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Дай людям возможность делать билды, так каждый второй будет делать инфинит деки и думать какой он классный, побалуются недельку и дропнут, потому что, тут не настолько много карт\возможностей, что бы неделями придумывать разные деки. В том то и вся соль, что бы выйграть тем, что дают, и с определенного времени, выигрывать всяким говном намного веселей, чем отыгрывать очередной корапшн+дед бранч.
Монотонные ёрли файты? Дак это рогалик, они все так устроенны, благо монотонность пропадает после пары полученных карточек.
Ага конешно, взял даш, футворк + фумесы, и выносишь вперед ногами 3-4 элитки на 1м акте, вообще никакого импакта да.
Особенно такие карты как Bludgeon, Feed, Impevious, Offering, Adrenaline, Alchemize, After Image, Die Die Die, Glass Knife, Unload, без какой то комбы совсем не работают, ага.
Сравнение с ДД, вообще hz.
I'm sure it can be balanced in some way to not make game significantly easier, but more interesting, at least for a little more casual player like myself. Starting from zero every time is a thing I dislike most about roguelikes, and to have something to carry over is always a boon. A lot of games do that (Rogue Legacy carried over upgrades, Sword of the Stars: The Pit carried over schematics for crafting), and I think it makes the game more interesting - even if easier.
I get it, compared to most here, I'm a casual player: I haven't yet beat the game once yet, and, according to my current experience, probably won't do it for some time still: for me, the game is really hard, but I play completely casually: I don't look up decks on-line, I just put together whatever I encounter during my runs, slowly learning interesting combinations (and frankly, I'm not a GOOD player: I haven't found any single _really_ powerful combo yet).
For me, carrying over cards from the previous run wouldn't make the game much easier (maybe a tiny bit, but certainly not enough to make it uninteresting). On the other hand, even if it did - I wouldn't care. I'm not in the game to compete with anyone or prove myself - I want to have fun, and lack of carry-over diminishes my fun, for the reasons I described in the original post. I'm would welcome other suggestions to fix the described problems, but I'm sure they ARE problems, if only for a subset of players like me.
One thing I learned from my own experience in making games is not to underestimate how badly people play your game, and how hard it is for them - compared to you, and your testers, who became adept at it.
@Abyssal Alchemist
> You mean like the Golden Weapons in Nuclear Throne?
I'm not familiar with that game, but from the description in the Wiki, it's something like what I propose, though a bit more limited: you only get to carry over the Golden Weapon if you find one (and you might not, depending on your run). Also, it seems like there is a requirement to "go through a level ending portal". In case of StS, this can be adapted, for example this way: you finish the first area - you pick a card, you finish the second area - you pick a second card, and those card carry over after the end of run (even if you were defeated). This wouldn't make the game easier from complete newbies, since they probably wouldn't beat the first boss (took me 3 runs before I could do it), but on the other hand, this might be for the best, because they don't yet know which cards they want to carry over anyway, so allowing carry-over after a victory over boss seems like a good idea to me.
The best bit is, while you'd think it'd mean that if you're not having much luck getting wins, you won't be able to carry over much, but even just one uncommon or a couple commons would really help you extend runs; it'd let you gradually get further and further by letting you carry better cards, letting you get even further, getting higher scores, etc in a loop until you actually win. It's also encourage win streaks, which i feel is pretty fun, but quite hard to pull off most of the time without certain specific builds, but this would allw you to use the builds you like and find most fun more consistently.