Pixel Dungeon
This community is a place to talk strategies, tell stories, or discuss anything related to Pixel Dungeon or its many versions.
Rules:
-
1. No hate or adult themes of any kind: NSFW or illegal material, hate speech, personal attacks, harassment, doxxing, bullying, etc. are all strictly forbidden. Crude or offensive language should be kept to a minimum or avoided entirely.
-
2. Posts must directly relate to Pixel Dungeon: All content posted must directly reference Pixel Dungeon or one of its variants in some form. Loose connections or similar nomenclature from irrelevant works do not count.
-
3. Do not use other's work without giving credit: You may post things that were created by other people, but you must link to the original and credit the author. AI generated content is prohibited, as crediting the original authors is impossible.
-
4. Follow site-wide rules: https://legal.lemmy.world/fair-use/
We have a few title tags for standout posts:
- [MOD] - Posts by moderators about the community
- [DEV] - Announcements from a developer of a PD version
- [OC] - Self-made original content
Sister Communities:
view the rest of the comments
I would like to give a little more info on score in the future, but this isn't really the feature for that. Landmarks mainly automatically note things which you'd care about remembering between floors, such as an alchemy room. Secret rooms aren't noted at all. I agree that a similar UI could be used to break down missing things by floor, but I wonder if just noting them would be sufficient, compared to doing something like showing where they were on the map.
Makes sense, thank you for the answer
The future of shattered is looking great
These UI changes are something I didn't know I needed, it looks really good
Knowing the floor is probably enough, if the player wants, replay the seed on no chal and just magic map the floor might be enough to figure out what they missed