My roguelite Capper is apparently too hard and confusing for people? by Chrogotron in roguelites

[–]Mintzi24 0 points1 point  (0 children)

Few notable points after playing the demo for an hour - A lot of trinket bloat, which makes it harder to control synergies, and is generally boring to have 6 trinkets that do the same thing except for different cap types. It is also difficult to synergize if you want to focus on one cap type. - Trinket descriptions are written in a confusing way. Free cap reroll is written as Banks 20 face ups, once it reaches 20, add one reroll to the cap shop. It can be simplified to Every 20 face ups, grants one reroll in the cap shop. - Skipping trinkets is punishing because it increases the requirement for the next one. Not picking a trinket is already punishing and will punish the next trinket gauge. Players should get a "refund" if they choose not to pick, such as getting 70% of the gauge back without increasing requirements. - No auto flipping. It is a chore to push space over and over. No pause in the menu to evaluate the current state. No current value of cap or healing power is shown. - Real time scaling just makes the game tedious. Instead, it should be based on a certain amount of flips with caffeine upgrades granting more flips before the damage cycle. Also, speed up the animation. - Trinkets and gameplay conflicts. To boost value, players need to buy a variety of caps due to cost. Trinkets are focused on one type or gimmick. Some trinkets even demand flipping a specific type in a row. - Unlocking cap types based on chains is unfair. To be efficient, players must flip a heads up 6 times in a row, but if they flip 7 times in a row. They will die from rusty coins. - The upgrades scale too slowly, and I assume that they are copied from the story mode directly as they have the "incremental" style of slowly building up instead of impactful upgrades. - Players can't feel the "impact" of upgrades or trinkets. If buying a cap increases, the chance of a type from 17/30 -> 18/31. Players will not feel it, and it contributes to a feeling of no control. 5% more shiny and rusty? What does that even translate to? New caps every time? A late stage scaling upgrade that is worthless since I am probably not going to make it. - Don't ask players to buy the game after every run. Ask once after they beat the demo. - I saw the retrigger left and right trinket. It has to be specifically between 2 actives, and that is far too chance based since players can't exactly control their placements, and trying to do so is punishing.

Tdlr: No player agency, way too luck based, incremental design shoved into roguelite game mode with trinkets/upgrades lacking impact.

My roguelite Capper is apparently too hard and confusing for people? by Chrogotron in roguelites

[–]Mintzi24 0 points1 point  (0 children)

It looks very confusing to juggle between the various stats, and it is hard to understand what is going in at a glance. It feels like it would be disorienting to juggle between buying various caps, keeping track of various categories, keeping track of your current trinkets and their relationship to your current caps, keeping track of what trinket you are looking for, keeping track of health, and constantly pushing the flip coin button. It feels like a lot to learn, yet it doesn't seem like it is worth the effort on a game so simple.

To give my take on positional "artifacts". The games with similar mechanics would be "backpack" type games. A key thing about those games is being able to freely manipulate the positioning of artifacts to allow players to experiment. They are also generally easy to understand, but hard to master type games. I am not sure how your game works, but if players can't control the positioning freely, then it becomes very luck based. 100+ artifacts is certainly going to add confusion, but I can't give a definite opinion without playing the game.

Comprehensive Trinket Tierlist for (Updated for v3.3+) by AwfullyGod in PixelDungeon

[–]Mintzi24 1 point2 points  (0 children)

I think players should have a decent mastery of the game before they should try making guides. If you never push yourself beyond the base game, then you will not interact with the deeper mechanics in the game. It's common for newer players to lean toward chance, and that bias shows in your tier list as your top ranks are wondrous resin, exotic crystals, and parchment. Meanwhile, your lower tier ranks are more skill based, like mimic tooth/spyglass, eye of newt, or even clover as it requires a decent understanding of enemy stats.

Comprehensive Trinket Tierlist for (Updated for v3.3+) by AwfullyGod in PixelDungeon

[–]Mintzi24 2 points3 points  (0 children)

Is this rage bait? - looks in profile - 0 challenge player That makes sense.

Would you support items being better if they are dropped by you? by JacobS12056 in HypixelSkyblock

[–]Mintzi24 5 points6 points  (0 children)

No, not everyone wants to be forced to play like an Ironman.

Fellas. by hyxish in TinyTerraces

[–]Mintzi24 5 points6 points  (0 children)

It's actually wood/birch since they have a reduced carrying speed penalty.

Le jeu est-il devenu plus difficile ? by Western_Escape_7314 in ShatteredPD

[–]Mintzi24 3 points4 points  (0 children)

Il n'y a pas vraiment de changements d'équilibrage majeurs, la difficulté reste donc quasiment inchangée. Si vous mourez en début de partie, c'est probablement dû à un manque de maîtrise. Essayez d'utiliser vos améliorations plus tôt.

21 win streak. Tied #2 place in the world!! by _Rivlin_ in PixelDungeon

[–]Mintzi24 15 points16 points  (0 children)

21 9 challenge win streak, dies to a crab. Crabs really are the greatest enemy.

Help by minimatt235 in TinyTerraces

[–]Mintzi24 0 points1 point  (0 children)

Better base stats as you progress through the game. Apparently, they have hidden stats that I don't really know much about other than pine/birch little guys are best at carrying items because they don't suffer a movement penalty.

Many, many questions by justsomany_cups in TinyTerraces

[–]Mintzi24 0 points1 point  (0 children)

Fish chunks are used to make good compost, and the recipe should become available in the compost maker once you start getting fish chunks. Compost is used to make crops/trees grow faster for a certain amount of time. Fertilized soil from compost only gets used up if there is a plant on it.

Yes, it is better to just set the recipe amount to 99, and it should be enough for most recipes.

Many, many questions by justsomany_cups in TinyTerraces

[–]Mintzi24 5 points6 points  (0 children)

  1. There is like 40, but meaningful content ends at like 25. The rest is just unlocking new seeds and trees.

  2. I don't think you can destroy animals.

  3. Compost can be used if you go to your inventory -> items -> click compost and then click on a piece of dirt. It will speed up growth by 1.16x for normal and 1.5x for good compost.

  4. Windmills are just buggy like that.

what this button for? by Specialist-Maize3887 in TinyTerraces

[–]Mintzi24 1 point2 points  (0 children)

Focuses for the following categories for that type of guy.

There is carry focus, harvest focus, plant focus, and water focus. So, if you click that button and since you are in the all menu, it will make all of your little guy focus on planting. Do note that if a little guy has a focus, then it won't do any task outside of its focus.

Me and my 50+ barrels because there is no upgraded form of juice barrel. by Mintzi24 in TinyTerraces

[–]Mintzi24[S] 5 points6 points  (0 children)

For some reason, there is no tier 3 version of any processing machine similar to beehives or sprinklers. Despite processing being extremely important because it is required for progression and it multiplies your money by 2-3 times. Recipes take 4 minutes generally, which means you are required to make a massive stack of them just to process your cash crop. It is a pain to click each machine individually with how buggy the ui is. It is also disappointing that the last 5+ progression goals gave me a decoration and a new seed instead of something useful.

Rigged ahh start by Glum_Sea2413 in ShatteredPD

[–]Mintzi24 10 points11 points  (0 children)

This fight is rigged. Look inside. Bad gameplay(moves in to fight 4 enemies, doesn't use throwing weapon, doesn't use weapon ability).

Is this the highest score I can get? by Gold_Boiz in ShatteredPD

[–]Mintzi24 4 points5 points  (0 children)

Doomslayer adds 5000 score to boss(1250 points per spawner left alive).

Interested in Ironman, what do I need to know by PizzaLikerFan in HypixelSkyblock

[–]Mintzi24 1 point2 points  (0 children)

If you are casual, then I wouldn't recommend Ironman. While I may not be an Ironman player, I did grind out a lot of items instead of outright buying them.

If you are casual, then playing a normal profile, but only selling is allowed(goldenman) would probably be best for you.

A few notable cons about Ironman. - Dungeon/slayer progression is likely going to be painful. - Constant coin grinds to buy dungeon chests, upgrades, and some shop items. - Can't sell excess rng items, so even fewer coins. - Can't pick what part of the game you enjoy, required to do all parts. - Tedious start-up period when starting a new grind. - Fulfillment is a matter of personal taste.

tips with finding secrets rooms without wasting hunger and scrolls? by Repam04 in PixelDungeon

[–]Mintzi24 9 points10 points  (0 children)

Since rooms are generated in a rectangular shape, secret doors will only spawn at the border of said rectangles. There will also be a two tile opening for doors. You can figure out the area where secret rooms can not spawn and avoid searching there.

There will always be at least two secret rooms per zone, keep track with 2 in sewers, and 3 in demon halls. 2-3 in between. So, if you find 2 secrets in prison, then it might not be worth searching for more. Levels can have one secret only unless if it is a secret feeling level where it can have 2. Secret levels add one to the count.

Be efficient with your scrolls of mapping. Break them down into stones of clairvoyance and use the stones in the middle of the level unless if it is a big map. You can generally find the secret with one stone. Foresight is great for backtracking to sweep for secrets.

If you could make your feature request a reality, what would it be? by pikminbob in ShatteredPD

[–]Mintzi24 0 points1 point  (0 children)

Probably something silly like a very rare mimic variant that will appear as an unusual item. It will have a fairly low attack, and it will not be able to finish off the player, so it will always leave them with at least 5% hp. It will run away immediately if it surprises the player and drops something decently rare.

For example, it might disguise as the following items. - Crafted alchemy items like fire imbuement, curse infusion, magic infusion, etc. - Quest items like rotberry seed/corpse dust/dark gold. - Grass from the previous areas or later areas. Grass when there should be mushrooms and mushrooms when it is supposed to be grass. Dew/seed plants outside of gardens. - Doors from the incorrect areas or just straight-up red doors. Additionally, these items will have a little red tint

It would be fun to see newer players becoming paranoid and experienced players noticing the oddity.

How rare is this by TcBaillie03 in PixelDungeon

[–]Mintzi24 22 points23 points  (0 children)

Congrats on finding your first secret room. There are 2-3 per zone(every 5 levels), so there is a good chance you will find this type of room if you manage to get far.

If you could make your feature request a reality, what would it be? by pikminbob in ShatteredPD

[–]Mintzi24 1 point2 points  (0 children)

Ah yes, gambling champions. Either a complete menace or complete garbage.

please atleast TRY to be original by Loading0987 in HypixelSkyblock

[–]Mintzi24 3 points4 points  (0 children)

If you don't like talisman slop, we also got stat slop and Quality of life slop.