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- 1. Infinite pulse (PulsEli?)
- A character with no weapon, and infinite pulse (locked to the first spell slot like Nocturna's Transform, doesn't have any recharge time or blood cost). Diagonal attacks only!
- While Eli's pool excludes bomb upgrades, this character's might not need to exclude Ring of Mana, considering it doesn't make pulse noticeably different.
- Some items might not be in the pool, like fireball or Boots of Pain/Lunging, if they'd remove the issue of being forced to attack diagonally. (No pulse tomes/scrolls either because redundancy.)
- 2. Throwing specialty daggers
- A character who has an infinite supply of the 4 specialty daggers (and no other weapons), but can't attack directly, only by throwing them.
- Each time you throw a dagger, it'd cycle between the 4. (Perhaps in alphabetical order? Electric-Frost-Jeweled-Phasing? This would also alternate between damage and piercing.) Daggers wouldn't land on the ground after being thrown.
- 3. Cadence with Coda's item pool
- As the title says. You'd be playing Cadence, but you'd have Coda's pretty small item pool, with no weapons, defense, healing (except the basic food that still spawns), self-damage, or gold-related items.
- All mechanics aside from the item pool would still be Cadence's (shops still cost gold and sell 3 items, all shrines and secret shops appear, shrines drop their default items allowing you to gain a few items outside Coda's pool, shrines like glass/rhythm and enchant weapon scroll will still transform your dagger, you fight Dead Ringer and Necrodancer, etc).
- 4. Frozen Crypt
- Every floor would start out by transforming all normal tiles into ice. The character would start with a tier 3 shovel (perhaps a unique "ice crystal shovel"?), and dug walls would also become ice.
- Other tiles (like water, hot coals, open doors, or walls dug by an enemy) would remain unchanged.
- Starts with a fireball spell, to convert ice into water in an emergency, and give you a line to work with in shops/against bosses like King Conga? You can still use spells while sliding...
- 5. Eli-Dove
- Dove's pacifist gameplay, but with infinite teleporting kickable bombs, rather than the confusion flower. No crystal shovel to start either.
- 6. Inverse Monk/Sort of like CoH Freddie
- A character locked to Crown of Greed (and can't find other headwear), and starts with a moderate amount of gold (perhaps 25-50). If your gold ever reaches 0, you die. Ring of Gold would not be in the item pool.
- Due to the size of boss gold piles (especially with Crown of Greed), the option of leprechaun farming for a large gold buffer, and how later zones are easier to stairs rush once you have a build, gold drain rate would increase (nonlinearly?) based on the zone number.
- 7. The Shriner
- At the start of every (non-boss?) floor, you spawn next to a shrine and automatically activate it. (Sacrifice/Pain would only get 1 of their 5 activations; Chance would give one free item with the option to be activated further for gold.) Duplicate shrines could spawn after the shrine pool's exhausted (they might not be automatically activated the second time).
- Shrines/Shriner's shop wouldn't spawn elsewhere.
- Like with blood shops, Shrine of Blood would always appear near the start of the run (perhaps 1-1 guaranteed, to give you an immediate weapon) and only then, to avoid unexpectedly being reduced to 1/2 heart with no way to prevent it.
- It'd result in rather chaotic weapons (with Peace removing the weapon, Glass/Rhythm changing its material, Uncertainty giving a new weapon and the option of a holster to protect your weapon, etc), getting your ring overwritten by Darkness or most of your build overwritten by Glass/Rhythm sometimes, and the downsides of War/Boss/Rhythm/Risk stacking up as the run goes on.
- 8. Health draining
- A character who deals infinite damage like Tempo, but every time a weapon attack deals less than 3 damage (due to the enemy's health being too low to "drain"), you'd lose 1/2 heart, discouraging fighting minor enemies. This includes attacking to deal no damage, such as a crate or a shielded enemy. If the weapon hits multiple targets, you'd only lose HP if you deal less than 3 damage to all enemies combined.
- Dealing more than 3 damage would heal 1/2 heart, meanwhile.
- Might also start a broadsword, to increase the risk of snagging, but also allow multi-kills? Guaranteed snags at the start of zone 2, but that might not be a problem with all the golems around.
- Bosses could require quick-kills with this mechanic, due to their large numbers of below-3 HP targets... Since every character is supposed to be possible in low% conditions, not sure what would balance a character like this to keep bosses reasonable.
- 9. Half speed
- A character who can only move on every 2nd beat. However, enemies still move every beat! (Could be implemented as enemies moving at Bolt speed, so that timing out music isn't an issue?) Perhaps your attacks would deal inherent knockback to ensure you can still fight dragons etc that move every beat (and the enemies that move twice per beat)?
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