V3.1 Side Content pt.2 | Patreon Poll #64
Added 2025-04-07 14:00:11 +0000 UTCHey Patrons! I’m doing this month’s poll a little early as it fits better with my dev plans for v3.1. This is a direct followup to the previous poll, offering some more specific options for level generation and rare enemies!
The levelgen stuff is split into two two broad options, whereas the rare enemies are split into five specific options. These are effectively two separate voting categories, so I’d suggest picking at least one option from each! My idea is to implement one choice from levelgen and two from rare enemies, but that could change if enough options are popular.
Lastly, I do plan to do a little bit for badges/challenges, and maybe for items/trinkets as well, but those won’t have polled options.
The result of this poll will determine what specific side content I focus on in v3.1!
Poll Options
Please vote for all the options that you like, not just for your one favourite! I allow multiple votes as it means that a higher proportion of people will end up voting for the winning choice. Note however that multiple choice polls have been finicky on Patreon for a while, so you may need to refresh the page/app to verify your choices or vote for multiple options.
All patrons are encouraged to share their opinion by commenting and voting, but currently only the votes from Golden+ Supporters are counted when determining a poll winner. Votes from Shattered Supporters are worth double!
(Levelgen) New Special / Secret Rooms: This is a first and obvious option for levelgen expansions, following on the previous time that levelgen won in a poll. Just as before, this would be about expanding the total number of these types of rooms, to add more variety, without substantially changing the overall types of loot they give over the course of a run.
(Levelgen) New Standard Rooms & Terrain: A different option, I’d like to add some new regional standard rooms that utilize some new terrain visuals! This new terrain would be the same as statues functionally (blocks movement and projectiles, not line of sight), but each region would be themed differently. They would be based on some of the new visuals present in the splash art: barrels, cages, raised metal cart tracks, flaming pedestals, and large chunks of rubble. I would want to add at least one new room per region, but using this new terrain in some existing rooms is possible too.
(Enemies) Skeletal Rippers: A variety of Ripper Demons, these nasty things would be notably more frail, but you’ll have a hard time keeping them down. Skeletal rippers will keep getting back up, like ghouls, until you’ve killed the demon spawner that made them! I haven't decided exactly what yet (spawners already give HP potions) but there'll be some extra reward for dealing with them.
(Enemies) Gnoll Exiles: These gnoll scouts are shrewd survivalists, and aren’t as keen to pick a fight with you on sight. They will be MUCH stronger than a regular scout, but maybe the extra supplies they carry will be worth the risk. If not, you can always let them pass for now, they won’t attack you unprovoked.
(Enemies) Hermit Crabs: There’s a bunch of junk in the sewers below the city, and one person’s trash sometimes ends up as Another Crab’s Treasure. These crabs are slower thanks to the added bulk, but have notably higher physical defence stats. Taking them out might give you some early armor though.
(Enemies) Loose Swarms: Rather than splitting on taking damage, this swarm is willing to spread itself out! This can be dangerous in open spaces, but a similar level of threat in hallways. In exchange for their potential danger increase, this swarm is more likely to drop a health potion.
(Enemies) Bomb Skeletons: These rare and very silly looking skeletons have a bomb for a head! While this looks like a practical joke, it serves a very real purpose, as these bomb skeletons will create a nasty explosion when killed. As a tradeoff though, their lack of a traditional skull permanently blinds them, meaning it’s a bit more possible to keep your distance.
Comments
It would make a difference, but shouldn't be a largeone, given that without needing to kill spawners you're going to want to rush through the halls anyway (explore score can be gained on the way back up, or even by returning without the amulet after killing Yog). Skeletal rippers would not have a chance to appear during the Yog fight.
Shattered Pixel
2025-04-07 18:50:57 +0000 UTCSkeletal Rippers - I assume reaffirming "Doom Slayer" increases score? Then going for extreme scores would get disproportionately harder.
Robert Heinig
2025-04-07 18:48:03 +0000 UTCI just love all the new content!
Chewyou
2025-04-07 17:43:20 +0000 UTC