Coin Crypt

Coin Crypt

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banov  [developer] Aug 13, 2015 @ 7:30pm
Official Suggestion Box
We've seen players making suggestions for new features in various places, and we'd like to consolidate those to a single topic like we have for bugs to make it easier for us to keep track of.

So feel free to use this topic to suggest new coins, items, ghost perks, and whatever else you might like to see. Ideas that we really like will probably make it into the DLC!
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Showing 1-15 of 114 comments
Elemental Stars Aug 13, 2015 @ 8:31pm 
After unlocking all classes there's nothing else to sink our coins. After a run when I used the coins to purchase classes it gave such a satisfactory feeling. Maybe add something where we can further sink our coins.
zooboo Aug 13, 2015 @ 10:09pm 
Originally posted by me:
I have some ideas for new items:

  • Magnetic Glove - draws even more coins (I want to see how ridiculous this can get)
  • Bank Roll - boosts the power of stacks
  • Piggy Bank - bag replacement that reduces chance of getting your coins stolen/dropped
  • Poisoned Glove - inflict 25% of your damage as poison, reduces your cast speed
  • Wristwatch - lengthen's level duration by 30 seconds
  • Ghost Trap - (Ghostbusters reference!) removes a Shame/Claim Ghost from a chest (single-use, can be bought more than once from shops)

brought over from the other topic
VETXP Aug 14, 2015 @ 10:00am 
Hi there devs.
I liked the game but the way it runs is weird somehow. I found out that it is self-extracting itself to a temporary folder. Not a big problem actually but this can cause some little troubles for those of us who are using some software firewalls (like Outpost, ESET etc.).
So every time the game starts, a new "coin.exe" appears in a new subfolder in %temp% and it should be allowed in order to use a daily challenge feature.
I found a workaround by extracting "CoinCrypt-win.exe" myself but as it states, it is only a temporary solution 'cause new updates are coming and I need to do it again and again.
Please consider making an unpacked distribution of the game.
Why would you need to pack it to a single exe anyway? Do you think that 55 MB is so much smaller than 70 MB?
Or is it a GameMaker Engine mandatory feature?
DragonDePlatino Aug 14, 2015 @ 11:47am 
Level feelings:
http://steamcommunity.com/app/264690/discussions/0/537405286635789680/

New unlockables:
http://steamcommunity.com/app/264690/discussions/0/541907867760998267/#c537405286642865250

Banov, now that we have this and a bug thread, would it be safe for me to delete Current to-do list[coin-crypt.wikia.com] and Suggestions & Bugs[coin-crypt.wikia.com] from the wiki?
Last edited by DragonDePlatino; Aug 14, 2015 @ 11:48am
zooboo Aug 14, 2015 @ 12:16pm 
This is a tiny thing, but can you make it so that World Scores/Friends' Scores for the Daily Challenge can be made to toggle by RT when using a gamepad? I have to click to see my friends' scores, even though the Daily Challenge menu says you can use RT to change the scoreboard.
banov  [developer] Aug 14, 2015 @ 1:55pm 
@Dragon yes.
@zooboo our mistake! Next update it should be in. It looks like right now we mistakenly assigned the input to RB, not RT.
Last edited by banov; Aug 14, 2015 @ 1:56pm
zooboo Aug 14, 2015 @ 4:36pm 
Maybe you can invest money/score after a run into a Piggy Bank?

Coins in this bank would ONLY contain currency coins (Figurehead Pennies, Gold Doubloons, Igueagle Coins, etc.), and you can only take a set randomized amount per run (anywhere from 2 - 5).

You can fiddle with the amount of money it takes for you to put a coin into the bank ($1000 = 1 Figurehead Penny). This way, money you score can be used to help you in future runs through either building your deck, healing from wishing fountains, or buying items from shops. It wouldn't feel that unbalanced because you generally don't want too much currency being drawn in your deck, and the benefits shouldn't sway the game in one's favor too much.
Kaelii Aug 14, 2015 @ 5:35pm 
Thematic optional starting choices with either very subtle changes to character progression, or grand changes to level/game progression could be interesting ways of making use of existing and new material.

"Twins" enemy. Has two attack timers with different speeds and each one casts coins separately.

More minibosses like giant ecto, golden idol, king ghost chest. More roaming minibosses like shadowmega.

Some way of doing a boss gauntlet later in the game if you're feeling really secure with your character, might be fun?

Scrooge-McDuck style money pool you can wade through with winnings from previous games in the 'menu' area that is the sum of top scores for various characters or something.

Items:
  • Pet Monkey - Cast an additional type of drawn coin from your hand. Drop some coins per cast?
  • Poison shield - Damage to your shields poison enemy
  • Medical salves - Heal coins instead grant regeneration effects
  • Floral protector - Begin each level with a shield

Coins:
  • Stack interactive coins - additional effects on coins for casting large stacks (temporary power boost for casting a 4x stack of an attack coin or something), or other conditional boosts for otherwise typically wasteful results.
  • Coins that trigger off of other casts of various stack sizes (shield based off of next stack cast or something)
  • Something similar to the Joker token for shield, steal, drop, and other effects.

Ghost blessings:
  • Stack Strength for less stack size/chance
  • Shield at level start, life loss at level start?
  • Hit enemy when enemy inflicts you with status, hit self when you inflict enemy with status.
Karmelyth Aug 15, 2015 @ 9:42am 
Some ideas:

- Hardmode ( fewer coins, more enemies, greater rewards)
- coins unlocked by the bag value you gained after a run
- loadouts (like a coin steal loadout, a status effect loadout) that can be unlocked and selected at the character selection screen, to give you a start for a specific type of build you want to attempt over a run
-more voice acting
- alternate areas for already existing areas, and alternate music
(- ability to go fishing wit the boat from the starting screen)
-area hazards
zooboo Aug 17, 2015 @ 1:04am 
Can we have a clearer description in-game on status effects? When you stack a bunch of buffs on yourself, it's hard to tell just how much stronger you are.

For instance, with the Regen on Hit blessing, can it be made tidier with just one Regen symbol that gets "stronger" with consecutive hits?
DragonDePlatino Aug 17, 2015 @ 1:28pm 
zooboo's suggestion would also solve the Out of Memory crash. I have a friend who kept casting Return Pennies to duplicate coins, but it crashed the game because of how many onscreen statuses there were. There are also situations like this where the entire screen can be swamped with status effects.

If duplicate status effects were combined into one and their strength/lifetime averaged out, it would reduce visual clutter and put much less stress on the game in certain situations.
banov  [developer] Aug 17, 2015 @ 7:26pm 
Really love these ideas. Some are already things we were thinking about... but some are really cool things we didn't!

We thought about consolidating stacked status effects, and even had it partially implemented at one point, but didn't like some of its implications. There's a difference between: having one regen that heals you 1 per beat for 5 beats and a regen that heals you .5 per beat for 10 beats, and: having a single regen that heals you 1 per beat for 10 beats (even though the total healed / time is the same). And there's no single easy way to decide how to consolidate things when, say, you are using the templar and have a +1000% damage boost that's just about to run out and then you cast something that gives you a +50% boost for 2 more beats.

So for now we introduced a cap for how many status effects you can have (I think 20) and will accept the clutter as part of what gives you so much variety of status.
zooboo Aug 17, 2015 @ 8:45pm 
I don't know if I necessarily agree with having a cap on status effects, tbh. I kind of like the range of insanity you can have on effects. I just wish the icons could have changing descriptions to match the kind of buffs you have, if that makes sense. I understand your example with the Templar, though.
DudV2 Aug 21, 2015 @ 4:45pm 
Can you add icons on the map, like fountains, shops, and locked things?
Elemental Stars Aug 21, 2015 @ 5:01pm 
There is actually an item in shops that display symbols on your map.
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