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1qaz-pl,

45
Posts
A member registered Apr 14, 2022

Recent community posts

I encountered the same bug after paying for the two gold option with my two remaining health tokens. However, after using the ability that requires a corruption token to make all choices "any", the guard stopped and death appeared, and then I was able to corrupt death into giving me health back, which led back to the normal, non-glitched guard encounter.


Other than that, great game! I love the concept and the execution is well done. A simple premise that still requires  thinking and planning and has plenty of replayability.

(Also charisma and agility don't load well for me on demo version, but having a descriptor pop up when hovering over was helpful.)

馃憤馃榿鉂わ笍

Round 50 achieved! 

Top row is level 3, everything else is level two (except for the useless electric peg)

It was around round 35 that I realized you can just keep getting more health, it doesn't cap at 100.

With this overpowered build, you take around 50-100 damage each round but gain over 1000 coins usually, which is enough to heal you past what your previous round's health was.

Probably going to stop here, although the build could theoretically go to round 100 and past.  There are so many orbs and effects that my computer is slowing down significantly, another reason why having orbs do special effects instead of flooding the screen with more orbs to make rounds harder would be better.

Anyways, hope this insane build is nerfed, and more stuff is added to make future rounds harder.

One last idea: the majority of the orbs that are getting through are from the sides. Is it possible to have some special slots for pegs closer to where the walls are, perhaps ones that have to be bought or unlocked?

Really enjoyed this game, hope it gets updated more.

Made it to level 30.  I have some suggestions:  

Tutorial: Quality-of-life enchancement.  

Ability to remove/switch out pegs: I really think this should be a thing, to allow players to change up their layout mid-run.  Placing a peg on accident or wanting to perfect a certain peg layout hurts when you are unable to remove an orb. For example, I wanted to see what the eletric peg would do but now I can't really, and I'd like to replace it with a turret but cannot.

A fun, related idea would be to have the ability to upgrade a peg to a random, more expensive peg, because currently there's not much to use the money on (Also, upgrading the freeze peg doesn't seem to upgrade how long orbs are frozen for, which is what I thought would happen). 

Ways to make the game more difficult when going to higher level: Currently, it seems the only difficulty increase with higher levels is more orbs, and maybe ones that take more damage to break. This makes levels take longer and ultimately become kind of grindy/boring. 

So, every 5 levels or so, a "curse" could be added, something like "each orb has a 1% chance to duplicate itself when breaking into a smaller orb", or "each orb takes 1 less damage each time it takes damage", or "5% of orbs pass through the first peg they encounter", or "increased gravity: all orbs fall faster". This would make the game more and more difficult at higher levels. 

Alternatively, making the basic health purchase go up every few levels (for example, every 5 levels it costs 5 more coins) would also introduce some progressive difficulty. It feels like it is more cost effective to just keep saving money to heal, especially when upgraded pegs don't seem that much more powerful.

Balancing: Clearly, the freeze peg is insanely good.  I like the mechanics of it currently, but maybe make a limit on the number of each type of peg is available. This would encourage variety in layouts as well, making it so (what I believe is) the extremely powerful combo of freeze+fire+turrets isn't as good.

Bug(?): When orbs get frozen and then drop to the flat areas on the side, they lose all their momentum and usually stay on those ledges. I thought having turrets would solve that problem, but often when the turrets shoot the orbs they go towards the center for some reason, launching themselves into the holes. Probably caused by some interaction of the bullets and the orb when they colldie? I find it really annoying, as I lose out on potential money - when the turrets shoot the orb, I would expect the orb to move towards the corners, where it can just be shot repeatedly to make a profit. 

Anyways, this game has a lot of potential, hopefully my current build is nerfed a bit, the usage of other pegs (and upgrading pegs to higher levels) is buffed, and maybe some sort of gradual difficulty increase is added. 

Aiming for level 50 or bust!

Died a couple of times early game, finally figured out what seems to be the optimal strat.

The burn pegs burn the falling orbs and the freeze pegs freeze them long enough for the burn to kill them. Eventually other chutes start dispensing orbs, but by that time you can start buying turrets to shoot the non-burnt ones

First and third row (except for the electric peg which I just bought because I thought it would be an area-of-effect cloud, although considering what the other pegs do it makes sense that it doesn't) are all level two, but I believe it's probably more cost efficient just to save the money on healing

Great game!

How can I gather obsidian? Is it found after defeating the third boss of a loop (requiring endless)? Or is it just super rare?

The distortion storm (that gives 2 random effects) fused together my witch's cauldron and a chargestone, even though I never encountered or saw a chargestone in that run.

Also looking at the discord there's a bunch of other item ideas that haven't been added so there seems to be a very strict vetting process  

:(

I mean, it was you who came up with the idea in the first place, it probably just needs some changing to make it less overpowered but personally I think it's quite cool. 

It's also not my game, so  it's really Jay's executive decision on whether to add something similar to this into the game.

I'm just a person active in this game's comment section attempting to balance this item so it can more easily be integrated into the game's based on its already existing mechanics and themes, I've got no control over whether the item does get added and I don't really want to come up with a similar concept already made by someone else.

Perhaps we should seek Jay's input on this  item (with the suggested changes).

*Hint Hint*

:)

;)

Hmmm, I'm not sure how useful an event specifically for one item could be, if there's nothing else to be gained from it. Personally, I feel the word "Sacrifical" would entail losing max HP, which is already a feature found in other events. Presumably, it would be a random monster losing a percentage of their max HP, say around 10%. Something that would make it more interesting is to tie it in with the snake dealer somehow, given that their theme is also about sacrificing something to gain something else. Even better, have it be a random chance of getting similarly themed items like the vampire fang or that blood axe (that makes the monster lose 10 HP every time it attacks), so that it's not a guarantee of getting a legendary item 100% of the time. 

The other option of losing one synergy (probably not a tier) instead of max health is also very unique, and I would like that feature to show up (unless it's random, in which case I would be more hesitant to accept). The thing is, there's no point in really getting it from the event if you can also get it from battles (or shops), and if it's the same rarity as all the other legendary items. With all the events that already exist, it might be more likely to get it just from other places besides that singular event. Also, the only other event that can guarantee a legendary item (to my knowledge) is the one where you have to fight a battle as well, so the drawbacks would have to be quite substantial for this new suggested event. 

Also, I personally think that should add 5 int each time too. There are some items that only give str and def without int, and actually many of them don't have int, but given the point of this item, it should probably also give int just to round things out.

An item that boosts your monsters the fewer tier 1+ synergies you have would be a great addition.  Adding  +5 speed may be a bit too overpowered, as (for example) if you had that item when you had seven synergies that weren't tier 1+, each of your monsters would gain +35 speed which is ridiculously overpowered  in addition to the +70 atk, def, and hp. Probably a +3 or +2 speed instead would be better, and also gaining int too.  Overall, this is a great concept, and has the chance to be really overpowered, especially with the reforging and merging possibilities with the forge. Nerfing this even more should probably happen, as this has the possibility of becoming really powerful really quickly, especially if someone manages to find two in a single run. I like the unique idea of an item that instead of buffing synergies by adding one to a monster, it buffs monsters based on synergies a player doesn't have.

One appeared before the most recent bug fix update and a while after it updated I got a second one

Something is still bugged with monsters showing that they're in the middle of an attack (Relatedly, what's a turn gauge? I've always wondered what Krog's "reduce the target's turn gauge by 10%" meant) when they have high speed, even when a battle is currently not occuring. For example (besides the Omega Harvester that's equipped) Chip is fused to an Omega Bloodmist Mask, so he has like 237 speed in these pictures. The white bar jitters, going randomly up and down (but never past 50% full). This happened with the Bloddmist Mask before, and I'm not sure if it's a visual bug or something else

I was so close to getting all the Regional blessings but I was just missing the one where monsters do +30 dmg on their first attack. :(

I wonder if something special comes up if someone actually manages to get all of them

Double Dark Glyph was a terrible thing to pick in Endless.


And I got the rest of the pact blessings too! Are they really blessings if they benefit the enemies too though? ;D

 

;D

I wanted to wait until my super orb was fully charged up so I could use it, then use the Miraculous Elixir on Wyrmlet, and then be able to use the super orb again. The problem wasn, the boss got defeated before it got to 100%! 

;)

I used the Miraculous Elixir on Wyrmlet (with Magical Manipulation) after the boss battle, right before starting a new loop. When I went to the next loop (after losing my unequipped items and aura, choosing a curse, and gaining another Miraculous Elixir), the effects had worn off even though I hadn't fought anything yet.

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When Karakai uses Moonbeam, even if they don't change position (because the closest enemy is in front of them), Thorn's Barbed Hooks effect still causes them to Bleed, which is quite annoying.

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Argh when I summon a scavenger with the Void Beacon it doesn't get buffed (due to multiple loops of endless where the enemies become more difficult),  but when an enemy summons a scavenger it does get buffed!

The void beacon kind of sucks in endless because the helpful enemies I can summon have like a tenth of the stats of the other enemies  :(

Some weird stuff with overlaying using the Compendium.  I hovered over Chikia and then moved to the Circlet of Acuity that was equipped on one of my monsters, causing both texts to show up/

Bug Report: The Charmweaver didn't actually take my power charm when changing it into a Banner of Power, so I still have the charm as well as gaining the banner.

That makes sense, I was wondering why it was healing different amounts when I didn't raise Parra's Int- it was because the amount of healing from the Unraveling Prism wasn't tied to Parra's Int at all!  :O

So like the "one monster copies the highest hp in the party" blessing? I avoided those because I thought it would be completely random. It does make more sense that I would recieve an item that lets me choose which monster. I'll do another endless run sometime and see.

Perhaps the mimics should have lower mana cost overall so they benefit their allies more, and have less mana cost the more loops are completed so they scale even more in difficulty

I'm missing all of the items in the top row of the fifth page in the compendium besides the two forge sparks, and they're all from events. Are these events extremely rare, or do they only show up in endless, or are they from a seasonal update, or an option in an event I've never picked before, or something else?

Lots of comments in one go  ;)

I do want to talk about the chest/jug mimics, because I feel like they're pretty weak overall. Their casting abilities are cool and unique, but often I hope to get one instead of a normal jug or chest because it means they won't disappear. They're never enough to do any noticeable harm. I guess it's probably because they're more supporting characters, helping their allies, instead of being dangers up-front. To be fair, I think they have a chance of showing throughout the three areas, and it might be hard to balance the difficulty when it changes from area to area as the monsters improve.

First attempt at an endless run, did pretty well but I didn't realize there's no more aurite after loop 3 so i was stuck with second form Pyris. The main strategy for me was to go all out on karakai, because it's moonbeam is super powerful and I managed to fuse a circlet of Acuty on it as well IN ADDITION to Chip's Replica which gave it another one, which meant it could do moonbeam three times. This meant basically neverending damage, which basically carried the run along with a few healing tomes I picked up, healing the team over and over. Finally, Chip's Alchemize ability, which I hadn't used in a while due to a (perceived) bug where the bonus stats didn't seem to show up, very likely boosted my monsters' stats in the long run.

One thing that was really nice was that the extra space on the Karakai (so that Chip's Replica would work) allowed me to keep an extra item after the boss fight, which I could later sell for more aura in the next loop, basically replacing that greater blessing that allows me to keep 200 aura each loop. 

So it turns out that fusing the Healing Tome with a monster, and then equipping the Unraveling Prism, both removes my monsters' poison and heals all my monsters. 

Got him a second time and the one I chose before was "not in this pact", which I think is intended but it's just weird how his deals are so much better than the other one's.

I found an event in endless that is just a buffed version of the normal snake dealer event, is it a secret event or are the deals just better because I've done so many loops? Or is it because I found the normal snake event once and the *special* snake event twice so far in my endless run?

Wait, it might be the chance to take no damage from the tier two lucky synergy, because I got the lucky synergy on Karakai from the coin flip event and it doesn't seem to show up on my monsters without the synergy.

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There's a weird yellow visual bug that occurs every so often, not just to Karakai but to other monsters too. I'm pretty sure  it's related to the (also yellow) "!" that enemies sometimes get. It might be due to the "all monsters start poisioned" option in endless mode, but it's hard to tell.

The Humble Chalice didn't seem to reduce the poison from the plant event (where you can choose to gain 4 food but start next battle poisoned).

Karakai's Shrapnel Blast can cause an enemy to have negative defense (if they already have low enough defense), does that mean they take more damage from attacks? Or is it just calculated as 0 defense?

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It showed up as my first event again   xD

This time I had a nice woad (dark harvest)+haunted synergy though so it was pretty helpful.

The damage is climbing more slowly, instead of 1-2-3-4-5-6-7-8-9-10-11... (increasing one each time), it seemed to be something like 1-1-1-1-1-2-2-2-2-2-3... 

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What are the chances I get one of the secret events (the snake one) immediately after starting a new run!?! 

Personally, I thought the damage would go back down to 1 if a new monster went on [the thing] but it just keeps climbing.

How rare is the other secret event? I've found the snake one three times but not the other one so far. I guess I'll keep looking.

Probably a bug: When I go to a shop and reload the page then load the run, the items in the shop change. Theoretically, someone could keep reloading the shop (for free) until they find something that they want, although it's pretty tedious.

Showed up again in a seperate run

Bug report:

I got the event to heal my wounds but the next battle is harder, and (after the event where you fall and can get a cheap forge/shop if you have enough int or str) I went to get some aurite, and the night terror showed up even though this shouldn't be a battle. I was unable to fight it, and it disappeared when I moved on to fight the boss.