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Super weak effect especially for a Quality 2 item. «Upon taking damage» items in general are weak since every player tries to avoid damage during their run. So, as long as you don't take any damage, you basically don't have this item and even when you take damage, you have only 1/4 chance of triggering the effect which is just a one brimstone charge from a random angle which also can be dodged by enemies (you don't have a direct control over it).
So my suggestions for this item are:
1) Either decrease its quality to 1
or
2) Make the effect trigger with a 100% chance instead of 1/4
or
3) Make it so enemies hit/killed by lasers were affected by Midas Touch, so at least you'll get some money benefit from this item (it's also fits the theme of the item in terms of gold)
Eternal D6 but worse, literally. They are almost identical except mb the fact that ED6 can't be found in shop pool but still both Stamp and ED6 are in the Treasure room pool, both posses the same quality (2) and both require 2 charges. However, the stamp not only rerolls into shop items (which is not good since ED6 effectively works with any item pool: devil, angel, secret etc.) but also makes them cost MONEY. Holy cow, this is so underpowered.
This thing needs a complete rework or heavy buffs. If you'll try to go with a rework, I'd suggest basing this item's mechanic around item qualities; smth like if used on an item that is x quality or higher, do x. That'll fit the name since, you know, it's a QUALITY stamp.
Very underpowered item. It is basically: evey 25 rooms you get a chance to buy a random pickup or a collectable item for a higher price (from a shop pool i guess? that was not stated). This item can easily be overshadowed by tons of others (and even some trinkets) that grant you extra pickups for clearing rooms (and those pickups are free btw!). The only upside of this item is that it can offer you collectable items sometimes but still they will be overpriced and we don't know from what pool they are (if from any, then this item mb worth smth).
The standalone idea of Fiche pickups is pretty fun imo. But this item... it scares me. It turns your run into a T. Keeper gameplay where dropped pennies from enemies stay on the ground permanently and picking them up has a chance of stealing your money. If you don't want to gamble your money bank, then every room you'll have to not only dodge your enemies but also dodge Fiches that they left on the ground. This is a very bad design. Temptation only worth picking up in early game when you don't have any money, so you have nothing to lose but in other stages of your run it'll just ruin your money bank and you'll regret taking this item.
Basically, a better version of «Forget Me Now» in a way that you can control how much juice you can squeeze out from a current floor. However, for some reason it has a lower quality (2) than «forget me now» (that is a quality 3 item) and can be found not only in Treasure rooms but also in shops which is pretty op.
So, either put this item into quality 4 section or exclude it from the shop pool (better do both tbh).
Gold rope: Give the item a 100% chance to trigger. Grant an additional chance to fire a second beam. Give an extra stat upon pickup.
Quality stamp: Turn it’s chance into a 70/30 split instead 0f 50/50 (less chance of failure). That’s probably the only change since the item rerolls thing into the pool of the room it’s in and not just shop items.
Stolen placard: The item actually grants items from the pool of the room it triggers in so I’ll probably just make the prices lower and it’s trigger chance higher.
Temptation: I’ll leave this one as is. The fiches do quite a lot of damage so it’s just a risk / reward type of item. And I’d probably argue that it gets more feasible as a run goes on since the player has less places to spend money later in a run.
Ancient hourglass: I’m still thinking of what to do with this item. I’ll either bump up it’s quality like you suggested or instead I’ll give it a chance to not break so that it may have multiple uses. But I’m still thinking about this one.
Again thanks for the feedback!
Gold rope: Fair enough. However, I've got couple more suggestions for this item after I've read your post (hope they'll catch your eye). 1) Laser damage can be incresed by the amount of money you're holding; 2) If you're holding more than 50 cents (for example), 2 lasers now fire upon taking damage. Something like that probably.
Quality stamp: Fair enough. But I still think the idea itsefl is pretty wierd. It's like a ED6 but worse at rerolling and also can reroll other stuff like trinkets and pickups. Can it just do one certain thing? Sorry for a hot take.
Stolen placard: Fair enough.
Temptation: Again. Wierd idea since its just "Bone spurs" item + bones are now replaced with Fiches which are pretty situational actually (depending on how much money you bear at the moment). Gambling your money when you already have some (15>) is super risky.
Ancient hourgalss: Again (suprisingly). Very similar to Forget me Now item. So, to make it more uniqe, I'd suggest the following effect: Two-time use, upon first use remembers your current health, upon second use returns your health to the state when you used this item for the first time. After the second use, item breaks. Wanna hear your thoghts on this.
As for your ancient hourglass suggestion. Although i like it (it's kind of like a floor based glowing hour glass but just for health) i'll probably keep the effect it currently has but with the possible tweak i mentioned above. Since the item's concept was inspired by something like a carryable dice room.
Glad to help!
If you think its that good, couldn't you at least charge 15c after taking the item?
Or is this a bug?
I might make it's price normal but the item does allow for some pretty strong snowballing so i thought that if the player does get it from a shop it should probably be a little more expensive.
That could be good, specially in the early levels where you don't usually have 30c and it taking the space of a shop item that could take 15c is also problematic I think.
Midas's Golden Pocket - Trinket - At the start of rooms there is a 25% chance to drop any golden consumable, trinket or troll bomb
Wrath's Bomb Supply - Item - At the start of boss fights, challenge rooms, boss rush, mini boss and hush a Golden Troll bomb is spawned.
Greed's Loose Change - Item - Spawn a Golden Coin in the starting room of each floor
Shimmering Lockpicks - Item - A 20% chance to not use a key, upon defeating a boss room there is a 20% chance of a Golden Key dropping.
Golden Contact - Trinket - Gain a Damage up whilst holding a golden consumable or Trinket (stacks with each instance of golden)
Medical Insurance - Item - Upon Pickup drop 3 golden hearts, there is a 25% upon entering a shop or arcade for 1-3 golden hearts to spawn.
Dad's Wallet - Item - +0.2 tears whenever you pick up a coin you have a 25% chance to gain a random stat up of +0.2 cannot give tears up.
Gummy Bears - Item - +0.1 damage for every other item held.
Horoscope - Trinket - The next non-boss item pedestal found will be a Zodiac Item. One Use Only.
Telescope - Trinket - The next non-boss item pedestal found will be a Planetarium Item. One Use Only.
Holy Insight - Trinket - The next non-boss item pedestal found will be an Angel Item. One Use Only.
Demonic Presence - Trinket - The next non-boss item pedestal found will be a Devil Item. One Use Only.
Freebie - Trinket - The next non-boss item pedestal found will be a Shop Item. One Use Only.
Faint Whisper - Trinket - The next non-boss item pedestal found will be a Secret Room Item. One Use Only.
Red Rum - Trinket - The next non-boss item pedestal found will be a Ultra Secret Room Item. One Use Only.
Boss Bait - Trinket - The next non-boss Item pedestal found will be a boss room item. One Use Only.
Non-Toxic Crayons - Trinket - Increased chance of finding Rainbow Poop this chance is increased further if the trinket Gulped or smelted.
Spiked Drink - Trinket - Upon entering a room stun the non boss enemy with the highest hp.
Premium Product - Trinket - Shop Items cost 5 more but are at least rarity 2 or higher