Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As for Rooms... I do want there to be a way to rearrange rooms, but there needs to be a cost associated with it. Maybe tie it into the Potion system in some way, creating another Potion type that is used to either move a targeted room, or turn it back into a card so you can play it again elsewhere.
=> just do not use created houses, if you do not need them
For the rooms: destroying or replacing would kill the random factor and the ahead planning.
=> You want to fit a trophy room in later? Just leave a free space today.
What it would do it allow suboptimal long term placement for early benefits, then switching later. As mentioned above, whether this is good for the game or not depends on the cost. Ideally, if it existed it would cost just enough that it's a hard decision to make/would reward better long term planning.
Generally speaking, you don't want to delete stuff if it was ever reasonably efficient in the first place. It's not like you'd get the mana back.
This makes you plan ahead at the start of the mission. You cannot buy too many specific buildings at the start and you have to plan which ones are good on 1st, 2nd and 3rd floor.
Rooms, yes I agree. Houses (where you sort the students into) are missing features IMO
A delete option for poorly rolled houses is such a basic, necessary tool for a game with this much RNG.. I'm kind of shocked it wasn't included on release, and even more shocked that the devs have ignored such a fundamental request for years?
Games like this desperately need quality of life mechanics to make up for all the time sinks and (often badly implemented) roll systems. Otherwise, they tend to get extremely frustrating.
DEVs come back once a year, wouldnt hope for too much