Feature Requests: QoL improvements + Tournament Mode
I know there's a discord section for this but I couldn't post there for some reason :/ so posting my requests here for feedback/support. What stuff would others like to see?
Ability to go back after selecting an encounter
It would be great to have a way to go back after selecting an encounter, but before selecting the encounter option.
For example, you select the lemons/limes lady and then realise you don't actually have an sharp item that can be played with her. Being able to back out at that point would prevent situations where you're locked into an encounter option that can't do anything with or just misclicked.
More item information with Shift/Ctrl
It would be useful to have an expanded item tooltip when holding Shift or Ctrl, similar to other games.
Potential information:
- DPS calculations / expected damage contribution
- Chance of finding the item in the shop
- The effect of Potion of Appearance on the item's shop appearance chance
- Any other relevant hidden/secondary stats
Having this information visible would make planning builds easier.
Mass chest opening + potion + bomb drag QoL
Holding Shift or Ctrl and click to open multiple chests at once using the first option and dragging mass bombs to a cannon would be a helpful.
This is noticeable in Endless runs and Duos. The actual fights can take 1-2 seconds, while managing the shop, potions and opening a large number of chests can take 10-15 minutes. If your partner is running something like a level 3 Hook or Witch build, you can end up waiting for them to manually open a huge number of chests which is a pain.
Not sure what the best solution is for potions without fundamentally changing their mechanics, but potion management becomes a time sink in long Endless runs.
Additional Partner Information in Duos
Seeing their inventory, instead of just their equipped items. Item glows not just on completion, etc.
Tournament Mode
A competitive mode where X players enter a run and play live rounds until there is one player remaining could be really interesting.
I'd imagine this would need something closer to an item pool system rather than completely independent item chances, similar to how some other auto-battlers handle shared resources.
The main concern would obviously be balance. If certain items are essential to the strongest builds, a shared item pool could make those items super powerful/contested. Resulting in items and builds would need to be rebalanced around the new system.
I think this has been mentioned before and probably already on the roadmap but excited to see it.