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01x02 Red Shoes - Increase your movement speed. -25% score
05x02 Holy Tonic - You regain 1 heart after each battle phase. -35% score
06x01 Megaphone - Your range is higher. -30% score
You would still have two open slots, but you also reached 10% score total. In this case
you could equip a "bad" trinket you can handle in order to equip yet another "good" trinket and still be over 0% score total.
You can read about all trinkets here
https://steamcommunity.com/sharedfiles/filedetails/?id=1859743673
As for trinkets, I never see anything equip in the "action trinket" slot. It just puts stuff on the right side. Additionally, it says you use spacebar to activate in battle but how do you actually swap between them and get them to show up? The guide linked doesn't really give any of that info.
These are my 2 complaints: game needs a better method of movement and better instruction in general.
Like I've said in the other topic, one major improvement might be of use.
-> Smaller hitbox for the main character like in the real bullet hell games.
This would simply make the game a tad bit more fair, especially for those who can play bullet hells. Why would I unnecessarily need to move away from my safe spot and try to avoid every attack running in circles when I can effecitievly dodge those attacks with some precise smaller movements a.k.a 'shift' movements?
The fact that you can't do this might lead to some pretty weird situations later on. Like, the punishment for mistakes grows exponentially the moment your book flies away to the other part of the screen but the pattern of the attack does not allow you to safely retrieve it back in time only to reset 2 lines of text. That's brutal. And I can kind of relate to those who dismiss the point of using the trinkets: they are supposed to be additional items to make an initially balanced gameplay either easier or harder and not outright punish them with score to the point of having almost none left.
I really like the idea and creativity that went into this game as well as its brutal difficulty later on, but I have to agree that some minor adjustments like the aformentioned hitbox range can do miracles in terms of balance.