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번역 관련 문제 보고
All the things you can do with spells, and with potions, and all the things that the preset enemies and structures (even just the torches and reservoirs of random liquids) do, everything ties into the environment so deeply, it's wonderful
I especially like that the game restores uses of limited-use spells between levels - it's like, "hey, we WANT you to have fun, don't feel like you need to hoard these!"
This game is right on track to the stars
I don't want too much changes difficulty wise. Just some telegraphing for enemy attacks and no enemy being able to 1 shot you in from full health in a rogue like.
Sounds good, keep up the good work devs!
Main issue is no permanent reward to build upon with this roguelike. Nearly all roguelikes have rewards such as new powers, weapons or actual additions to the character that get unlocked or added. This one, not so much. And I would argue people like me bought it not for the rogue like, but for the simulation element. I would love to see a sort of "power sand game" like mode (not on main game) where you can really do stuff with the terrain. Like make a simulated world.
The meaning of roguelike has been muddled over the years, but the classic roguelikes such as Nethack had few or no unlocks of that nature. Noita seems to reward the player for the knowledge they gather about the mechanics or the ingame world -- just like the classic roguelikes do. The devs call it a roguelite and I think they were interviewed somewhere as saying they considered it such because it wasn't turn based. So they don't seem like they're thinking about the definitions too stringently.
With all that said, I hope I can boost screenshake somehow. I liked having my screen rumble over little things.
Or even change it so it applies knockback to you rather than deleting your mobility.