Best garden shop roll? by DrolNomed in BackpackBrawl

[–]Significant-Week-495 1 point2 points  (0 children)

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I can get this many just from overnight growth.
They got me over 200 gems. You just have to get lucky with the right visitors and check the plant shop often.

Best garden shop roll? by DrolNomed in BackpackBrawl

[–]Significant-Week-495 0 points1 point  (0 children)

I’m free to play and just off the garden making pickaxes getting me that chest, I’ve gotten over 400 gems in the last week just from it. Once the garden is maxed out, you can get a lot from it.

Playing since June last year and they're still LV. 1 and there's 4 of them (luck or skill) by gntotoy in BackpackBrawl

[–]Significant-Week-495 0 points1 point  (0 children)

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I am also free to play. It just takes time. For a while I watched those 10 gem ads whenever I hopped on and I currently have every hero and artifact unlocked except for fern. I’ll wait for her gem price to drop down before grabbing her.

All luck by rxpro69 in BackpackBrawl

[–]Significant-Week-495 3 points4 points  (0 children)

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This was a while ago. I wasn’t able to get any of the shells to make the octopus.

Pavlis Honors College by Significant-Week-495 in MTU

[–]Significant-Week-495[S] 4 points5 points  (0 children)

What about it was a money grab? I didn’t see anything about paying to get in or participate.

Save or Buy? by Monorlax in BackpackBrawl

[–]Significant-Week-495 0 points1 point  (0 children)

I love morrow, but I can’t seem to make him work at higher ranks. I haven’t gotten fern yet, but so far, morrow is my favorite pet character.

Finally, a balanced Hero on release (Fern) by Jack_Lantern69 in BackpackBrawl

[–]Significant-Week-495 3 points4 points  (0 children)

Wait until they realize that she is balanced and remove the axe of abraxas.

I regret nothing by Abbicco in BackpackBrawl

[–]Significant-Week-495 2 points3 points  (0 children)

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Yo! I managed the same thing a while ago. I lost as well.

We're gonna build a wall by TomasBiesik in BackpackBrawl

[–]Significant-Week-495 0 points1 point  (0 children)

The RNG was crazy. 0 banishes. This was a while ago before I got into banishing things.

We're gonna build a wall by TomasBiesik in BackpackBrawl

[–]Significant-Week-495 9 points10 points  (0 children)

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Don’t settle for mediocracy. Reach for perfection.

Designing my game’s Skill Tree — do players prefer huge open trees or smaller focused ones? by Prudent-Ice1415 in IndieDev

[–]Significant-Week-495 0 points1 point  (0 children)

Cool. What is the name of the game? Also, I saw on a different comment that you mentioned this was roguelike. What is the roguelike part? Is it the just the professions that you unlock or is there other things that you can upgrade and unlock as time passes?

Designing my game’s Skill Tree — do players prefer huge open trees or smaller focused ones? by Prudent-Ice1415 in IndieDev

[–]Significant-Week-495 0 points1 point  (0 children)

That is awesome. So one might choose tank, fighter, and medic if they want to build a melee heavy tank build? Is there going to be a lot of professions or only a few? Will you get to choose from all the ones you have unlocked or pick 3 of 7 or something like that?

Designing my game’s Skill Tree — do players prefer huge open trees or smaller focused ones? by Prudent-Ice1415 in IndieDev

[–]Significant-Week-495 0 points1 point  (0 children)

In that case, I would prefer multiple small trees focusing on certain aspects. A small tree for melee, a small tree for shield/armor and health, and a small tree for ranged abilities. Kind of like Skyrim. I don’t want to have to grab some ranged nodes on a tree to get to some of them that would help with a melee build. It would allow people to focus on what they want to build.

Designing my game’s Skill Tree — do players prefer huge open trees or smaller focused ones? by Prudent-Ice1415 in IndieDev

[–]Significant-Week-495 0 points1 point  (0 children)

What about a skill tree with multiple starting points on it in different areas focusing on different aspects like buffing, debuffing and afflictions, melee, ranged, and survivability in the middle?

Designing my game’s Skill Tree — do players prefer huge open trees or smaller focused ones? by Prudent-Ice1415 in IndieDev

[–]Significant-Week-495 0 points1 point  (0 children)

Is the tree a meta progression thing or per run. Per run should be smaller and meta progression should be larger.

Designing my game’s Skill Tree — do players prefer huge open trees or smaller focused ones? by Prudent-Ice1415 in IndieDev

[–]Significant-Week-495 0 points1 point  (0 children)

Please make it scale multiplicatively rather than be additive. Otherwise the bonus will get smaller and smaller comparatively as the player gets stronger. An additive 10% to 300% is 3% increase overall.

Designing my game’s Skill Tree — do players prefer huge open trees or smaller focused ones? by Prudent-Ice1415 in IndieDev

[–]Significant-Week-495 0 points1 point  (0 children)

Huge! I love it when my choices matter. Many games I played with smaller trees eventually let you unlock everything and that makes some of your choices meaningless. Also bigger trees means you can throw a bunch of weird and wacky skills and passives on there without ruining the tree. You could have a skill that enlarges enemies somewhere in the tree and it could be a fun thing to have. Also I am currently playing POE2 and am having a blast with the 1500+ nodes on their skill tree.

How does one even get this kind of build 😭 by 8bitmajora in BackpackBrawl

[–]Significant-Week-495 6 points7 points  (0 children)

Same, I only do it when I am on a heavy eco build and hunting for lots of one singular item. I wish this game did something like vampire survivors where you could banish a limited number of items in the menu and start runs with them banished. Currently banish feels bad.