots are fine, School Bag is good, but 1 more extra slot with some sacrifice mechanic would be useful. (like with Poop achievement, player would need to do some continuous actions to get this 1 slot)
5. Keys binding change ability and keys for pills slots(say z-x-c-v by default)
6. PHD item lower price or buff, say each pill can be used twice.
Thank you for descriptions, kinda true i didn't notice effects of some pills, though specifically tried checking. For example placed two similar babies next to each other and pilled one - only Power, Health and Shield are definitely noticeable. Well, will have to trust all Do work.)
Probably true, i was unlucky to get spawned coins or missed them under enemy wave/many actions at the same time. Still flaw of "what wasn't bought is lost in next shops" remains, and definitely player can't buy a lot in first shop, while later will have expense of coins for nothing to spend. So it could be cool if items either reappear in next shops, or there appeared some extra options. Like say pay some reasonable price to re-roll shop and get more items right away.
Currently there are only two things i dislike in game.
1. After first boss, player gets in shop, and there are never 99 coins gathered at this moment, so why irritate player with listing useful thing 99 price, if garanteed player wouldn't be able to buy it?! Plus, as i noticed, things that were not bought will not appear in next shops, so it's sure "item lost for this run".. Especially it irritates when later you have more money than can spend, but those "not-bought" things are lost.
2. Pills mechanics. Each run they change effect - fine. but why there is no way to see description before picking one, when i already checked what it does and know the effect? Eventually it comes to figuring out the colours of 1 pill i feel useful for this run, and skipping all others = not fun.
Yet, i don't understand abilities of some:
-Faster speed doesn't seem to do anything(though in theory should be cool faster shooting buff);
-Slower speed as i understand is a de-buff, so just irritates by mere existence;
-Something wrong feels like mutator, changing baby behaviour - interesting idea, but as it's difficult to figure out if it won't make good baby into crappy one, i just skip all these.
BTW, am i right that heart producing baby is not influenced by pills? Feels like this, neither Faster speed nor Power pill make one produce more hearts.(shame)