


This allows players to immediately test out the new item they just spent their currency on to unlock.ĩ. After spending your currency to unlock a new weapon or item the game should guarantee that the next item you find will be the new unlock. This is something that other rouge-likes have done and i'm a big fan of. Unlocking an item guarantees it will show up in your next run. Adding little breakable objects throughout the levels that have a small chance at dropping souls, food, or anima's may help to make the levels feel as though they have more substance.Ĩ. I couldn't help but notice that a lot of the levels feel kind of bare at the moment.

Adding a feature where holding a movement direction while attacking will move you slightly with each attack may help to not only make the game feel a little more fluid but also prevent enemies from falling just out of attack rangeħ. I noticed quite a few times now that I often try and combo enemies to death but my attacks end up pushing them out of the range of my scythe. Just a small change so that if you talk to someone in the over world and you want to quickly move to their next dialog box you can press the talk button again.Ħ. Also, adding in some curses that can be unlocked through either boss progression or purchasing that are permanent and can be equipped at the start of a run may add some depth and variety to each run.ĥ. I think adding a room where you can choose between your weapon transformations and making them permanent unlocks could really add some variety and weight to the transformation system.
#Have a nice death control room upgrade#
Furthermore with the Control Room (the place where you upgrade your weapons with souls or Prismium) I was surprised when I used my Prismium to transform my scythe to the long range variant only to have it go back to the original un-upgraded form after. I was honestly shocked when I spent my first on unlocking an extra slot in the shop only to find out that next run my shop was back down to only having 2 items. This once again could be a me thing but when I first found Prismium I immediately assumed that it would be used to unlock permanent buffs or upgrades to different systems. Personally I play on controller and having the mouse cursor be ever present (even when I put it all the way to the corner of the screen) is slightly infuriating.Ĥ.
#Have a nice death control room code#
Please write some code to make the mouse cursor invisible when in game. Also lowering the range of his 3 hit combo and his pull attack slightly might help newer players get a better hang of fighting this boss.ģ. Hung would be a good start as the amount of times I've tried dashing through them only to get stuck on their model has been infuriating. Hung is not only more difficult than Brad (the first end floor boss) but also the Thanager of the 2nd floor. Souluary deposit -> Guaranteed soul drops from room clears.Įquipment Storage -> Guaranteed weapon or spell drop from room clears.Ģ. My suggestion for the floor issue would be to add some small text box to the right of each floor quickly summarising what makes it unique, for example. For example: what the different kinds of anima's do, what is a pure heal, what is a cairn, what do certain floors mean (obviously equipment storage guarantees equipment and souluary depo gives souls but i still don't know what hazardous floors or vaults do.). Better explanation of some of the mechanics and objects in the game.

If you change the slot your first new weapon is in it will revert to the original slot when going to the next floor (extremely frustrating)ġ. Using your ultimate ability on an empty weapon slot permanently removes your ability to dash and keeps the ultimate border animation on the screen until the game is fully closed and re-bootedģ. Sometimes while moving towards edges after jumping death gets stuck walking against themĢ.
