ダンジョンクロウラー幸運ウサギと魔法の爪

ダンジョンクロウラー幸運ウサギと魔法の爪

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Dopamine starvation
Hello!

This game is alright, it's not the second coming of Peglin (don't talk to me about 1.0 u_u) - but it COULD BE. The biggest problem with this game is lack of variety or big dopamine creating events.

You might synergise slightly with say, metal items in water + a battery, but it isn't that satisfying as all you'll do is pick up 3-4 items, watch damage numbers, repeat.

My biggest issue is that there's physics engine here - yet it's not being used basically ever to create an exciting scenario. You just pick up 3-4 items again, but now they're floating in water, and again, and...

It has the workings of something that could be good in time, but it needs to escape this loop of being just as boring to play as a claw machine that doesn't pay out.
Consider a bonus attack, like a ramp that all current items get dropped into and fly over. Something that makes all the items on the floor jump up and you use a boxing glove to "punch" them into the well. Just anything that's not a boring same-size claw for the majority of your run. Please.

The game leans on the "randomness" of claw machines, but doesn't understand that randomness can also be more fun than "item fell out of claw" or "item stayed on the claw by a hair". Gotta really tap into the risk/reward side for roguelikes, or you end up with a boring repetitive game.
最近の変更はmax :)が行いました; 2024年11月28日 3時14分
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1-5 / 5 のコメントを表示
you have a current playtime of 2 hours. its more fun on higher difficulties where you can mix and match different character abilities
max :) 2024年11月28日 3時53分 
Are you still picking up the same 3-4 items?
My dude hasn't had junk jet vampirism and it shows.
max :) 2024年11月28日 8時44分 
Do you still pick up the same 3-4 swords/shields every turn?
id kinda want i dicey dungeons approach to new runs besides just taking a feature away. new bosses with new rule sets. (ideally id want pvp in place of bosses, that would fix the linear-ness of the bosses).
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