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Separate spikesuits out into sub groups allowing for easier logic placement. #2464

@nn357

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@nn357

Following on from the discussion about some spikesuits being too difficult / the room carry thing etc etc and with the possibility of an expert+ type intermediate level to introduce the tech it is probably a good idea to subdivide the tech as there are so many setups.

Not all of the spikesuit setups are more difficult than some for the same reasons though, it seems the issues people have with some of the more complex setups are.

canTrickySpikesuit (A spikesuit setup that requires complex / difficult inputs / has a higher chance of failure - eg noob bridge bomb boosts / quick drop etc. -> this room has a good farm and repawning crumbles so you get at least a few attemps per room, its just the spikesuit requires quick inputs.

canFarmlessSpikesuit (A spikesuit in a room with no/very poor quality farm, where failing it will require going somewhere else to farm back the health or room resets- draygons room for example)

canPatientSpikesuit (A spikesuit that takes a longer time than usual to setup).. eg gauntlet from the right side requires breaking blocks / waiting for acid, running over a respawning enemy, potentially taking acid damage if you mess it up and re-farming health).

Perhaps 3 options is too many / not enough (names are just first ideas and probably needs to be refined).

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