Legend of Dungeon

Legend of Dungeon

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Starhawk Jan 7, 2014 @ 6:25am
Potions should be ID'd on use
Having the potions randomized each game is great and fits in with a roguelike experience.

Having to keep a piece of paper at my gaming desk to keep track of them is just asinine. Potions should be renamed to show their effect after you drink them.
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Showing 1-15 of 16 comments
Akien Jan 7, 2014 @ 2:36pm 
Personnally I like that potions are not clearly identified, and that I must keep track of their effect on a piece of paper. It even took me some time to figure out what each animation means, to better identify the potions when they do not impact the displayed character specs.

But having the potions identified after you drink them wouldn't be that bad either, I suppose in the long run a "Gameplay customization" menu could be added with some features that can be enabled or disabled, such as this one. Still no feature should unbalance the gameplay, or it should do so and remove the right to compete for the online leaderboard.
Crud Bonemeal Jan 8, 2014 @ 2:06am 
People have been complaining about this since day one, along with saving and online play. I feel bad for the devs. Though in this case, I actually agree.
lPaladinl Jan 8, 2014 @ 3:51am 
It was cool back in the day because it was the only thing you could do. But in Modern Day when there's so many Rogue-likes and Rouge-lites, There's Zero reason to not at least have the option to allow the game to note information for us, or give us the ability to write down information in game.
sere Jan 9, 2014 @ 2:58am 
just remember 2 colors that give you buffs and stick to those... all you really need is to remember the healing colors... it's not that hard to keep track of 2 or 3 colors per game. it isn't so bad even if you don't keep track and just roll the dice each time.

this has always been made into a bigger problem than it actually is and there is no need to keep track of every potion, however, you may feel free too but the game not giving assistance in that regard isn't a fault but instead another characteristic of the dangers of dungeons.

a challenge unique to LoD that is sadly overblown and underappreciated.
maurotdo Jan 9, 2014 @ 3:51pm 
I agree - when you reach the lower levels (20+) the adrenaline rush and concentration is so high that having to look at the paper when you loot a potion color not seen recently - pausing the game to do so - heavily breaks the game experience. This is why all of the roguelikes/lites out there have 'id on use' - not having it is a feature unique to LoD, but a stupid feature.
sere Jan 10, 2014 @ 1:04am 
but it isn't stupid because potions aren't huge factors unless you rely on them to heal. you only need to remember which colors do good things and it isn't necessary to document every single potion in any given play through.

potions are barely even a secondary factor and not intended to be extensively managed. find a couple that work and stick to those, otherwise you are trying too hard to lose or overcome an artificial challenge you trapped yourself into.

potion uncertainty, imo, is what it needs to be atm and not in need of a crutch toggle. keep it different from everything else and let the reward of figuring out the medium maintain itself for people who realize they do not need to remember every debuff or perilous color.
DaveyAlcala Jan 10, 2014 @ 4:48am 
I agree, personally, potions aren't meant to be a huge factor to the game, if anything, apples are much more reliable than potions. In my case, I try each and every color, then I only note the ones that heal me, and that level me up, all the other ones I skip, I let the hats do the buffing for me. Granted, I guess categorizing them wouldn't be too bad.
Potato Jan 10, 2014 @ 12:33pm 
should work just like Binding of Isaac pills
The Red Terror Jan 11, 2014 @ 10:29pm 
If you puke, it's bad. If you don't puke, it must be good!
I keep a checklist of the colours, X out the bad ones, and mark the heals.
If it isn't X'd, chug it; if it is... toss it in lava.
lPaladinl Jan 12, 2014 @ 8:16am 
Whether or not you believe Potions are a big deal in the game, for some people, they are, and they want to go through the work of marking them all down to remember them. However we also live in a day and age where games are fully capable of easily marking this information down for us in-game, possibly saving paper, and time.

It's also worth noting that while you may find it easy to remember 3+ colors each run you do, not everyone has the same capacities and abilities as you. It's easy to forget simple things like which color does what. So people also like to play games while drunk.
Doobie Keebler Jan 17, 2014 @ 10:26am 
Originally posted by lPaladinl:
It was cool back in the day because it was the only thing you could do. But in Modern Day when there's so many Rogue-likes and Rouge-lites, There's Zero reason to not at least have the option to allow the game to note information for us, or give us the ability to write down information in game.
I remember playing Rogue back in the day, and even it gave you the option of naming things after you used them. Even if you didn't know what the effect was yet, you could name it something so you knew when you got it again.
Last edited by Doobie Keebler; Jan 17, 2014 @ 10:26am
KaXaSA Jan 19, 2014 @ 11:09am 
indeed! we see this thread all the time and it will always have my support lol
Nappa Jan 19, 2014 @ 3:15pm 
+1 support this bug needs fixed.
Wait writing down stuff to remember what potion does what? For a minute there I thought I was living in the 1990s. Sorry but if I have to write information down for a video game to keep track of information, the game is clearly lacking in features. That's like saying I should keep track of all my stats manually with pen and paper since they will not be visible on screen, rediculous.
Ventris Jan 27, 2014 @ 3:09pm 
Originally posted by Azane:
should work just like Binding of Isaac pills
exactly, one of best implementations
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Date Posted: Jan 7, 2014 @ 6:25am
Posts: 16