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Game is much more difficult, and I don't know why.  The previous rendition at least allowed someone to get to Endless, and that's where the true difficulty should begin.

Also, some changes to items are weird in design choice.  Take, Cleansing Flame, it used to just remove enemy thorns and recovery; but now it removes all status effects on the enemy, including the debuffs you put on them.  With one item, you turn off your own poison, slow, weakness, etc... on the enemies.  Why would you change this item this way?  Like, I understand some balance changes that allowed players to abuse like the Hercule Pavise.  But I don't understand what the purpose is to have an item that removes your own applied debuffs to the enemies.  It is a relic, so you have to beat a boss for it.  There is still an RNG to maybe get it.  It wasn't such a crucial item that it was required on all builds.  And that's just one of the instant new gripes I have with the new version besides difficulty.

They definitely increased enemy health and damage early on. Enemies can do 20+ damage per turn on Floor 2 now.

It's not that I mind the increased difficulty, but now it just makes it much clearer when there are balance issues with RNG. If you don't get really good items early, your run will be over faster. There needs to be some design decisions made to better improve the quality of early game runs.

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We're definitely still working on early game balance!

cant play demo on 32 bit windows

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New Flame Axe & Flame Gem is Insane!! Ultra Burn!!!

can't join discord server

Chinese language bug. Many words are displayed wrong. Pls fix!

when selling items:

is this normale

sorry if its wrinter wrong im from danmake

Yes, it is normal

good and whene you sell items they now disspere

more build or item plz!!!

haste&spike build is vulnerable when faceing curse enemy like slimes

magic is…interesting,but my best try was just 2k on first turn,give up next turn if i'm not dead already

no comment for structure , maybe you should changing the category to garbage

its not garbage if you get archangel armor

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Amazing game!

Feels like they tweaked the difficulty quite a bit. Seems MUCH harder to get to the endless mode now. There are enemies doing 21 damage a turn on like floor 2.

If you don't get really good items early, your run is just dead. I'm not sure I like the change. Feels more like this is turning into RNG simulator where it's all about your loot drops and less about strategically organizing your backpack.

I think this game suffers from balance issues. Mainly due to them trying to balance the game to deal with getting strong gear early on a lucky run. The best solution for this is to let players power up common items easier. The only current way to do this is with the Forge. There needs to be a way to like... socket gems on to weapons and armor, or something... in order to improve them. Right now it's like, you either get a really good weapon and it's too easy, or you get stuck with a basic one and your run just ends.

Feels too dependent on RNG to the point where I don't feel like I have much agency anymore. I'd love to turn a bad run into a good one using some strategy but as of now I'm just finding myself restarting by floor 2 if I haven't found something worthwhile.

actually, if you hard focus on a build from floor 1 (my personal fav is super poison combos) it's less hard from there. luck rings and anything to do with luck on floors 1-5 is a life saver.

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You can focus on a build all you want but if you don't get lucky enough to get the items you need for the build, you're left being really weakened and have zero chance of getting to endless mode. Relying on getting luck rings still requires luck to even get them in the first place.

Also even the floor arrangements require luck, because the first floor could have more or less stuff on it, giving you an easier or harder time right away. A run where you get 3 locked rooms and no keys on the first floor is pretty bad. A run where you get 3 heart locations on the first floor but no shops to sell anything means you're missing out on probably 2 of those heart locations because you won't have enough money to afford them.

I get the game is supposed to have RNG, but I just think it would be nicer if we could strategically counter it in some ways. When a game ends up devolving into dice rolls, I lose all interest. If I feel I have no agency, I lose all interest. The more smart choices I can make, the more rewarding it feels.

I think they need to tweak the RNG algorithms to be a bit more conditional for more consistent quality play throughs. For example, if you're going to have multiple locked rooms on a floor, there should be equivalent keys attainable somewhere on the floor. If on the first floor there's 3 locked rooms but I can't get keys anywhere, that's bad game design.

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30k+ damage first energy, got myself a heck of a cleaver run! Even post nerf the chef's hat is great, and the belt of knives remains stupidly OP with cleavers.

Heart + cleanse for spike enemies, everything else is dps. Extra cleavers on the kings would be minimal dps and cost life vs spikes, ended up dropping stopwatch for more cleavers later since it is actually nothing compared to belt. Final plan is 4x chef's hat, lots of duct tape, and as many cleavers as I can fit in the remaining space (king, queen, jack doesn't matter as long as they activate others)

Edit: I was being silly, don't have to stack the Chef's Hat as the nerf doesn't remove their damage bonus when they are disabled, only the block. Intentional or mistake?
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i lost all the progress, save a game on floor 65, but when i comeback to continue, im back to floor 45 :((((((

edit: it happens twice now :((((((( 5 duct tape, and all the cleaver is gone. :(

(+2)

Smart marketing decision!

ikr that happened to me like the day of the new update

Earthstone blade... is it bugged it has the effect +3 for each space below, but it is only counting 4 spaces... Shouldn't this be plus 30 or am I misunderstanding it?

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Pretty sure it just counts the column with the highest number of spaces below it, not the total number of spaces below it. The item description seems a bit wrong

Then that might mean it will count all the columns if they are all the same length maybe. I try it out next Earthstone blade I get.

it's sort of like boots. it only counts how many rows are under it. though, it can be increased by the use of duct tape under it. just sayin.

New Item! Infinite Damage Ballista! Floor 100!

it seems like rn i cant play due to an update removing the flash player to play the game... sad atm...

I did not know that you are going to be on steam

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Uhhh, maybe tone down the Legendary drops for the new update.
Somehow I'm bogged down by too many Legendary loot!

is there anywhere to back the game still and get a steam key?

Early access August 15th!

Maybe I shouldn't have took an hourglass

great update! Here's a bug though, when I try to unlock a door w/ out a key and open my map too fast (I think) my character passes through the locked door and gets stuck

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Combination of dagger and wand

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Bug: when playing on itch.io it will often crash when trying to start a run. The game also crashes when trying to take an exit to the next floor. The game ALSO crashes when trying to restart after dying, please fix this please.

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there's no button to end of turn in battle in demo version.

press space

the game does'nt work on itch.io app

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Barbell Makes Queen Cleaver SUPER STRONG!

The damage of the CLEAVER is not  calculated correctly when I press options button during attacking. And the reason of this is that the BELT OF KNIVES fail when options button is pressed, also, the number of attacks has been reduced. For example, Each cleaver should attack 11 times, but after I press options button, some cleaver might attack just 3 times. I find this bug because the animation speed will accelerate when I press options button, and the shortcoming of cleaver is that it take too much time for an attack.

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The lucky dagger is a good weapon. I like it

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Is it just me or do shops on level 1 generally have amazing items you can't afford, and shops on lower levels have nothing but crap? Like when I have 5 coins I see Legendary items in the shop. When I have 99 coins I see a bunch of Common items.

Feels like the shop needs to balance it's goods based on the floor number. Really frustrating to see an AMAZING item on Floor 1 shop that there's no possible way I can afford. Even if I sold my entire inventory.

Yeah, I find that too.
I often see some really good items - at the first floor shop. I can't afford them.

But, when I get to higher levels, I just find garbage.

I had a run where I bought the earthbound sword on the first level because I got coal out of a chest. That run was completely broken.

I got the same run.

SUPRISE UPDATE BABY

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Thanks for the update guys! This game rocks

too easy

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as you can see, locked doors are not working 100% of the time lol. im now stuck behind this one. somehow let me in without a key. wants one too leave though. The little footprint animation for when you move showed me walking into the black void and around into the room.

Sorry this is happening. Will work on it!

This might be a bug? None of the items seem to affect each other for example the bronze breastplate isn't getting any extra block from the knight's shield nor is it giving the +1 attack to the wooden sword.

I only got 2 block per turn and could only do 7 damage per hit too so it's not just a visual thing.


so close

Im stuck in this infinite loop. TT

弓箭只能前期后期不太行

anyone know how to get archangle wings easy

is it on purpose? cleanse flame relic now also removes poisen, weak and all the other negative buffs on the enemys. I know the description of the relic say so, but i think a build for example with club (one weak per hit) is usesless if you have this relic, cause you instant remove it. but at all i kinda love the surprise update :)

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pain. wasn't in fullscreen so you don't get to see the save and options buttons :P

wtf two archangel wings thats useless since the item gets disabled anyways

i mean- i don't care that much honestly lol originally that spot was for my broken water flask that had 0 uses

There are two flaws in that.
One is what TheRealAskz said where only 1 archangel wing will enable since the item in between will get disabled. While the other is that it is useless with the Water Flask because instead of being able to use up to 4 uses in a turn, you're locking yourself to only 1 use per turn.

like i said, i don't care, plus the run's already long gone.

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i broke a water flask. 0 uses. doesn't give me energy. can't use it. et cetera.

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