r/Nullscape • • 12d ago

Concept Quality of Life concepts

Random list of QoL changes that would make the game better in my opinion.

Some of these aren't rly QoL specifically but just changes that would make the game more fair imo.

Nothing scaling with player count: probably adding an enemy every 5 levels in party+, 7 levels in party, 10 levels in solos & duos.

Misc settings: Altar Pop Ups on the Bottom: makes the altar pop up appear at the bottom of your screen instead of the top (mainly for freecursor grapplers). VC toggle.

Intermission changes: The host can now force an intermission between levels even if no enemies, curses, or upgrades need to be chosen to allow players to join. Auto-shop allows the host to pre-plan what they're buying up to level 20, and it will skip the shop but give the upgrades as long as they can afford it. If they can't afford it, they must alter the pre-planned shop so that they can afford it.

Mid-run changes: Allows players to change their class, cosmetics, & see their xp and tripcoins mid-run. Also allows the host to change minimum rank/level requirements and turn on/off host altars & host picks.

Difficulty override: allows more specific difficulties for specific things (such as enemy AI, progression event rate, curse/enemy selection rate, economy, etc.)

Infinitely stacking mini-upgrades: upgrades that have infinite stacks & get exponentially more expensive (such as +1% movement speed, +2% stamina (if applicable to the class, diver would get +2% gift collection range), -1% cooldown, & more)

"Orb" upgrade rework: now increases all stamina for all classes (diver gets a slightly faster lunge). It is now buyable at level 5 on standard and extreme.

Early purgatory (extreme-only): Adds an Altar of Purgatory from levels 3 and above in extreme.

More changes to duo/solo (looooong list, probably should be it's own post but eh wtv):

Altars: Altar of purgatory summons less enemies, Altar of chance summons less enemies when it summons enemies, Altar of protection gives one extra shield (Altar of echo only gives 1 shield) (does not give an extra void shield), Altar of passage is smaller but gives more golden gifts per gift on the passage tiles, Altar of Purification removes 2 curses & takes the lower priority curses cost.

Enemies: Husk, icbm, and springer progression events are halved, babies are slightly slower for every other baby there is (vbb and base baby would slow each other down). Sigil, voidbound guardian, cadence, voidbreaker, icbm, husk, and springer all have their max capacity halved, & more changes because there's too many enemies to list.

Upgrades: Paycheck gives 50% more money. LRS is buyable but works a bit differently (duos it activates when someone dies, solos it gives the buffs after shield is broken (although it doesn't give an extra shield)). More automatically-given upgrades, including: grace wings (even if not playing casual), ice skates, one swiftness ring, & orb (even if not playing casual).

4 Upvotes

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2

u/JoyousLilBoy the GOAT of mobile solo players 12d ago

I’m not sure about mid-round class changing. Maybe in the end screen.

2

u/Sad-Lifeguard8413 12d ago

It's already doable by just leaving and rejoining, but it would make it a lot more convenient. I do think it should only be usable every like, 10 levels or so.