Pixel Dungeon
This community is a place to talk strategies, tell stories, or discuss anything related to Pixel Dungeon or its many versions.
Rules:
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1. No hate or adult themes of any kind: NSFW or illegal material, hate speech, personal attacks, harassment, doxxing, bullying, etc. are all strictly forbidden. Crude or offensive language should be kept to a minimum or avoided entirely.
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2. Posts must directly relate to Pixel Dungeon: All content posted must directly reference Pixel Dungeon or one of its variants in some form. Loose connections or similar nomenclature from irrelevant works do not count.
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3. Do not use other's work without giving credit: You may post things that were created by other people, but you must link to the original and credit the author. AI generated content is prohibited, as crediting the original authors is impossible.
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4. Follow site-wide rules: https://legal.lemmy.world/tos/
We have a few title tags for standout posts:
- [MOD] - Posts by moderators about the community
- [DEV] - Announcements from a developer of a PD version
- [OC] - Self-made original content
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Looks great! Huntress in particular always felt uncanny, her new look is far better. Not sure about rogue's changes though, he could use an eyepatch or scar to feel more roguish. Right now he feels generic?
Great to see trinket buffs as well, experienced players tend to avoid trinkets entirely to boost their winrate. There's only a few that they might use at +0 or +1 to be cost-effective. +3 trinkets are never used and there's not a lot of dungeon floors to justify the huge cost. Upgraded thrown weapons and darts are also worth looking into, a big chunk of them harms winrate when crafted, with only a few exceptions.
I agree that the Huntress is the most improved of the splashes. As for the Rogue, I agree that his splash is the most generic, but woudln't something liek an eyepatch or scar only worsen that?
As for Trinket, while I do want to keep making sure they're all viable, but people are definitely upgrading them. It's very dangerous to assume that the way you and people around you play is how everyone plays the game.
Please consider revising how the dimensional sundial works. While I get that it's an homage to the original game, I feel that it can be a bit alienating for players to lock gameplay elements to certain hours of the day. I also think it goes against the spirit of turn-based games to tie in-game effects to a realtime clock. Changing it to an ingame clock where for example 300 steps = 1 hour (which could be displayed in the message log) would allow everyone to experience both the daytime and nighttime effects regardless of their schedules while still providing the same nod to the original game in my opinion.