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Shattered dungeon alchemist toolkit
Shattered dungeon alchemist toolkit





shattered dungeon alchemist toolkit

shattered dungeon alchemist toolkit

It's one of the only items I often switch on and off (even if I have an optimal run going) - I would call it "Cloak of shadows on crack" - Because it lets you close the distance on every enemy in the game.Īs for artifacts that seem very underpowered - The talisman of foresight seems quite weak to me, as usual it's better than nothing, but it just ain't that hot. It's 2nd function is all but useless, but it's main function is absolutely game-breaking.

Shattered dungeon alchemist toolkit upgrade#

Fricken AMAZING, it recharges real fast and they sell the upgrade items in most stores (if you got it). By using examples of the ways my creative output represents queerness within games, and comparing these to other existing texts, this paper demonstrates how nuanced narratives can be produced at the intersections of these categories, and how this framework can be used across multiple mediums to increase and diversify representation.Above - You can try "Moonshine Pixel Dungeon" - Just came out, in alpha, they added a gun-slinger (and the game kinda sucks, based off an older version of Evan - I had no idea about throwing levitation Someone else - Never thought to throw weapons down pits before! That is some pro-level stuff there!Īlso - The Time-Hourglass is like. This paper proposes six categories that can be used as lenses for examining representations when writing and analysing videogame texts: central and incidental explicit and implicit and fixed and player-centric. Discussions around this resulting diversity often highlight whether a depiction is 'positive' or 'negative', which does not allow creators or consumers to consider identity in a nuanced way. But with greater acceptance of game texts as artefacts worthy of analysis, and increased accessibility of game-tools so that marginalised creators can use the medium to tell their story, diversity in games has been increasing. Videogames commonly represent dominant identities as a default: white, male, cisgender, heterosexual, and able-bodied. This research supports and extends prior findings which suggest that NUIs might not be as natural and intuitive as they are designed to be. Additionally, game genre differences were found suggesting shooting games (first- and third-person shooters) to be more frequently played with gamepads and sports games to be more frequently played with NUIs, and gamepad session were as much as 50 per cent longer on average. No differences in controller simplicity or the overall enjoyment were found. Likewise, participants discussing NUIs were more likely to comment on the controller’s lack of precision, feeling unnatural, having less success during the game session, and seeing the controller as more novel. While the same eleven discussion themes emerged when players described either gamepad or NUI experiences, participants discussing gamepads were more likely to comment on the controller’s precision, comfort, success using the controller, and their past experience with the controller. A secondary qualitative analysis of N=238 open-ended comments to a larger game controller experience survey were analysed for emergent themes, with χ2 tests used to compare the frequency of their mention between the two controller types. This research report sought to understand how gamers experienced recent gaming sessions using traditional game controllers (gamepads) or natural user interfaces (NUIs, such as the Nintendo Wiimote).







Shattered dungeon alchemist toolkit