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miaomix

miaomix@lemm.ee
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Sheep stone and Swifthistle seed do work, as mentioned. Hourglass if you had it yeah. Just kiting a mob into it would work, I don’t think Disint traps destroy equipment anymore.

Was about to say Aquablast, but it does use (1/8th of) Levitation.

Telekinetic Grab spell made from a thrown weapon.

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Bomb ID was never intended behavior, so the dev removed it. That’s all there is to it.

You have so many low cost ways to dodge or disable traps. Levitation, any teleporting item (fadeleaf, blink stone, etc.), aqua blast, trap reclamation, chain. Even blast wave over traps is possible at +1 or above. Losing one way to help identify equipment really isn’t a big deal. Stone of Disarming is arguably the least creative and interesting way to play around traps. Also, the main draw of the monster house secret room isn’t the meager skeleton drop.

Bombs not working on barricades is a bug, which is fixed in the non-beta 2.5.3 release.

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OG Pixel Dungeon had day-night spawn rate differences too. And I’m told DCSS has something affected by lunar cycles?

Not sure what the answer is, but SPD isn’t the only game that has this.

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Oh, I see the vertical separators now. Maybe a 1 or 2 pixel padding would make it easier to see?

I feel like either vertical space or horizontal separators between rows, would better signal that you’re supposed to read left-right, then up-down. With the current layout, my eyes are drawn downwards first and see Floors 10 ➡️ 9 ➡️ 8 ➡️ 6. Horizontal separators, for example, would break that flow and tell me to look right and see Floor 7.

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Perhaps adding separators as visual cues to help readability?

9
X X X
--------
8
X X X X
--------
7        6
X X X    X X X
X
--------
...
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I’m not familiar with Sandbox Dungeon, but if it isn’t being developed by Evan, shouldn’t you ask the Sandbox dev to optimize it?

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That would make Transmutation an interesting way to roll for high-energy upgraded Trinkets, which I suppose isn’t too OP, since you’re not guaranteed to have Transmutation.

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