![]() ![]() Honestly though, hearing that you need to sac a heart to get in seems extremely on brand for this game.I'd remove the drops from bushes and raise the drop rate from enemies to compensate. If the devs wanted something more beginner friendly they could trade in cracked walls or small hints where you could shoot open a wall like X rocks in Isaac or have a mechanic like Neon Abyss where the secret rooms are supposed to be located in rooms with the most exits. What you get as a reward seldom is as helpful as just moving on and finding some more curses. My only complaint on the system was that most secret rooms I've been to have not felt worth it. ![]() It also does seem like it benefits players having a tough time because it gives them a chance to compensate for a lack of skill with something that will hopefully help them go a little longer. ![]() It trades in drawbacks and curses at its very core so having to sacrifice a heart to reveal a secret room seems deeply strategic and fitting with the sharp difficulty of the game. ![]() The game is sort of meant to be brutal in the fact that the only way to get better items is to handicap yourself greatly with negative curses. It seems like this game trades far more in health since there are no bombs or screen clearing mechanics of that nature. This means it requires a resource to get into it, a blank or ammo for weapons with finite ammo. In Gungeon you can either blank open rooms, or open them with any gun other than your starting weapon. In Undermine it shows sparkles for hidden walls if an explosion has happened in the room (baiting enemy explosions will do the same thing), but you must still explode the wall open, taking a bomb to open a secret room. If you look at the issue in other games like Enter The Gungeon or Undermine you generally can trigger a hint about where a secret room is by using a resource like a bomb or blank. ![]()
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