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Rather than unlocking things that immediately go into the pool of triggers, I'd much rather prefer progress towards a set (money set, plant set, food set, etc) that becomes an option when fully collected. Each game then should rather focus on some # of sets per game rather than the cluster of triggers that don't match up. I love things interacting in interesting ways, but there's no boundaries.
That, or levels need to be reworks to get you some "basic" triggers to start with to remove the scramble of early game luck
It is an undeniable fact that unlocks will and always have diluted the pool of possibility/options. Functionally getting in the way of "what could have been" just by existing and getting in the way.
The impact of this fact can be made worse by how mechanics of the game work like how some items just wont work with some characters/classes/builds/setups.
Some games alleviate the issue by allowing more rolls/options as you progress with upgrades themselves. Most dont.
This game seems to have that issue, to what degree i don't know yet.
I have found myself struggling more to build any efficient boards as the game progresses and i unlock more "fluff".
The game feels like you are experiencing "feast-or-famine". You either get some synergies that are so over-tuned you are able to easily carry most runs, or you get a random assortment of garbage and lose.
I actually really like the game overall, but I can't recommend this to anyone because I feel that the developers really missed on a key component of rogue-lite design. There is no agency when it comes to your builds or items choices, just reroll. There has also been no response from the devs on what they plan to do (if anything) about this choice.
This is about as nonsensical as i could have expected, but i didn't expect someone to actually say it.
By your own logic, both re-rolls and unlocking thing to begin with are "overhead".
A single additional feature, introduced as your progress into a point of item pool bloat is nothing heavy to think about.
yeah refer back to my original comment about people who only play games discussing game design. It`s an inherently different public that doesn`t think about the same things you have to in order to design. Mind you, I`m not saying I`m adept at it either! All I`m saying is this kind of topic has a lot more depth than people give it credit for, even for something as seemingly inconsequential as this.
Every single level can be beaten with the cabinet and just shoving everything in the cabinet. There are set ups to create almost infinite loops gaining millions of points per turn. Unlocking things absolutely ruins your run, that's a huge oversight and really hard to balance without some form of "drafting" system being added.
However, I don't think its that kinda game tbh, its about just getting cool combos and silly scores. I enjoyed my time with it.
You're speaking for yourself, no matter how many people you want to put in the same bag. There are of course, people that will think like you do because such is the nature of humans, to differ.
But don't estimate out of your own common sense. There are varied explanations on this thread on how to implement such options in different ways.
Besides, you're speaking of players as if they have IQ 20 and can't handle pressing two buttons on the main menu. With the depth this game has, a simple meta resource to unlock bans outside matches, I personally believe the playerbase will handle it just fine. And if they don't like them, for some reason, guess what: they can just ignore them. Crazy concept, I know.
If anything, one does not require deep knowledge in advanced calculus to play vampire survivors and manage bans, banishes, rerolls, and everything the game throws at you - right?