MicroChasm

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Yea, this is a good point. I did occur to me but I couldn't remember if carryable torches were in the game. We will have to come up with an...

We might want to make it so that the player starts on one side of the level (left side, top side), and has to leave the level by traversing to...

It would increase the resource-management side of the game, which seems like a good idea, since people tend to enjoy managing resources. It's always nice when one resource can transfer...

Because being in sneaking mode doesn't actually prevent golems from seeing you, stealth is currently about avoiding golems entirely. I've mentioned the idea of a percent-based likelihood of being seen,...

I was thinking about the number of options that players have. I feel like we don't want more than 7, maybe 8 at most, because we don't want it to...

Maybe you build a collection of abilities through a run and you choose 1-4 for a particular level, depending on how far you are in the game. I've thought in...

I feel like the hierophant character can't be 100% about planning. With procedural levels, there are going to be times when no amount of planning will get you through a...

I don't have a fully formed concept here, but I was thinking about a combat-focused class, which I believe we have discussed a bit. With the changes to weapons, I...

I was thinking about some of the abilities in Sil, and especially the Piercing ability. Piercing lets you get an attack on a monster that is behind the one you...

I watched a little of Dynast playing DCSS the other day, and he saw a new enemy that was added recently that can shoot lighting attacks at you, but only...