Game
DAVE'S PICKLE JAR

21 hours ago

HEAVY SPOILERS, I NEED HELP.

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The utilities as they are, feel very powerful for how early you can get some of them.

Which seems like the best way to rework to them?

To see current utility stats, check article below (SPOILERS)


(Here is a lot of info for people who do not know what function utilities serve in this game, utilities are secret items that act as a third equipment slot after armor and weapon.)

(They provide passive buffs that greatly optimize certain aspects of gameplay and allow for an easier experience. However, only one utility can be worn at once.)

(Some utilities are locked behind routes and are unable to be obtained based on what LV you are.)

(Something to understand before going into this; weapons and armor in Pickle Jar only give flat ATK and DEF, no side grades or extra stats.”)

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PEGASUS HOOF

Positives

  • While worn, the players walk speed is doubled in the overworld.

  • Random encounter rate is halved in overworld.

  • When attempting to flee in a battle, flee will always succeed.

Negatives

  • Has no use in battles where you cannot flee.

  • Only really useful for exploration.

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STONE MASK

Positives

  • The first hit you take on an enemy turn deals no damage.

Negatives

  • None currently.

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Barbed Wire

Positives

  • The range for what grants 'crit' damage on the battle eye is expanded.

  • The closer the meter is to the center of the battle eye determines what counts as a crit. There are visual and audio indicators to assist with this.

  • Full crits deal 250% damage.

  • Partial crits deal 150% damage.

Negatives

  • All non crits deal 75% damage.

  • Range for what counts as a 'miss' are ever so slightly increased.

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NOT YET REVEALED

Positives

  • Taking damage in battle gives you G equal to the amount of damage the enemy dealt + your current DEF stat.

  • G earned from winning an encounter is increased by 15%.

Negatives

  • None currently.

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NOT YET REVEALED

Positives

  • Status effects can be cured by using any healing item.

  • All healing items heal 25% more.

  • If players LV is above 1, deal 25% damage of a non crit attack to enemy when using a healing item.

  • If players LV is 1, 25% chance to make non-boss enemies spareable when using a healing item.

Negatives

  • Player inventory slots decreased from 8 to 6.

  • Healing items in shops prices are increased by 10%.

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(As you can see, some of these items are just way better than other ones.)

(I do not want to make utilities that override the function of other ones, no direct upgrades. I want a utility for each play style.)

(Utilities are something that have never been done in an Undertale fangame before. So, I am a little unsure on how to go about balancing these.)

  30 votes 6 days left



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The NPCs, enemies and bosses will be kept the same.

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