Pixel Dungeon
This community is a place to talk strategies, tell stories, or discuss anything related to Pixel Dungeon or its many versions.
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This is something I've tried to improve with followup updates, without just straight up giving three rooms with ring/artifact/wand choices, which would be very overpowered. As of v2.2 finding a key now means you're guaranteed either some equipment, or a bunch of consumables, at least one of which is experience or transmutation.
I feel like it's better now, but ultimately adding more rooms does mean that specific great ones will become a bit less common, and I wanted to make more use of the crystal key mechanic, rather than having them sometimes not show up in a run at all.
I get that, again, not saying any of the changes are bad.
Just seems like my little lizard brain felt more excitement when it was a choice between two types of equipment rather than consumables vs consumables or consumables vs equipment.
I like the two crystal door rooms design where one room has a chest and the other has scrolls/potions.
Something about the three key design bugs me, it's probably the "you must always commit to the middle two doors to see the last two items" - but I guess that's intended since the last two doors have a good chance at something excellent like a potion of experience. I'm not sure what it is about this design but something feels vaguely unsatisfying.