this post was submitted on 14 Feb 2025
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Pixel Dungeon

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Hey everyone, happy Valentines day!

Back in December I estimated that v3.0 would be gearing up to release in late January or early February, so it's time for a little update! While I have missed that estimate, v3.0 is very close to being ready. I now estimate that it'll be releasing around the end of the month, maybe the very start of March.

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[–] PlumBrake@lemmy.world 6 points 2 weeks ago (8 children)

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.

[–] 00_Evan@lemmy.world 3 points 2 weeks ago (6 children)

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.

[–] GeometryEnjoyer@lemmy.world 1 points 1 week ago

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.

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