SatOnMyBalls
07-19-2011, 03:08 PM
Hey everyone,
Old school Dungeon Crawl Stone Soup player here (managed to grab the orb and escape twice). I heard the dev community for this game is rather active, so I thought it might be nice to point out couple additions to the game. Some of them probably will be technically infeasible but I'm just going to throw it out there.
1) Better inventory management. Especially when come to splitting stacks.
2) Better hotkey configuration. For example shift click will pick up the item, ctrl click should put the item in the hotkey bar.
3) Auto loot feature. Some items like useful potions, herbs, should always be picked up.
4) Correct me if I'm wrong, but a feature that let you look around the current dungeon level without traveling would be nice.
5) A search function that locates the specific alter, structure, or item on the level and point you to it (especially for quests), assuming it has been explored.
6) Run into things using your keyboard should let you melee monsters. An option to disable click attack/move should be enabled.
7) Auto explore feature that automatically move you to a place in the dungeon that have not been explored yet (monsters can interrupt the auto exploration).
8) The quick inventory bar is very nice, but should be expanded to multiple bars that stacks only certain items (food bar, potion bar, etc).
9) Somehow restrict the shop from buying certain common goods. Currently the shop system in the game encourages grinding.
10) A rest feature that will rest in spot until mana or health is regenerated. Monsters can interrupt the rest at any time. You can achieve this in the game through spamming spacebar (if you're not paying attention you will die).
11) While traveling and the player is adjacent to a spotted trap, the game should prevent the player from walking into the trap without displaying a warning first.
12) Some of the actions player take should not provide players experience (such as removing traps), again this encourages grinding.
As you can see I have derived lot of ideas from DCSS, but I think this will make this game a better roguelike.
I am very satisfied with this game though. For the price, I think this is one of the better games I have bought over steam. The core gameplay and humor is spectacular. Great job development team (personally I would pay ~$20 for this game)!
Old school Dungeon Crawl Stone Soup player here (managed to grab the orb and escape twice). I heard the dev community for this game is rather active, so I thought it might be nice to point out couple additions to the game. Some of them probably will be technically infeasible but I'm just going to throw it out there.
1) Better inventory management. Especially when come to splitting stacks.
2) Better hotkey configuration. For example shift click will pick up the item, ctrl click should put the item in the hotkey bar.
3) Auto loot feature. Some items like useful potions, herbs, should always be picked up.
4) Correct me if I'm wrong, but a feature that let you look around the current dungeon level without traveling would be nice.
5) A search function that locates the specific alter, structure, or item on the level and point you to it (especially for quests), assuming it has been explored.
6) Run into things using your keyboard should let you melee monsters. An option to disable click attack/move should be enabled.
7) Auto explore feature that automatically move you to a place in the dungeon that have not been explored yet (monsters can interrupt the auto exploration).
8) The quick inventory bar is very nice, but should be expanded to multiple bars that stacks only certain items (food bar, potion bar, etc).
9) Somehow restrict the shop from buying certain common goods. Currently the shop system in the game encourages grinding.
10) A rest feature that will rest in spot until mana or health is regenerated. Monsters can interrupt the rest at any time. You can achieve this in the game through spamming spacebar (if you're not paying attention you will die).
11) While traveling and the player is adjacent to a spotted trap, the game should prevent the player from walking into the trap without displaying a warning first.
12) Some of the actions player take should not provide players experience (such as removing traps), again this encourages grinding.
As you can see I have derived lot of ideas from DCSS, but I think this will make this game a better roguelike.
I am very satisfied with this game though. For the price, I think this is one of the better games I have bought over steam. The core gameplay and humor is spectacular. Great job development team (personally I would pay ~$20 for this game)!