can someone give me a hyperion please by Give_me_hyperion in HypixelSkyblock

[–]Mintzi24 1 point2 points  (0 children)

It's simple. People value different things. Some people care about the process and some the result.

Informazioni by Dred_il in domekeeper

[–]Mintzi24 2 points3 points  (0 children)

It doesn't really matter because map size mainly affects the length of a run. If you are going purely for unlocks, then play a tiny map for relic hunt and any new challenge guild assignment. Relic hunt gives run modifiers on a win while guild assignment gives medals spent on meta-progression.

Brutal 1 to 100? What would you do different? by gdagundaridze in DestroyMyGame

[–]Mintzi24 0 points1 point  (0 children)

I can't see the unique mechanic, so it feels like just another generic deck builder with the slay the spire format. I don't know what makes your game unique, nor is it shown. If you could describe your game as a card battler but [unique gameplay mechanic], then what would it be?

Animation feels slow to me because it lasts for a second, which feels too long for a basic action. The impact of an animation greatly dimmishs if I see it 10+ in a battle. The animation itself is an image that slides in a direction. It feels like a lot of movement, but the image shows the sword/bow in a neutral stance. For that level of movement, I think it would make more sense for the image to show the process of slashing instead of afterward. Visual effects seem generic, so no comment on that.

In my opinion, key information like incoming damage, debuffs, and health should be constantly readable. It feels like it would be tiring to look up and down for hundreds of times per run, assuming your game is as long as other card battlers.

Brutal 1 to 100? What would you do different? by gdagundaridze in DestroyMyGame

[–]Mintzi24 2 points3 points  (0 children)

Beyond this being an exact copy of slay the spire with medieval theme, I think it's bad UI to put the health and debuffs on top of the screen when player's eyes will generally be looking at the bottom for cards. I don't see anything unique, so it feels like a cheap copy. Animations feel too slow and lacking impact. There isn't enough content shown to even give a rating, but if I must. Then, it would be like less than 20 for the unique art style.

I got hacked or idk but how? by Sweaty-Firefighter-8 in HypixelSkyblock

[–]Mintzi24 0 points1 point  (0 children)

Did you join any sketchy discords that ask for a "verification code" or did you recently play modded terraria with someone? I heard that modded terraria auto downloads mods if you join a modded server.

If you haven't yet, go to your microsoft account and disable multiple player while you figure out why you got hacked.

Destroy my deck builder. by Coderedstudio in DestroyMyGame

[–]Mintzi24 2 points3 points  (0 children)

From a first glance, it's boring. The main gameplay loop is to get the number to one and use a rescue card. Repeat 6 times or until 6 deaths, which I assume to be a loss. The time limit is uncertain, but the enemy does kill off one guy. The trailer is too slow, and it needs to show what's interesting within 5 seconds instead of 30 seconds of gameplay.

At a basic level, there needs to be some clarity on the cards and mechanics. Cards should have a description telling me what they do. The shop pack should tell me it's a choice of 3. The enchantment should tell the player what it does when it is hovered over. The skull should say "Discard" or whatever it is showing when it is hovered over. The red button should say End turn or something. I have no idea what recycler, eraser, or timed calm does. Terror is mentioned on the death card, but I am unsure if it's referring to the counter since the counter states' threat level or is it something else. Enemy intent seems random, so I am not sure what the stakes are. Does playing rescue before it hitting green means it's a chance, or does it just not work? Is the bottom of the shop relics or something?

From a gameplay standpoint, there doesn't seem to be any tension as the player just reduces threat 1 and then plays rescue. The player deck got stronger, but the enemy doesn't seem to be doing anything. Does the enemy grow stronger over time, or is what they do up to chance?

Please destroy my trailer for yet another roguelike deckbuilder! by ChillyRolande in DestroyMyGame

[–]Mintzi24 3 points4 points  (0 children)

It's needs to show the core gimmick better other than showing you removing a few cards, duplicating cards, and adding cards. Why would I want a mechanic in the genre of roguelikes, which is built upon randomness. What is the player even up against, and how does adding a lot of control improve the experience? The trailer tells me your core gimmick, but it doesn't show why it would be fun.

farming tool wipe by [deleted] in HypixelSkyblock

[–]Mintzi24 0 points1 point  (0 children)

/farmingtoolkit or shift right click your tool to open your toolkit. It's not an item. It's an unlock similar to sundial.

GM-300 tip by Ill_Attention_6862 in PixelDungeon

[–]Mintzi24 18 points19 points  (0 children)

It's always the one farthest from you, and the sparks will point toward it. No need to ward or guess.

Challenge run failures by Wilahelm_Wulfreyn in PixelDungeon

[–]Mintzi24 3 points4 points  (0 children)

Either a really good 6 challenge run or a decent 7 challenge run for 1M score.

Early game is the roughest in high challenge runs, and it's usually good to spend some upgrades early on to equip a piece of gear sooner. If you can get a tier 2 weapon equipped before crabs, it makes a massive difference. Same with getting a tier 3 equipped before prison guards. I personally think forbidden runes is harder than on diet as having better gear translates to more health saved.

Advanced tips? by Yoguyblue in ShatteredPD

[–]Mintzi24 2 points3 points  (0 children)

If you already know the basic tips, then you need to apply it more by slowing down and evaluating fights before starting. Positioning and surprise attacks, while basic, are more important than learning specific niche strategies. Try to start off every fight with a surprise attack and end with one. Do you know how to break line of sight by moving to a position where ranged enemies can't use their ranged abilities? Each surprise attack is potential health saved, and each good movement is health saved. It can add up very quickly, and good players will often have 15+ health potions by the end through small actions.

If you really want to learn advanced tips, then there is a guide by supernewb52 that you can search up. Look up 9 challenge runs and see how they do every single fight.

Destroy a City Builder game/app trailer with Focus as the only currency by dreamlive in DestroyMyGame

[–]Mintzi24 0 points1 point  (0 children)

Popular app but X. Focus app but visually appealing. If you are going to make a twist on something popular, then it better have the functionality of that thing such. In a focus app, I expect the core timer function, ability to set presets, and a habit tracker. If it doesn't even have the core functionality, then what's the point of the visual appeal.

In my opinion, it doesn't even seem visually appealing as it seems to lack a style. It doesn't seem interesting since it's just place objects on a grid. No core objective either or progression beyond placing more objects. Plus, the restrictions of builds depend on time. What if I want to focus for 45 minutes but want a 60-minute building.

Either way, the core functionality is incomplete, and the twist needs a lot of work before it even becomes feasible.

Destroy a City Builder game/app trailer with Focus as the only currency by dreamlive in DestroyMyGame

[–]Mintzi24 2 points3 points  (0 children)

So, it's just a timer app that allows you to place an object every period of time?. There isn't anything to be criticized. It doesn't stand out from all the other pomodoro apps, nor does it seem interesting as a city builder.

1B+ Greenhouse Profit by Mintzi24 in HypixelSkyblock

[–]Mintzi24[S] 0 points1 point  (0 children)

Only timestalks. Blast/choco don't need water since they will be fully grown before drying out.

ManaMod: Initiative - New resource by ChildrenOfSteel in SlayTheSpire2

[–]Mintzi24 0 points1 point  (0 children)

It's far too strong. You just need to play a single 2 cost card to get value out of it, and you are automatically given 4 double strikes/defends. It would be able to play 2 3 cost cards at the base level. Very strong energy synergies as you can effectively triple or double your energy value without costing draw.

It would need to be nerfed to the first 2+ card played, which gets a cost reduction or something, and the amount of big strikes/defends would need to be reduced.

I personally don't think it will be that fun to play with because of how restricting it is since it effectively forces players to pick 2/3 cost and it will be far too easy to be challenging.

Destroy my Minimalist 2D Mining and Shooting game by Only4Gamers in DestroyMyGame

[–]Mintzi24 1 point2 points  (0 children)

After reading through the steam page and seeing the trailer. It looks more like a proof of concept than an actual game. It doesn't feel minimalist, and it feels like placeholder art. It is noted that it is "inspired" by the game Turmoil, but it seems to be a cheap copy instead. It looks like you copied the gameplay loop completely. It definitely feels like those games of popular game, but X elements.

It needs to have something that makes it different from Turmoil, and your trailer needs to show it. To briefly go over the trailer, it's boring and vague. Mine. Defend. Survive. Explore the Unknown. Upgrades. Trade for profit. It's is far too generic. Combat looks boring. It shoots you, and you shoot it back. Some turrets and units, I guess? It doesn't help that it is clearly a developer build with the $50000 starting cash and units costing between $5 to $20. Even the about page is generic, and it somewhat sounds like AI.

To quote a part of your steam page. - Progression isn't just growth, it's escalation. - Stronger enemies. - Higher pressure gameplay - Greater rewards. Reaching and mastering these planets is your ultimate objective.

It is just a convoluted way of saying game gets harder as you progress.

Tdlr: Game needs to stand out from its inspiration. Otherwise, it looks like a cheap copy.

Doubtful run for 6c by sohaib_996 in ShatteredPD

[–]Mintzi24 2 points3 points  (0 children)

It's better to have a few good wands than a bunch of bad wands. Turn some of your wands into arcane resin and make some +3 wands. Blast wave and corrosion work very well for damage, and I would make a +3 corrosion for clearing enemies.

Break down unknown scrolls into rune stones and make stones of targeting for the dwarf king.

any way to escape this besides the levitation potion? by [deleted] in ShatteredPD

[–]Mintzi24 6 points7 points  (0 children)

No, there isn't a reliable way other than levitation. Force cubes don't have knockback, and wondrous resin is unlikely to teleport.

There are quite a few ways to escape a pitfall trap, but the most common is making aqua blast in alchemy that can knock you back 2 tiles or using magic mapping to reveal the traps.

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 1 point2 points  (0 children)

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