I'm glad to see this much needed change, and I'm looking forward to "more purposeful visuals for each hazard/attack"! I've also been thinking about effects which cause the player to pass many turns at once, such as paralysis, meditation, cursed hourglass... These cause another real-time phenomenon which may rob the unsuspecting player of vital information. My suggestion for this issue is to highlight the clock button and allow the player to skip the turns individually, or 'sleep' to skip them all at once. What do you all think about this?
videogamer1003
Elaborate.
As soon as you reach 13 strength, try on that Mail Armor. If it's not upgraded, it's worth using a scroll on. I don't know how Ring of Force and Duelist interact, but I do know that Rapier damage is not enough for the Prison. Unequip the Rapier if you need to.
I fell in love with HyperRogue just a few weeks ago! Sometimes I dream of porting PD mechanics/content to RogueViz
ShPD's cursor at its current resolution feels like a chunky blob; its outline appears inconsistently thick and rounds out its shape even more, and the highlight between the light and dark sides is not well-defined. In a word: it lacks the sharpness of vanilla's cursor. All of this is not to say that you did a bad job; I'm a bit of a cursor nerd and I believe that these issues are inevitable for a cursor so small.
The best dynamic cursor system I have imagined is one that transforms the cursor to precisely convey the consequences of a left-click. Transformation could involve any combination of: swapping the pointer with something else e.g. sword, attaching an icon a la vanilla, other modifications such as colors and FX (animations are fun!).
Also, The existing pixel size inconsistencies within and between elements of ShPD (font, UI, game, FX, splashes, menu BG...) make pixel consistency seem like an afterthought, and so the cursor's pixel size feels like a non-issue to me. I almost always prefer a native-resolution cursor, but I can imagine some well-stylized cases where something else would be great.
Nice to see the bearded skeleton sprite return :)
Did you ever try using aqua brew to blast piranhas out of their pools? Always a fun gamble
I haven't played since the patch, but my guess is that buttons only blink after the first talent has been randomized.
Enabling challenges mid-game would be cool, sometimes i start a 0chal run and get really good luck, and then go DAMN!!!! DAAAAMN!!! IS HOULD HAVE BEEN PLAYING CHALS DAMN!!!!!
excited to see new art in game yippee!
cheers mate :)
My gripe with paralysis and similar turn-skipping effects is only related to danger indicators as they existed before this patch, both being frustrating real-time events in a turn-based game. My suggestion is not to force the player to skip each turn individually, but to give the player the choice to opt in if the situation calls for it i.e. involves something unpredictable like enemy AI.