Slime Squisher
Posts: 369
Joined: Saturday, 3rd September 2011, 18:22
Although the central place for design discussion is ##crawl-dev on freenode, some may find it helpful to discuss requests and suggestions here first.
Slime Squisher
Posts: 369
Joined: Saturday, 3rd September 2011, 18:22
Dungeon Master
Posts: 1531
Joined: Saturday, 5th March 2011, 06:29
Tomb Titivator
Posts: 832
Joined: Saturday, 30th July 2011, 00:58
mumra wrote:New background "Gardener" - starts with a trowel that can be used to dig shafts and transplant plants. Innate mutation "Green Fingers".
KoboldLord wrote:I'm also morbidly curious now as to how Shatter is abusable for 'stealth tricks'. It's about as stealthy as the Kool-Aid Man smashing through the walls and running through the room
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Swamp Slogger
Posts: 155
Joined: Tuesday, 22nd February 2011, 18:24
Spider Stomper
Posts: 243
Joined: Sunday, 28th August 2011, 14:04
Tartarus Sorceror
Posts: 1850
Joined: Monday, 20th December 2010, 04:22
Location: Surabaya, Indonesia
CommanderC wrote:I have always wondered how it would be to play Jiyva in the early game ...
Abyss Ambulator
Posts: 1196
Joined: Friday, 17th December 2010, 13:59
Location: Maryland, USA
Dungeon Master
Posts: 3618
Joined: Thursday, 23rd December 2010, 12:43
Barkeep
Posts: 4435
Joined: Tuesday, 11th January 2011, 12:28
dpeg wrote:On the other hand, this allows players to examine the Abyss a bit, presumably after their first banishment and I thought that'd be great to reduce the need for spoiler.
Lair Larrikin
Posts: 29
Joined: Wednesday, 14th September 2011, 23:30
njvack wrote:This alone is a compelling reason to keep Lugonu as a starting god -- playing some AKs (well, CKs at the time) and wandering the abyss made it a lot less scary.
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