Wizard of Legend

Wizard of Legend

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Minor annoyances from a new player
#1 It took me multiple hours of gameplay to realize that I couldn't run into a pit on accident. Before that I had assumed the game would simply let me run into them because it's punishing on other twitch aspects of gameplay and I just thought the jump was pixel perfect. I was losing a large amount of HP to pits. I was pretty salty when I realized I had been doing it wrong the whole time.

#2 Destructable objects are fun. Destructable objects containing coins forces me spend about half of my gameplay going around breaking objects to scrounge up every last coin. Yes, I could skip them, but that would make the game even harder than it is for a new player.

#3 The lack of relic & spell descriptions thing that everyone else has brought up a zillion times so I'm not gonna address it more than to say more that if players feel like they have to resort to a wiki for basic information there is a flaw in the game design. I've seen the mod.
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Showing 1-8 of 8 comments
Tomibouzu Jun 11, 2018 @ 12:43am 
Originally posted by Azazial Verdantia:

#3 The lack of relic & spell descriptions thing that everyone else has brought up a zillion times so I'm not gonna address it more than to say more that if players feel like they have to resort to a wiki for basic information there is a flaw in the game design. I've seen the mod.

just because you don't like it does not mean it's a flaw.
Oberic Jun 11, 2018 @ 12:58am 
Originally posted by Tomibouzu:
Originally posted by Azazial Verdantia:

#3 The lack of relic & spell descriptions thing that everyone else has brought up a zillion times so I'm not gonna address it more than to say more that if players feel like they have to resort to a wiki for basic information there is a flaw in the game design. I've seen the mod.

just because you don't like it does not mean it's a flaw.

Nah, it is a flaw, but it's an intentional flaw by design, not a flaw with the game.. Which means it's a good thing for the game and a bad thing for the player until that player overcomes it.

Knowing what things do is a huge advantage.
Most roguelites/likes want you to learn these things over time, some don't, but most hide specifics anyway (Increased critical hit chance! But how much?)

As you learn things, as you yourself improve outside of the gameplay itself, the "flaw" becomes lesser and lesser until it's eventually nearly non-existent.
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Personally, I'd love a system where using/obtaining an item multiple times slowly unlocks more information about it. Any roguelite/like that makes a system like this will earn my praise immediately, but I've yet to find one.

Example:
First it's just an item image. The next time you can see it's name. Then you can read it's description.
After that, you can read it's description before taking it.
Then you can read what it does, simplified (increases critical hit chance).
Then you can see what it actually does (+6% critical hit chance and find five extra coins when open a chest).
Fulgent Jun 11, 2018 @ 5:07am 
Originally posted by Azazial Verdantia:
#1 It took me multiple hours of gameplay to realize that I couldn't run into a pit on accident. Before that I had assumed the game would simply let me run into them because it's punishing on other twitch aspects of gameplay and I just thought the jump was pixel perfect. I was losing a large amount of HP to pits. I was pretty salty when I realized I had been doing it wrong the whole time.

#2 Destructable objects are fun. Destructable objects containing coins forces me spend about half of my gameplay going around breaking objects to scrounge up every last coin. Yes, I could skip them, but that would make the game even harder than it is for a new player.

#3 The lack of relic & spell descriptions thing that everyone else has brought up a zillion times so I'm not gonna address it more than to say more that if players feel like they have to resort to a wiki for basic information there is a flaw in the game design. I've seen the mod.
1. Sounds like more of a fault of you rather than the game; it shouldn't spoonfeed you everything.
2. Yes you could definetly skip them and it would not make it harder there would be about 10 coins in the barrels per level. And also if you were good with the gameplay you can easily do it without any relics or extra spells, just focus on getting better with the spell usage.
3. Imo its a good system but if you don't like it there's a mod which gives you the description for all the items.
Oberic Jun 12, 2018 @ 1:48am 
Originally posted by WolvenMist:
2. Yes you could definetly skip them and it would not make it harder there would be about 10 coins in the barrels per level. And also if you were good with the gameplay you can easily do it without any relics or extra spells, just focus on getting better with the spell usage.
Barrels can drop health orbs (very important). They can also drop chaos gems.

And the gold per level is enough to get atleast an extra relic per run. That's significant.
Last edited by Oberic; Jun 12, 2018 @ 6:40am
Fulgent Jun 12, 2018 @ 3:49am 
Originally posted by Oberic:
Originally posted by WolvenMist:
2. Yes you could definetly skip them and it would not make it harder there would be about 10 coins in the barrels per level. And also if you were good with the gameplay you can easily do it without any relics or extra spells, just focus on getting better with the spell usage.
Barrels can drop health orbs (very important). They can also drop chaos gems.

And the gold per level is enough to get atleast an relic per run. That's significant.
Extremely rarely. You're lucky to get 1. And again not that important and incredibly rarely.

Meh. Not really. Again relics rarely make a large difference (with a few exceptions). Skill is key and the marginal gold gain makes little to no difference as I said you can complete runs with no relics relatively easily if you're use to the combat system.
Last edited by Fulgent; Jun 12, 2018 @ 3:50am
Dorrian Jun 12, 2018 @ 1:30pm 
Originally posted by Oberic:
Originally posted by Tomibouzu:

just because you don't like it does not mean it's a flaw.

Nah, it is a flaw

No, its not. Its part of the roguelike/lite genre. You pick up stuff and learn what it does, then remember for next time.
Quietstorm75 Jun 12, 2018 @ 7:38pm 
TC, you are right. Although, I kind of figured out the drop thing early. Git gud mentality is toxic.
Oberic Jun 13, 2018 @ 12:30am 
Originally posted by Horrow:
Originally posted by Oberic:

Nah, it is a flaw

No, its not. Its part of the roguelike/lite genre. You pick up stuff and learn what it does, then remember for next time.
Did you even read what I said after that?
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Date Posted: Jun 10, 2018 @ 6:56pm
Posts: 8