Really enjoyed it; Reminded me of Slay the spire in a good way
Bugs:Golden whetstone appears to let you use it for that turn as long as you have energy assuming bug; Cauldron doesn't appear to restock use from item destroyed in the column above it.
Recomendations:
I'd extend max block for both players and enemies, situations where your haste and block can outperform enemy damage and feels punishing at the moment. Possibly have 1 stat for haste and slow and 1 for poison and regen that allows positive and negative numbers for similar reason for poison and just to simplify GUI for haste and slow. I'd also recommend beefing up damage and curses from enemies to intensify the rogue element to it
Super! Played a lot, got lucky with this run in the screenshot. First playthrough had feather hat & 2x angelic armor, and whetstone + hatches/shivs. Collected couple Berserker's Rings to sell but never saw another merchant... beat normal game.
Infinite, Lucky Blade found more Berserker's Rings so just went crazy with NO armor. Beat Infinite King, took a lot of mana, but 11 energy + Necronomicon kept it up. Screenshot attached.
Idea: Of course add more story. And make the map a lot bigger, like the current map for each floor could become a smaller "area map", and these areas are all connected on a master "world map", where you can take different directions on the small (current) map to head N/S/W/E to a new area with different classes of enemies, maybe some dead end maps, different routes to take...
[Below comments were also in the hotfix 4 page, fyi]
For item interactions, permanently showing a little overlay saying "+1" (in different colours for different effects) right on the border would be excellent. Figuring out how things like armor and helmets interact can get very confusing, but seeing little +1's and +2's on the borders should hopefully make it much clearer.
Maybe making merchants STAY PUT so you can come back and buy & sell stuff later would be great too? Same for those mystery hallways and statues, they definitely shouldn't be wandering away...?
can you add keychain items that take up a keychain slot
also nerf endless mode enemies like instead of adding more max hp this is what you should do
when you start a fight with an enemy / enemies enemies they start with max shield (can't one hit)
they also get 10 rage 10 haste at the start of battle
they can add more curses
maybe add crafting as an event?
(also there is a bug the enemies won't show which curse they will add to your backpack instead it shows the entire list of curses that they can add to you)
I adored this so much. It reminded me of reading the Redwall books I read as a kid. I didn't screencap my build, but I got very lucky and found a way to generate mana and use the wand that only required mana (no energy). I was able to beat the final boss on my first playthrough(!). Although my build was so strong that endless mode didn't feel that interesting.
My only immediate suggestion is that perhaps gold and mana could be stored separately outside of the main bag in some separate GUI? I understand for story purposes you're storing everything in your bag, but it felt weird for two almost-essential elements to have them be optional.
Either way, this game was fantastic and it feels like you probably already have an idea on how to continue to improve and balance it. Keep up the good work!
There is an odd interaction between your spikes and the slime curse where you take damage for your spikes. I don't know if this is intended or not, but I figured it wouldn't hurt to bring attention to it. Great game by the way!
P.S. I also noticed that the game tends to crash on computer waking if I put the computer to sleep with it still running.
Oh, that's what killed me! I had a decent cleaver run going and I figured I could ignore the slimes because I had room and I had the heal gem (which is busted, incidentally). Then I suddenly died. Guess it was the 16 thorns.
i just wanna start with... this game is entirely too addicting and i can't wait to see if/how it grows. Early on curses can be extremely annoying, especially big curses considering bag size but once you get a busted build going into endless mode it seems fair enough. This is my most recent build and i accidentally closed the game when making this account so i wont be able to see how far it could of taken me Q_Q.
I am enjoying it a lot, this assassin dagger is op if you get at the start and it's only uncommon but should be rare at least, you can start one shoting smaller guys then bigger ones, plus having 4 energy (energy token in corner) was perfect, started farming summons also lol . One major thing I don't like is not being able to save or continue an old run, we all can't just play straight though, the other thing I hate is some of the curses taking up slots, not do they only have huge draw backs, taking up space but basically forcing you to discard the item if you have no space , I think you should have the curses disable the items until you can get rid of the curse instead.
Also just found an interesting combination and possible bug with the philosopher stone and cauldron, Thought I needed a log to make herbs for repeating refresh but if you click the stone, it automatically refreshed without consuming an item as long as it was above the cauldron. Don't know if that was intended or represents the true power of alchemy (FMA). Update now I have a scimitar that gets +1 dmg when a consumable is destroyed next to it and 2 stones for potion recycling and buffing the sword nearly infinite as long as I don't get a poison potion. (Alternatively Scimitar+P.stone+log works too) Update 2, scimitar has the same bug, just clicking P.stone next to it give +1 dmg without consuming anything. lol
Game is amazing, all the sounds and art look great and it's easy to lose track of time playing it. Really fresh idea with the inventory management, thought some items were a bit useless and it could have been clearer visually how your armour affects the other tiles, the green flashes go by too quick to understand, maybe a battle history too, I died to the King int 2 turns and had no idea why or what effect caused it, had lots of fun playing it, starting a second run now
Yeah my first battle with the king went like that. Just got to him a second time and realized they've got 12 thorns, no idea how you're expected to beat the king.
Hover over him to see his abilities. He gains regen each turn, and gains thorns and rage when you hit him. The regen isn't a big deal, but the thorns can wreck multihit strategies like shiv or cleaver. Ironically, thorn+turtle works pretty well against him; with enough defense and at least 2 thorns per turn he'll eventually die if you just don't attack him.
Neat game, got through the first iteration thanks to patient buffing and a lot of spikes.
The packing gimmick is very good, buffing items and armor actually made me reconsider the entire pack and try to put everything optimally.
Minor complaints I have is that all instants/consumables *must* be used in battle, it's just annoying when dealing with healing. That "summon ethereal sword" staff is terrible, cost me 30 health against olms, and I couldn't even fit it in the pack.
Played through the first iterationonly, and I don't know whether there's any reliable way to force builds, or just get what you want. Vast majority of items were discarded, and for a dungeon-crawler-themed game that's kinda sad, throwing all the loot away. Perhaps you could feed discarded items to the backpack and then "buy" any item you want once it's full?
The main gripe I have is action economy. Aforementioned staff costs 3 energy, all to create a sword that costs 2 energy to use, and it isn't even that good. Skull wand was my "get out of trouble free" trump card in the magma zone, given enough mana you can just delete all your problems. The deal with 0 energy effects is that they're infinitely more effective than anything else, even with "once per turn" caveat. Which is why shank is the most valueable thing to buff, it's always useful and more efficient than any non-zero-cost effect.
Complaining is easy, but the bottom line is that the game is fun.
And I think I found a bug. Red slime's curse claims it only deals 2 damage, but at the start of my turn it dealt at least 20 (perhaps it dealt slime's regular attack damage).
Someone else suggested that the bug is that it triggers your thorns on yourself. I had the same thing happen and I had lots of thorns, so that might be it.
A fun little game, the inventory management didnt feel too harsh which was nice. I was able to win on my first run using the fish swords and tons of fish. Image of build below.
a tedious but fun build for infinite mana and infinite damage with necronomicon > ring of doom > king cleaver + armor ring, haste and regen for safety. anything that does not do poison damage is a helpless beating dummy for gaining mana :) poison and curse enemies are when you spend the mana to insta-kill :)
The build of an infinite mana Doom Ring, to boost my abilities to absurd, together with my protection ring, to build up my unbreakable defense, and topping it off with ludicrous amounts of spikes and poison every round to nullify any healing my opponent does allowed me to kill The King (he died by himself, dying on my 54 spikes)
54 poison damage per turn, that's hard to deal with haha. Has anyone made it through a second time? Seems like things get basically impossible since there is no way to negate poison.
So scimitar + philosophers stone + old log = infinite damage. I don't know if you left it like that intentionally but I hope you did, I like becoming stupidly overpowered with legendary items like the stone. Great game btw
it wont let me upload the picture but the King Cleaver is busted, i got the book where you add +1 damage and mana and the ring where you use 1 mana for +2 damage with 5 cleavers and just kept cheesing weaker guys to rack up mana. It was fun though and i really enjoy the game.
Very addicting dungeon crawler that i happened to play on stream and made it to Floor 16, which it got terribly difficult. But that's the point, very fun to play and waste time on. Thank you for making this!
Hmmm... Star Potion creates and Item but you can't add it to your bag when you don't have any free slots already for the item. Can't move or reoganize while in that state and the potion itself doesn't disappear until after you have placed the new item into a slot/discarded it. Got a Ruby and couldn't add it to bag cause of this... T_T
The wizard hat gives 5 mana per turn, and I think +5 mana at end of battle. The ring adds 2 attack to all weapons around it.
So I can finish almost every battle in 1 turn, by doing around 140 damage with the sword + 90 damage using the axes. On the few harder battles like the king, I can just use accumulated mana to do like 500 damage in one turn. (I didn't continue onto endless mode)
I could try to optimize more , but I didn't use anything besides the ring, and finishing every battle in one turn. (so shield, armor, etc is just for decoration)
it was a fun game, but I wish I hadn't found a way to just one shot every battle and then one shot everything for 5 floors in a row
The wizard hat should be nerfed to give less mana per turn. I'd say 3 would be better than 5, in my opinion.
This is honestly a great game especially to only be made by a handful of people, it's in perfect condition to be on steam early access, and please do because I'd gladly put up money to watch the game grow.
Great Game! Sadly I couldn't find a save feature, so I had to abandon my run soon after starting endless mode. Not sure where this dagger would have carried me otherwise. :)
Whetstone is way too op as is. Suggest reducing dmg by 1 and limiting it to one use per round.
Legendary whetstone should be changed to +4 per use with a limit of 3 uses per round.
I don't know if there is a Rare Whetstone but if so I would suggest it gets +3 to damage with a limit of 2 uses per round.
All Whetstones would still require 1 energy to use.
Philosophers stone should be adjusted to consume one use of a consumable per click. If more than 1 consumable is next to the stone then it should give 1 energy for each consumable. (only one use per turn)
Add the ability to save with 3 slots and I will gladly pay $10
I absolutely loved this game. I felt supremely rewarded for planning carefully. Please please please... let us donate for your effort. I would love to see a more complex game with this kind of concept.
← Return to game
Comments
Log in with itch.io to leave a comment.
blade summoner does not work, i have three open spaces but just tells me i can't place it
Read. The. Description. Carefully.
I. Did.
Really enjoyed it; Reminded me of Slay the spire in a good way
Bugs:Golden whetstone appears to let you use it for that turn as long as you have energy assuming bug; Cauldron doesn't appear to restock use from item destroyed in the column above it.
Recomendations:
I'd extend max block for both players and enemies, situations where your haste and block can outperform enemy damage and feels punishing at the moment. Possibly have 1 stat for haste and slow and 1 for poison and regen that allows positive and negative numbers for similar reason for poison and just to simplify GUI for haste and slow. I'd also recommend beefing up damage and curses from enemies to intensify the rogue element to it
I like it! Good idea)))
i beat the final boss and... well, what a cute game
also grindstone and shiv are very good combo
Super! Played a lot, got lucky with this run in the screenshot. First playthrough had feather hat & 2x angelic armor, and whetstone + hatches/shivs. Collected couple Berserker's Rings to sell but never saw another merchant... beat normal game.
Infinite, Lucky Blade found more Berserker's Rings so just went crazy with NO armor. Beat Infinite King, took a lot of mana, but 11 energy + Necronomicon kept it up. Screenshot attached.
Idea: Of course add more story. And make the map a lot bigger, like the current map for each floor could become a smaller "area map", and these areas are all connected on a master "world map", where you can take different directions on the small (current) map to head N/S/W/E to a new area with different classes of enemies, maybe some dead end maps, different routes to take...
[Below comments were also in the hotfix 4 page, fyi]
For item interactions, permanently showing a little overlay saying "+1" (in different colours for different effects) right on the border would be excellent. Figuring out how things like armor and helmets interact can get very confusing, but seeing little +1's and +2's on the borders should hopefully make it much clearer.
Maybe making merchants STAY PUT so you can come back and buy & sell stuff later would be great too? Same for those mystery hallways and statues, they definitely shouldn't be wandering away...?
this is cool. I'm hooked
Like it ! good game!
can you add keychain items that take up a keychain slot
also nerf endless mode enemies like instead of adding more max hp this is what you should do
maybe add crafting as an event?
(also there is a bug the enemies won't show which curse they will add to your backpack instead it shows the entire list of curses that they can add to you)
I adored this so much. It reminded me of reading the Redwall books I read as a kid. I didn't screencap my build, but I got very lucky and found a way to generate mana and use the wand that only required mana (no energy). I was able to beat the final boss on my first playthrough(!). Although my build was so strong that endless mode didn't feel that interesting.
My only immediate suggestion is that perhaps gold and mana could be stored separately outside of the main bag in some separate GUI? I understand for story purposes you're storing everything in your bag, but it felt weird for two almost-essential elements to have them be optional.
Either way, this game was fantastic and it feels like you probably already have an idea on how to continue to improve and balance it. Keep up the good work!
glad to hear the redwall comparison! Redwall has been a big inspiration behind the direction of the character art
There are two little pockets on the side of the backpack after all, so keeping gold & mana in those would even look appropriate... maybe?
There is an odd interaction between your spikes and the slime curse where you take damage for your spikes. I don't know if this is intended or not, but I figured it wouldn't hurt to bring attention to it. Great game by the way!
P.S. I also noticed that the game tends to crash on computer waking if I put the computer to sleep with it still running.Oh, that's what killed me! I had a decent cleaver run going and I figured I could ignore the slimes because I had room and I had the heal gem (which is busted, incidentally). Then I suddenly died. Guess it was the 16 thorns.
i just wanna start with... this game is entirely too addicting and i can't wait to see if/how it grows. Early on curses can be extremely annoying, especially big curses considering bag size but once you get a busted build going into endless mode it seems fair enough. This is my most recent build and i accidentally closed the game when making this account so i wont be able to see how far it could of taken me Q_Q.
was messing around with cauldron and found out that double poison potion doesn't work
I am enjoying it a lot, this assassin dagger is op if you get at the start and it's only uncommon but should be rare at least, you can start one shoting smaller guys then bigger ones, plus having 4 energy (energy token in corner) was perfect, started farming summons also lol . One major thing I don't like is not being able to save or continue an old run, we all can't just play straight though, the other thing I hate is some of the curses taking up slots, not do they only have huge draw backs, taking up space but basically forcing you to discard the item if you have no space , I think you should have the curses disable the items until you can get rid of the curse instead.
Also just found an interesting combination and possible bug with the philosopher stone and cauldron, Thought I needed a log to make herbs for repeating refresh but if you click the stone, it automatically refreshed without consuming an item as long as it was above the cauldron. Don't know if that was intended or represents the true power of alchemy (FMA).
Update now I have a scimitar that gets +1 dmg when a consumable is destroyed next to it and 2 stones for potion recycling and buffing the sword nearly infinite as long as I don't get a poison potion. (Alternatively Scimitar+P.stone+log works too)
Update 2, scimitar has the same bug, just clicking P.stone next to it give +1 dmg without consuming anything. lol
Game is amazing, all the sounds and art look great and it's easy to lose track of time playing it. Really fresh idea with the inventory management, thought some items were a bit useless and it could have been clearer visually how your armour affects the other tiles, the green flashes go by too quick to understand, maybe a battle history too, I died to the King int 2 turns and had no idea why or what effect caused it, had lots of fun playing it, starting a second run now
Yeah my first battle with the king went like that. Just got to him a second time and realized they've got 12 thorns, no idea how you're expected to beat the king.
Hover over him to see his abilities. He gains regen each turn, and gains thorns and rage when you hit him. The regen isn't a big deal, but the thorns can wreck multihit strategies like shiv or cleaver. Ironically, thorn+turtle works pretty well against him; with enough defense and at least 2 thorns per turn he'll eventually die if you just don't attack him.
I think i'l try that next, thanks!
Neat game, got through the first iteration thanks to patient buffing and a lot of spikes.
The packing gimmick is very good, buffing items and armor actually made me reconsider the entire pack and try to put everything optimally.
Minor complaints I have is that all instants/consumables *must* be used in battle, it's just annoying when dealing with healing. That "summon ethereal sword" staff is terrible, cost me 30 health against olms, and I couldn't even fit it in the pack.
Played through the first iterationonly, and I don't know whether there's any reliable way to force builds, or just get what you want. Vast majority of items were discarded, and for a dungeon-crawler-themed game that's kinda sad, throwing all the loot away. Perhaps you could feed discarded items to the backpack and then "buy" any item you want once it's full?
The main gripe I have is action economy. Aforementioned staff costs 3 energy, all to create a sword that costs 2 energy to use, and it isn't even that good. Skull wand was my "get out of trouble free" trump card in the magma zone, given enough mana you can just delete all your problems. The deal with 0 energy effects is that they're infinitely more effective than anything else, even with "once per turn" caveat. Which is why shank is the most valueable thing to buff, it's always useful and more efficient than any non-zero-cost effect.
Complaining is easy, but the bottom line is that the game is fun.
And I think I found a bug. Red slime's curse claims it only deals 2 damage, but at the start of my turn it dealt at least 20 (perhaps it dealt slime's regular attack damage).
Sorry to hear that! Is it possible you were poisoned at the same time?
Someone else suggested that the bug is that it triggers your thorns on yourself. I had the same thing happen and I had lots of thorns, so that might be it.
curses count for the simitar. the stone cant destroy them. Now go and one shot bosses. I did
my amoured archer build that got me to endless
what is the name of the item that gives 2 mana and poisons all enemies i forgot what is was called
necronomicon
3rd king in the infinite run cleared :) i could continue longer but it has been 6 hours... gotta sleep sometimes
I love how people are loving the game tbh
ye and a few youtubers are playing it
A fun little game, the inventory management didnt feel too harsh which was nice. I was able to win on my first run using the fish swords and tons of fish. Image of build below.
a tedious but fun build for infinite mana and infinite damage with necronomicon > ring of doom > king cleaver + armor ring, haste and regen for safety. anything that does not do poison damage is a helpless beating dummy for gaining mana :) poison and curse enemies are when you spend the mana to insta-kill :)
The build of an infinite mana Doom Ring, to boost my abilities to absurd, together with my protection ring, to build up my unbreakable defense, and topping it off with ludicrous amounts of spikes and poison every round to nullify any healing my opponent does allowed me to kill The King (he died by himself, dying on my 54 spikes)
54 poison damage per turn, that's hard to deal with haha. Has anyone made it through a second time? Seems like things get basically impossible since there is no way to negate poison.
Yep, I did... with my "casual" up to 5000 damage per turn build ;)
So scimitar + philosophers stone + old log = infinite damage. I don't know if you left it like that intentionally but I hope you did, I like becoming stupidly overpowered with legendary items like the stone. Great game btw
What a fantastic game! I cannot wait to see where this project goes! Great job done by all involved :
it wont let me upload the picture but the King Cleaver is busted, i got the book where you add +1 damage and mana and the ring where you use 1 mana for +2 damage with 5 cleavers and just kept cheesing weaker guys to rack up mana. It was fun though and i really enjoy the game.
Very addicting dungeon crawler that i happened to play on stream and made it to Floor 16, which it got terribly difficult. But that's the point, very fun to play and waste time on. Thank you for making this!
oooh my days didnt sleep at all last night game is addictive please keep updating and adding more content game is goooood wp sirs
Hmmm...
Star Potion creates and Item but you can't add it to your bag when you don't have any free slots already for the item. Can't move or reoganize while in that state and the potion itself doesn't disappear until after you have placed the new item into a slot/discarded it.
Got a Ruby and couldn't add it to bag cause of this... T_T
The wizard hat gives 5 mana per turn, and I think +5 mana at end of battle. The ring adds 2 attack to all weapons around it.
So I can finish almost every battle in 1 turn, by doing around 140 damage with the sword + 90 damage using the axes. On the few harder battles like the king, I can just use accumulated mana to do like 500 damage in one turn. (I didn't continue onto endless mode)
I could try to optimize more , but I didn't use anything besides the ring, and finishing every battle in one turn. (so shield, armor, etc is just for decoration)
it was a fun game, but I wish I hadn't found a way to just one shot every battle and then one shot everything for 5 floors in a row
The wizard hat should be nerfed to give less mana per turn. I'd say 3 would be better than 5, in my opinion.
Thank you! We will be updating things to hopefully balance things better! Thanks for sharing!
No need to nerf the Wizard's Hat, if anything the hat and Wizard/magic armor should create even more mana. Because...
Your Ring of Doom now only works once per turn. Not my decision...
oh, if the ring of doom can only be use once per turn then the wizard hat should give more mana
nice game
This is honestly a great game especially to only be made by a handful of people, it's in perfect condition to be on steam early access, and please do because I'd gladly put up money to watch the game grow.
Thank you! There are more updates planned for this coming week. Hopefully a Steam version in the near future!
Great Game! Sadly I couldn't find a save feature, so I had to abandon my run soon after starting endless mode. Not sure where this dagger would have carried me otherwise. :)
I hope to implement saving over the next week!
Hi can you add a rotate button so the game runs on mobile as well ?
Edit: items rotate be holding the item and tapping with another finger
Whetstone is way too op as is. Suggest reducing dmg by 1 and limiting it to one use per round.
Legendary whetstone should be changed to +4 per use with a limit of 3 uses per round.
I don't know if there is a Rare Whetstone but if so I would suggest it gets +3 to damage with a limit of 2 uses per round.
All Whetstones would still require 1 energy to use.
Philosophers stone should be adjusted to consume one use of a consumable per click. If more than 1 consumable is next to the stone then it should give 1 energy for each consumable. (only one use per turn)
Add the ability to save with 3 slots and I will gladly pay $10
Oh and please get this released on steam :-)
Really loved 'I am Overburdened' and this scratches the same sort of itch.
Really hope I get to pay for this or expanded version of this in the future.
I absolutely loved this game. I felt supremely rewarded for planning carefully. Please please please... let us donate for your effort. I would love to see a more complex game with this kind of concept.
Some setups just too busted
Here we have hats that mostly add haste but with archangel armor and thread they got +1\+2 armor.
So on the second turn of the fight i got around 40 armor passively.
Damn guess thread is busted