Not sure I understand this game? There's very little agency.
Opening a door vs not opening a door seems to make no difference - you still encounter endless enemies and chests. There's no actual direction to go because every action results in two buttons to decide what to do (open door or not, open chest or not, pray at fountain or not, engage enemy or flee). So a door is basically a pause at best.
Same goes for opening a chest, except that not opening a chest means you are guaranteed to get nothing. So there's no downside to opening it because the end result is another random event regardless of whether you do or not.
There's so much money dropping that there's never a reason NOT to pray at a shrine.
Eventually I just started mashing the leftmost button, picking the most increased stat on level up, and the game basically played itself.
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[ 2.0 ms ] story [ 19.1 ms ] thread- nerfed CRIT DMG (equipment and level up stats)
- buffed passive HP and DEF gained per level up
- added a new passive which increases the aspd cap
- added a new passive which raises your crit chance earned by items
- buffed Aegis Thorns passive
*Full Changelog*: https://github.com/Werkstattl/quick-dungeon-crawler-rpg-od/c...
Opening a door vs not opening a door seems to make no difference - you still encounter endless enemies and chests. There's no actual direction to go because every action results in two buttons to decide what to do (open door or not, open chest or not, pray at fountain or not, engage enemy or flee). So a door is basically a pause at best.
Same goes for opening a chest, except that not opening a chest means you are guaranteed to get nothing. So there's no downside to opening it because the end result is another random event regardless of whether you do or not.
There's so much money dropping that there's never a reason NOT to pray at a shrine.
Eventually I just started mashing the leftmost button, picking the most increased stat on level up, and the game basically played itself.