There is a bug with the legendary pickaxe and vampirism. If you kill an enemy with the vampirism tick of your pickaxe attack, the pickaxe actually gives you the gem twice. Pretty fun bug. Encountered it a couple times on a pickaxe run where I had two vampirism stones. The amount of times enemies dies to the final 2 vamp damage and I got to pick gems twice was noticeable. Encountered it a couple days ago so not sure if fixed, but haven't seen anyone else mention it when scrolling the comments.
That's what that bug is? I've had it generate 2 gems for me several times in a row. I thought it was a bug with endless mode since it happened on the 10th floor, but it must've just been the enemies health lining up nice with my damage.
Cleaver nerf and tougher monster is so annoying. Makes the runs much harder and one cannot go for super lategame. Please revert back to 1 energy.
Generally I propose an update to the coin system and randomizer system. It would be great to have higher prices at the shop but more choices. Thhe game becIt
Oof had to work then come back to nerfs. This build was still ongoing. Ended up finishing floor 30 when I had to stop. Probably could have made it up to floor 34-35 with no problems and maybe could of gone floor 36. Those Salamanders scale way too hard with their stacking fire application. Even on floor 16-17 they are terrifying.
(Pic from floor 25 or 26)
Multiple Pringleman shields was op with Coral relic. It had too much sustain and ramped up damage as time passed. Could put up 400+ armor in a turn if needed while getting 800+ spikes in a turn to beat anything that attacks you directly or applied fire.
Cleavers dealt with anything that didn't ie poison snakes, debuff enemies, and boss that gains rage by shielding. Only feared slow debuffs from a certain boss minion.
This build could:
-Cleave to remove self poison, enemy health regen and spikes, self heal(not much but some), and grow damage over time with the Stopwatch.
-Shield up to add 800+ continuous spikes per turn, gain 400+ single turn armor, remove some enemy rage and spikes. The more times you shielded in a turn the more spikes it gave you as coral gives 2 spikes to a shield for current turn on use but with multiple uses it gets exponential as it stacks. Early on in the build I had 10 energy turn 1 of each combat through the curse circlet's +4 curse energy for turn 1. You could put up 3k+ spikes in one turn(had to change for more sustain).
-Had space for up to 2 2-tile curses from those pesky salamanders, but only ever needed space for 1 2-tile.
Enemy death guaranteed over time.
Possible bugs:
At one point I tried connecting the two using shield spirit but something limited the amount of interactions and it just ended up breaking the game giving me only a few procs of anything. It could be intentional but I'm very recently new so I don't know all backend interactions. Clearly some hidden limiters are in place and rightfully so otherwise double king or queen cleavers would go forever.
*Was reworked but haven't placed since* Duct tape also at the time didn't always work as intended in some cases.
Randomly I could get more or less armor in combats rather than being consistent all the time. Something limited interactions.
Overall:
Been having loads of fun and can't wait for further implementations and that Steam release. 9/10
Shield spirit adds this effect to all shields: ON USE, ADJACENT WEAPONS GET USED. and also. ONE USE, ADJACENT WEAPONS GET -1 DAMAGE THIS COMBAT.
Hercule pavise (small yellow shield) also has the effect: ON USE, ADJACENT SHIELDS GET USED.
When activating hercule pavise in this situation, the club and the knights shield both also get used once. the earthstone blade does not get used at all. -2 damage is applied to the club and -1 damage is applied to the earthstone blade.
This feels like a bug to me because at the very least the earthstone blade should also be being used. additionally it would be nice if either the knights shield proced the club use again or didn't apply the -1 damage from shield spirit. as applying 1 of the 2 on use affect to adjacent weapons when used seems counter intuitive.
Hello? has anyone seen this item, the red hoodie. i have no idea if its rare or its new or something like that. it gives you plus 3 max health every time you take damage, but it get disable for a combat?!?!
I used Matthew to start the game with a rare item as a challenge run (keep it no matter what) and got this item. Ended the run with over 120 hp. Not even sure if I used the healer to increase max hp or not. Cauldron+Seasoning for regen and ninja armor for defense otherwise.
Yeah those Salamanders. They went from being a joke in the previous patch to being a little too strong.
Especially when they are in a group of two or if there is one Salamander and one healer they can overwhelm you pretty quickly with their curses + damage dealing every turn.
Managed to get a win on the first try. My build was an uncreative "hit stuff with a stick and chug food" build, but it worked. Don't mind the pointless mana; I replaced the ring of Fury it was attached to with the candle.
Hi, great game! But all the curses destroyed the game a bit for me. you have a great built and then you get 2 Enemies with big curses. Then you can decide to destroy your built or to die. That's no fun...
You sound like someone who hasn't played the game. the point of curses is to ruin builds. so if you have a good build. it ruins them. there is no getting good with curses.
I don't think this is exactly a solution. Because yes, curses, poison and burn are not a problem when you have a "good build" (op enough to kill enemies in one turn). But that feels a bit wrong, to purely rely on glass cannons only as defences are pointless for certain fights, specially when you continue in endless (I mean it makes sense for endless to eventually trade defences for more damage, but not feeling the need to start without any def right away). So you both got some point, you can play around bad mechanics but also "playing around" as for now is mostly restricted to get as much damage output as possible:)
IDK if it's only my experience but...having only beaten the current final boss one time, and having what feels like 40 failed runs otherwise...things just aren't balanced. Enemy damages and all get too high too fast, chests/merchants suck for the most part, and unless you get a godly backpack setup in the first 3 floors, you'll lose by floor 4. I like this game, don't get me wrong, but it's got balance issues.
You probably missing something then, because first 6 floors are pretty easy to beat even if your setup is far from being any strong. You may experience problems in magma core on many build that found not enough power on the way, but also it isn't that hard to beat magma core as soon as you get some experience with the game, items and combinations. I'd say I was beating 9 floors on about 80% of my runs, then usually dying to magma core+ on the most of them:) EDIT: Admittedly, game received an update recently and people say it became harder for the main part. Have to try it myself yet, as I was a bit busy lately:)
Finally got a strong magic spell. Interestingly metallic wand, an uncommon, feels stronger than the rarer wands I found. The fact that the more mana rocks you connect the more powerful it gets AND you can attack more snowballs quickly. Paired with ring of doom I was able to simply wait out spikey enemies while buffing to the moon, then one shot away.
Found a bug with the cursed whetstone, it forces you to keep choosing a weapon to enhance after declining to take the curse it generates, eventually your inventory will be filled or you take curse damage until your energy runs out. It killed my run because of the bug.
"On use: enter a buff activation mode. While in this mode, clicking an adjacent weapon gives ALL adjacent weapons a +125% damage buff and generates a curse. This does not end the buff activation mode. Click the Cursed Whetstone again to end the buff activation mode and return to normal backpack interaction."
If I had to guess, the whetstone is supposed to automatically select each adjacent weapon for the buff automatically, but something in the code is borked enough that it doesn't finish the "activate on X, end string" part of its sequence on its own, leaving it to the player to do those steps manually.
really enjoyed the game so far, cant wait till full release, though i noticed the game starts to get a little laggy when mana is used with this many conductive items
Cleaver build, is quite OP if you get the right items for it (made it to Floor 16, could have gotten further. Kinda got overwhelmed in the end without too many consumables. And didn't have too much luck without getting any.
Quite an update this was. The nerf to bow is definitely significant, the stages are significantly harder and a bit more difficult to gain xp at the start due to the new cowardly mechanic but probably would make endless a bit easier.
I think having king with 3 regen might not be a good idea with how difficult he already is, now he can easily softlock you if you do not have anyway to scale your damage or remove regen due to bad luck. Oh well, I can only adapt.
A funny picture of me getting softlocked, doomed to endless torment.
Welp...finally made it to floor 17, where I was immediately stomped completely into the ground so hard I'm still trying to figure out which part is rock and/or rodent.
If you find this setup and click in the door stuff without a key, the rat retreats to the normal stair icon, wich gets unclickable and you get permanently locked. The setup in question is Stairs -> Door -> Stairs
There's a bug with the shield potion, if you drink it, the shielding effect gets removed before the opponent start attacking, rendering the potion and any other shields useless.
Second run and I got a bit into endless with it somehow. Didn't think to take a picture, but I had 10 mana, the relic that replenishes three mana per turn, the relic that gives an extra energy, a book that converted two energy into four mana and increased damage of surrounding weapons by 2 per use, a crown that restored four mana when a wand killed something, a ring that gave four block for one mana, and a wand that base dealt 7 damage for one mana that I then buffed to like 16 with gems. So I had 18 mana first turn and 11 every after that. Free space was then just armour and roses for spikes.
Even the king at the end wasn't a threat, considering I had enough mana to just block everything and nuke summons, and my spike generation outpaced his regen. The run only ended when endless threw a pair of enemies that generated 21 spikes per turn at me. When your strategy is unleashing a bombardment of mediocre attacks, that enemy surviving one turn make them sort of unstoppable.
man those fire lizards are consistently run enders. curse, high damage, and fire is a little much. that and groups of 3. thats the only part that has felt unfair
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There is a bug with the legendary pickaxe and vampirism. If you kill an enemy with the vampirism tick of your pickaxe attack, the pickaxe actually gives you the gem twice. Pretty fun bug. Encountered it a couple times on a pickaxe run where I had two vampirism stones. The amount of times enemies dies to the final 2 vamp damage and I got to pick gems twice was noticeable. Encountered it a couple days ago so not sure if fixed, but haven't seen anyone else mention it when scrolling the comments.
That's what that bug is? I've had it generate 2 gems for me several times in a row. I thought it was a bug with endless mode since it happened on the 10th floor, but it must've just been the enemies health lining up nice with my damage.
Cleaver nerf and tougher monster is so annoying. Makes the runs much harder and one cannot go for super lategame. Please revert back to 1 energy.
Generally I propose an update to the coin system and randomizer system. It would be great to have higher prices at the shop but more choices. Thhe game becIt
wanted to share this foul thing. stopped scaling cause bored
Oof had to work then come back to nerfs. This build was still ongoing. Ended up finishing floor 30 when I had to stop. Probably could have made it up to floor 34-35 with no problems and maybe could of gone floor 36. Those Salamanders scale way too hard with their stacking fire application. Even on floor 16-17 they are terrifying.
(Pic from floor 25 or 26)
Multiple Pringleman shields was op with Coral relic. It had too much sustain and ramped up damage as time passed. Could put up 400+ armor in a turn if needed while getting 800+ spikes in a turn to beat anything that attacks you directly or applied fire.
Cleavers dealt with anything that didn't ie poison snakes, debuff enemies, and boss that gains rage by shielding. Only feared slow debuffs from a certain boss minion.
This build could:
-Cleave to remove self poison, enemy health regen and spikes, self heal(not much but some), and grow damage over time with the Stopwatch.
-Shield up to add 800+ continuous spikes per turn, gain 400+ single turn armor, remove some enemy rage and spikes. The more times you shielded in a turn the more spikes it gave you as coral gives 2 spikes to a shield for current turn on use but with multiple uses it gets exponential as it stacks. Early on in the build I had 10 energy turn 1 of each combat through the curse circlet's +4 curse energy for turn 1. You could put up 3k+ spikes in one turn(had to change for more sustain).
-Had space for up to 2 2-tile curses from those pesky salamanders, but only ever needed space for 1 2-tile.
Enemy death guaranteed over time.
Possible bugs:
At one point I tried connecting the two using shield spirit but something limited the amount of interactions and it just ended up breaking the game giving me only a few procs of anything. It could be intentional but I'm very recently new so I don't know all backend interactions. Clearly some hidden limiters are in place and rightfully so otherwise double king or queen cleavers would go forever.
*Was reworked but haven't placed since* Duct tape also at the time didn't always work as intended in some cases.
Randomly I could get more or less armor in combats rather than being consistent all the time. Something limited interactions.
Overall:
Been having loads of fun and can't wait for further implementations and that Steam release. 9/10
bug report?
Shield spirit adds this effect to all shields: ON USE, ADJACENT WEAPONS GET USED. and also. ONE USE, ADJACENT WEAPONS GET -1 DAMAGE THIS COMBAT.
Hercule pavise (small yellow shield) also has the effect: ON USE, ADJACENT SHIELDS GET USED.
When activating hercule pavise in this situation, the club and the knights shield both also get used once. the earthstone blade does not get used at all. -2 damage is applied to the club and -1 damage is applied to the earthstone blade.
This feels like a bug to me because at the very least the earthstone blade should also be being used. additionally it would be nice if either the knights shield proced the club use again or didn't apply the -1 damage from shield spirit. as applying 1 of the 2 on use affect to adjacent weapons when used seems counter intuitive.
I have encountered this bug with the hercule pavise as well.
cleavers my beloved, what have they done to you ;-;
Right? Nerfs are a sign of developers who are bad at balancing. Buff weaker stuff to even the balance, don't nerf good stuff.
well the problem is that that would make the game easier as a whole which might not be the intent of the developers
Hello? has anyone seen this item, the red hoodie. i have no idea if its rare or its new or something like that. it gives you plus 3 max health every time you take damage, but it get disable for a combat?!?!
i have died with this run after getting zero good items
I used Matthew to start the game with a rare item as a challenge run (keep it no matter what) and got this item. Ended the run with over 120 hp. Not even sure if I used the healer to increase max hp or not. Cauldron+Seasoning for regen and ninja armor for defense otherwise.
The mages that add stuff your backpack feel very unbalanced
Yeah those Salamanders. They went from being a joke in the previous patch to being a little too strong.
Especially when they are in a group of two or if there is one Salamander and one healer they can overwhelm you pretty quickly with their curses + damage dealing every turn.
Immune to everything, except poison :(
Is there a reason you made the game so much harder early on with the last update? Seems unnecessary.
My poison arrow suddenly stopped working in the swamp and I died. From what I can tell, this is a bug, not an error on my part.
I have noticed significant performance improvements with the latest update.
If I just did 6 more damage with each use, I would have survived... :(
Idk how I never managed to get a king cleaver, I even had a bunch of extra cleavers waiting to get one
Managed to get a win on the first try. My build was an uncreative "hit stuff with a stick and chug food" build, but it worked. Don't mind the pointless mana; I replaced the ring of Fury it was attached to with the candle.
Hi, great game! But all the curses destroyed the game a bit for me. you have a great built and then you get 2 Enemies with big curses. Then you can decide to destroy your built or to die. That's no fun...
If you actually had a good build you wouldn't have to worry about curses. I.E get good bro
You sound like someone who hasn't played the game. the point of curses is to ruin builds. so if you have a good build. it ruins them. there is no getting good with curses.
I don't think this is exactly a solution. Because yes, curses, poison and burn are not a problem when you have a "good build" (op enough to kill enemies in one turn). But that feels a bit wrong, to purely rely on glass cannons only as defences are pointless for certain fights, specially when you continue in endless (I mean it makes sense for endless to eventually trade defences for more damage, but not feeling the need to start without any def right away). So you both got some point, you can play around bad mechanics but also "playing around" as for now is mostly restricted to get as much damage output as possible:)
IDK if it's only my experience but...having only beaten the current final boss one time, and having what feels like 40 failed runs otherwise...things just aren't balanced. Enemy damages and all get too high too fast, chests/merchants suck for the most part, and unless you get a godly backpack setup in the first 3 floors, you'll lose by floor 4. I like this game, don't get me wrong, but it's got balance issues.
You probably missing something then, because first 6 floors are pretty easy to beat even if your setup is far from being any strong. You may experience problems in magma core on many build that found not enough power on the way, but also it isn't that hard to beat magma core as soon as you get some experience with the game, items and combinations. I'd say I was beating 9 floors on about 80% of my runs, then usually dying to magma core+ on the most of them:)
EDIT: Admittedly, game received an update recently and people say it became harder for the main part. Have to try it myself yet, as I was a bit busy lately:)
Yeah the game has definitely gotten a bit harder but overall it wasn't that much harder, I was still able to beat it pretty easily.
curse from boss lizard end me i will get my revenge!
the grandmaster just got like soooooooooo much stronger. It's good for some and bad for others.
Finally got a strong magic spell. Interestingly metallic wand, an uncommon, feels stronger than the rarer wands I found. The fact that the more mana rocks you connect the more powerful it gets AND you can attack more snowballs quickly. Paired with ring of doom I was able to simply wait out spikey enemies while buffing to the moon, then one shot away.
so, 16+ levels are unreal=)
I got to the max Shield possible with these assassin daggers and Structures build
Found a bug with the cursed whetstone, it forces you to keep choosing a weapon to enhance after declining to take the curse it generates, eventually your inventory will be filled or you take curse damage until your energy runs out. It killed my run because of the bug.
isn't that what it's supposed to do?
It's more like it locks you in an inifinite loop of using the item so that I can't use another action
i think you gotta tap/click the cursed whestone to unuse it.
p.s. had a cursed whitestone and cursed sword run before unless a update bugged it.
u just need to click on stone again to take off buff choosing
I see, might try it again next time
The way the item currently works is:
"On use: enter a buff activation mode. While in this mode, clicking an adjacent weapon gives ALL adjacent weapons a +125% damage buff and generates a curse. This does not end the buff activation mode. Click the Cursed Whetstone again to end the buff activation mode and return to normal backpack interaction."
If I had to guess, the whetstone is supposed to automatically select each adjacent weapon for the buff automatically, but something in the code is borked enough that it doesn't finish the "activate on X, end string" part of its sequence on its own, leaving it to the player to do those steps manually.
Got to floor 14 then died to spikes
really enjoyed the game so far, cant wait till full release, though i noticed the game starts to get a little laggy when mana is used with this many conductive items
I noticed a similar and significant decline in FPS while running my Archer's Wand/Broken ring fit with probably 14 mana across 6 mana stones.
Cleaver build, is quite OP if you get the right items for it (made it to Floor 16, could have gotten further. Kinda got overwhelmed in the end without too many consumables. And didn't have too much luck without getting any.
Quite an update this was. The nerf to bow is definitely significant, the stages are significantly harder and a bit more difficult to gain xp at the start due to the new cowardly mechanic but probably would make endless a bit easier.
I think having king with 3 regen might not be a good idea with how difficult he already is, now he can easily softlock you if you do not have anyway to scale your damage or remove regen due to bad luck. Oh well, I can only adapt.
A funny picture of me getting softlocked, doomed to endless torment.
Welp...finally made it to floor 17, where I was immediately stomped completely into the ground so hard I'm still trying to figure out which part is rock and/or rodent.
GG
Hey, question. How much HP does the fox have, and do you get something special from defeating him? (or is it impossible to?)
i dont know how much health he has but you can beat him and you'll get a legendary sword called the fox rapier
Idk if it varies or not (it might based on level or floor...) but I started the battle on floor 4 and he has 380 HP.
If you find this setup and click in the door stuff without a key, the rat retreats to the normal stair icon, wich gets unclickable and you get permanently locked. The setup in question is Stairs -> Door -> Stairs
why?
why not?
Got to floor 16 with this, unfortunately died to a snake since I couldn't counter the poison.
It doesnt save correctly, it also bugs out to where it doesnt load, when you refresh the page.
There's a bug with the shield potion, if you drink it, the shielding effect gets removed before the opponent start attacking, rendering the potion and any other shields useless.
did you have ninja armor in your backpack?
Second run and I got a bit into endless with it somehow. Didn't think to take a picture, but I had 10 mana, the relic that replenishes three mana per turn, the relic that gives an extra energy, a book that converted two energy into four mana and increased damage of surrounding weapons by 2 per use, a crown that restored four mana when a wand killed something, a ring that gave four block for one mana, and a wand that base dealt 7 damage for one mana that I then buffed to like 16 with gems. So I had 18 mana first turn and 11 every after that. Free space was then just armour and roses for spikes.
Even the king at the end wasn't a threat, considering I had enough mana to just block everything and nuke summons, and my spike generation outpaced his regen. The run only ended when endless threw a pair of enemies that generated 21 spikes per turn at me. When your strategy is unleashing a bombardment of mediocre attacks, that enemy surviving one turn make them sort of unstoppable.
man those fire lizards are consistently run enders. curse, high damage, and fire is a little much. that and groups of 3. thats the only part that has felt unfair
welp hercule pavise dosnt activate adjacent weapons with shield spirit
I did a strange bow run but it worked so...