“Better save these elixirs for the last boss.” Proceeds to beat the game without using them
I feel like it’s often bad game design from developers who think they need to put in consumables without understanding their gameplay value.
In too many games using up all your consumables is just A Thing That Happens. So the game is balanced to allow you to survive anyway. But then the corollary is that if it works for a bit then you can finish the game without using any of the consumables. The consumables are just a way to make already achievable portions of the game easier, which is just sloppy game design IMO. Bethesda games for instance are very guilty of that.
At least when I’m playing Bethesda games, potions are a way for me to clear achievable portions that I’ve made unnecessarily difficult for myself.
There really should be an achievement for this.
Also fuck games that make you consume a potion so you know that’s how potions work.
That NPC handed me a potion and it’s my prerogative to carry it around for the rest of the game.
Agreed there, personally though I do feel one of the biggest silly combinations games often make is, having marathon grade health, easy access to health potions AND a save anytime system. It’s like I could use a potion to heal up… or I could go back 5 seconds and do the fight without taking a hit.
I’m working on a Metroidvania game where consumables work on a system where when you use one it’ll respawn at its original location. You can only carry one copy of any given consumable at a time but if you’re willing to do a bit of backtracking you can always replenish your stock.
Kinda like rocket league boosts, haha
Sounds like Nioh to me, except for the takeout part.
I’ve never played Nioh, but I wanted a mechanic where the player is encouraged to save their consumables for when they really need them but not to the point where they start to just hoard them for the entire game. My main inspiration was actually the sub tanks in the Mega Man X games with how they can be re-filled as many times as you want, but I wanted a system that ties in more closely with the exploration aspects of the game.
This recently happened in my campaign.
We were fighting a dragon, and it kept flying around its lair, making it very hard for my Barbarian to hit it. We ultimately won, but 3 of the party of 5 died.
Later, while dividing loot, I saw that I had been carrying a Potion of Flying the whole time, and the fight probably would have gone better if I had used it.
I’m awful about forgetting about my x/per day abilities, especially if they are granted from magic items. I’ve taken to writing them down on a post-it note to keep them handy for a session.
None of them were health potions.
dick enlargement potions are popular nowadays
This is why I like games where I can combine weaker potions into the more potent equivalent.
Hey don’t criticize how I play!
I was so bad at this growing up…
It’s not quite this same, but I was renting a Sega Genesis game called Elemental Master for the weekend. It started with a stage select screen like Mega Man and after beating the initial ones you fight the last boss. The game play was more like Gunsmoke though (top-down shooting). Well I fought all the way to the last boss and then died.
After my fit of anger. I noticed that there were power-ups that you get after beating the other levels. You start mastering more than just the reg attack, like Mega Man. 😔 I felt very dumb, but the game was more fun after that.
Basically DayZ
“It’s not your loot, just your turn to use it.”
The clair obscure / CybP 2077 healing item handling is the way
But… but… if I use it now then I won’t have it later when I might need it! 😱