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the current(which is always) boredom mechanism is actually more like prepared for those who have played for hundreds of hours and looking for some challenge, not a normal player, please, just think how much pressure one would take before each time they summon a beast, because it could be devastating for the later combats if you did, the game is actually already difficult and complicated enough, the boredom made the game from "difficult but fun" to "difficult and exhausting"
when we play a rogue-like game, we are looking for the feeling of becoming stronger and stronger, then beat the enemies that become stronger as same as us, the satisfaction comes from this, which is some elements in RPG games, it's not good to encourage players using different beasts in a single game for a such game type, cuz it makes the game more like puzzle game like PVZ, and just imagine how horrible the game would be if the sunflower costs 25 more for each time you have planted in the last battle
well if you still want to keep this then I suggest at least make it "in-battle", like the purple plants in endless mode, as I said in the first place, then make the cost back to normal after few turns(in case that tiny has no beast to summon for some extreme situations if all the beast's cost are too high to draw) and each battle's end, if you've ever played STS, you would know how much players like the cards that bring permanent benefits for the entire run, and also, the hatred for those brings punishment permanently is equal, yes, I would call it "trans-battle punishment", it's basically a dead zone for such games, and if you don't believe me, please hire a psychologist, and let them tell you how stupid it is
It's boring.
Without boredom you can draw 5 units, suicide it, and continue drawing it without any worry at all, because it´s very easy to gain ink on this game.
With boredom keeping safe your units is a must, because if not you will suffer a lot in future battles. It´s like FTL, where you have the possibility to spam missiles on a fight, but you don´t because they are limited and you get handicapped in the future without this tool.
Honestly, on Inkulinati this handicap is not so hard. You have the possibility to cycle units between fights and you lose 2 boredom after every fight in every idle unit . 1 on hard. You can lose boredom on beast against beast fights and on some events, so your complain I think is not very solid. In fact I think it could be even more severe.
Actually, making it something optional I think it can´t hurt.
However, your suggestion of making improvements to units it´s very good. I think the only problem on this game is reaching your top potential on the second or third act, with a rooster full of units and every skill/perk you want. All the gold and prestige is useless by the start of third act other than buying lifes, extra health or starting ink which is not that useful like it seems. Just my opinion.
It is kind of 'morale' or 'esprit de corps', but these words didn't come into circulation until the 18th Century, which hasn't happened yet, on the game timeline. Then I hit upon Acedia, which is a more reticent word of the era that the game recreates. Wikipedia describes this of Acedia:
" Moral theologians, intellectual historians and cultural critics have variously construed 'acedia' as the ancient depiction of a variety of psychological states, behaviours or existential conditions: primarily laziness, apathy, ennui or boredom."
and
"Acedia has been variously defined as a state of listlessness or torpor, of not caring or not being concerned with one's position or condition in the world."
(Source: Acedia | Wikipedia [en.wikipedia.org] )
So there is a possible historical accuracy in the game mechanic having a boredom cost. Why the devs called it "Boredom", and not "Acedia", I don't really know. 'Acedia' would have been more fancy or sophisticated.
Does that help change your mind? What are your thoughts?