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6mian | 1 year ago

https://pixeldungeon.fandom.com/wiki/Shattered_Pixel_Dungeon is a great resource if you are new to the game and genre, although I suggest first trying discovering everything by yourself (prepare to die a lot) and start reading the wiki after getting through the first boss on lvl 5.

I've been playing SPD for years now and for me the best strategy to win the game is to keep Scrolls of Upgrade until you get a hold of a weapon of at least tier 4, same goes for armor. This makes the initial levels much more risky, but if you survive it's a matter of not making mistakes or getting yourself into high risk situations. Using this method I get to the Amulet in about 30% of the runs. Since the recent updates getting back to the ground has become a much more fun challenge.

Besides postponing the use of Scrolls of Upgrade, here are a few things that work for me:

  * You don't have to identify potions and scrolls right away, often you can keep them until you gather more information. For example, killed flies sometimes drop health potion and they are on early levels, so you can learn the color without using it.

  * Before you get the Scroll Holder that protects the scrolls from fire, it's a good idea to stash all the scrolls in water at the beginning of each level and retrieve them back before going to the next one. 

  * Scrolls of Mapping are absolutely crucial on levels >20 because of the traps and they are relatively cheap in the first two shops. 

  * Summoning trap rooms are great to gather a lot of xp if you have potions of paralytic gas and fire/toxic gas. After the level is cleared, you just open the doors by throwing something at it, go as far away as possible, throw paralytic and then fire/toxic potions. And run to the next level.
If you like the game, consider donating to the project, you can do this directly in the game, at least in the Android version.

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lupire|1 year ago

HN markdown doesn't want you to indent bullet lists.

> killed flies sometimes drop health potion and they are on early levels,

Stuff like this feels a little game breaking. Maybe potions should have no color until consumed (though this conflicts with the (arguably maldesigned) inventory system where duplicate objects have 0 encumbrance).

There's a delicate line between "learning how to play the game" and bypassing the intentional design that certain facts are not supposed to be known before a run starts.

ourmandave|1 year ago

(prepare to die a lot)

No thanks. Repeatedly punishing you for stupid shit isn't a fun game.

Like the Sims will burn you alive for not buying a smoke detector and then having the audacity to make toast.

ohwellhere|1 year ago

This may not be the genre for you, then. And that’s fine!

6mian|1 year ago

I see it as a different model of building knowledge about the game than most other genres. Dying early is part of the process, because each time you die you got to this point in a bit different way, learning other things on the way.

If you were hand-held to the very end you'd only see a a narrow path you went through, which is also ok. It's just a difference in the journey, similar to Breadth-First Search and Deep-First Search in graphs.

Another thing is game fairness. In my opinion, SPD is fair, there's no "you stepped on something you couldn't detect if you tried and died". If you pay attention you will see enough information to identify threats after the initial die-a-lot period :)

devit|1 year ago

With the exception of NetHack, which is famous for it, current roguelikes generally don't end the run for stupid shit (e.g. instead of killing you if you accidentally step into lava, they just don't let you do it), but more for wrong strategy or tactics.

nottorp|1 year ago

Dying is not dying in computer games. Think of it as a game mechanic.