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Maybe when player made levels hits off, or if modding support comes in, you'll have something you will appreciate returning to that removes the more roguelike elements and keeps only the MegaMan elements.
One can hope, the devs at least have been good at allowing their game to be modded and stuff... so only time will tell...
glory zones always drop something at the end, are you sure you didnt turn any skulls on?
in the seed run the only skull I had enabled was the Rock Skull and I turned it on to make it feel more mega man ish, but even without that skull on, the seed run difficulty seems completely out of whack compared to the default mode. None of it made any sense to me, especially since I didn't even find a single upgrade up to stage 5 and enemies were taking way too long to kill at that point, even with boss weapons...
Unless there's some sort of bug I am unaware of, that's pretty much how my runs through Seed run went. If I didn't get health or energy, I didn't get any drops at all by the end of a glory zone. Hell, there were times at the end of a level where the presents awarded for beating the stage quickly gave me nothing too, not even a single health drop...
I think skulls are actually baked into the seed when it comes to Seed Racer, so that when you trade the seed with a friend, they automatically have the correct skulls enabled. I assume then that it also means that if you type in a random seed.. you're gonna get random skulls.
This feature not being properly explained essentially led me to accidentally breaking it and having a bad time... I'm beginning to think that the reason I've been having such a hard time with this game is due to it's poor first time user experience. The tutorial explains how to move around and defend yourself, but it doesn't explain what all the other modes do, what to expect and everything that might've made the game much more bearable.
Sure you could argue that the game DOES give you that info little by little (like how some glory zones teach you how to use certain boss weapons to nullify the threat to obstacles). But due to the game's random nature, you may or may not encounter that before you have to deal with that trap or worse, you may miss it entirely thanks to not knowing exactly which weapon does what before knowing it's importance, and thanks to permadeath this can lead the first time player running the game into frustrating situations and cause them to give up long before they finally understand how to properly do something...
Here's what I typed into the Seed Run box before trying it for the first time (and not knowing how it works properly) so you can see for yourself how hard I ended up making the game for myself without realizing.
"ClassicMode"
if you have the time you should try it out, I made it all the way to stage 5 somehow going through this way...