Die in the Dungeon

Die in the Dungeon

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Improving Boost dice too much is a trap.
If you play as Cinder, his board is too small to play with 4+ boost dice, essentially useless. No bigger than 3.
The second character is better able to cope with bigger boost dice due to the new board shape.
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Would you consider this a design flaw? I was leaning towards that opinion myself but I haven't played enough to know yet. I just finished my first run and had a great time, but I was frustrated with the apparent punishment that occurs when upgrading dice.
Moonbane Feb 28 @ 9:28am 
Originally posted by Hadron_Colander:
Would you consider this a design flaw? I was leaning towards that opinion myself but I haven't played enough to know yet. I just finished my first run and had a great time, but I was frustrated with the apparent punishment that occurs when upgrading dice.
Yes, definitely a flaw.
Still struggling with act 2. Ive had the best time with the second character.
How is it a design flaw... All you have to do is not upgrade it, aka not make a bad decision.
Moonbane Feb 28 @ 10:48am 
A trap is a design flaw.
It can be smart to use upgrades on them to make more of than a certain number based on what's happening. Yes the one 4 on the starting die is basically a punishment when you roll it. What do you want them to do, make you unusually unable to make more of them 4, only on certain characters, but able to upgrdade its other numbers?
Last edited by my butt is erect; Feb 28 @ 11:34am
I'd say the lack of clarity is a design flaw, but the mechanic itself is fine. It needs to be made clear in the dice effect description that both the boost value and the target distance are affected by the face value. Having someone lose a run because they didn't realize that is definitely a design flaw. That being said, I love the versatility that the distance changes provide.
The lack of clarity annoys most players at least once and is dumb.
Last edited by my butt is erect; Feb 28 @ 12:02pm
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