I see a lot of posts on this wiki about seeds that give overpowered items. These greatly reduce the difficulty of the game, but due to the popularity of these posts this seems to appeal to a great deal of the player base. Therefore, I propose the addition of what are effectivly Anti-Challenges, that reduce the difficulty of the game. Things like sadder bosses, night vision, large portions, or thick armor could function as counterparts to their respective challenges, with the cost of your score being reduced by a multiplier, similarly to how challenges increase your score. Perhaps this could only be unlocked after finishing a run with default settings, to preserve the learning curve and difficulty that PD has to offer. What do you guys think?

  • confusedpuppy@lemmy.dbzer0.com
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    24 days ago

    I’ve been playing a lot of Caves of Qud recently and it has an interesting mechanic that I think is absolutely great for newer players.

    You are offered to start a classic game which is the standard one life, perma-death you expect from a rogue-like game. Or you can choose the Roleplay game where you can make a checkpoint at the last settlement you visited. This means that if you die on an outting, you will roll back to the last time you visited a settlement without losing all your progress.

    This could be easily be implemented into Pixel Dungeon since every new zone has a trader which could act as a checkpoint.

    This allows for the feeling of progress and also allows newer players to experience and learn the deeper zones and levels of the game without the risk of losing everything and starting over after every death.

    I’m a huge fan of this since Caves of Qud is such a deeply complex game and there’s so much to learn and explore.