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1qaz-pl,

61
Posts
A member registered Apr 14, 2022

Recent community posts

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Love the new update! The log book is great for quality of life and gives helpful tips on stuff that new players seemed to be confused about. 

Despite the patch notes claiming there isn't much new content (there's a typo in that sentence in the actual patch notes btw), the "starting with initial stuff" bonus mechanic is a really good way to get more adaptability in the early game. 

Also, the new dice - great mechanic and also really overpowered if you can find three or more, but only finding one and dying soon after means every new start is just worse. Hopefully you can find more after the first run, or it resets somehow upon defeating the last guy.  (Edit: it does reset, so that's good)

Edit: When I closed the page with a single starting dice and opened a new one, the starting dice was still there but I was able to hit the "play" and "roll" options to get three dice. Weird, and probably unintended: upon reloading and opening the tab again, the game restarted with a wiped save. 

I know this wasn't in the most recent patch, but the quicker fishing is super nice. Also, I've noticed the fished up  dice have fish icons on them -  What if there was some special interaction while having one of those dice and finding the TMNT ship?

Anyways, onto the bugs! 

When finding the switch crewmates event while having Handy, when they moved over to the other ship they just flew up and disappeared (is that normal?), and I kept their parrot and it continued to work as normal. Also, when getting other parrots in addition to Handy, when Handy is stunned all of the parrots are stunned. 

Edit: It seems like the parrots remain: You can do the same trick to get Handy's parrot in addition to another crewmates of your choosing at the beginning of a run. (GAME BREAKING BUG: This is repeatable for infinite birds) 

Edit: Cabin exiting and entering deletes the text for the math game, and also resets the "efficient at fishing" guy for potentially infinite cargo as well

I put "Nakir" as a word for the genie, and the game crashed, even though I know names of special crew members should work. (Speaking of which, will putting words in such as "Beppo" or "key" do anything?)

Finally, the flavor text frog's message of "bonus towards using thematic words" goes off screen sometimes.

That's all, I'm going to try to unlock more crew members and see if I encounter any more bugs. Once again, great update!

P.S. Royal Babysitter Challenge Mode is crazy 🤣

(And thanks for putting me in the credits!)

One that’s been around for a while is if you click a bunch of dice quickly when choosing which one will take damage, as long as the enemy’s damage is greater than the dice number they will hit you multiple times, even without Boomer or multi-target crewmates. If they have a splash damage crewmate like Bob the splash damage affects your cargo as well. It’s a pretty useless bug, but makes it easy to die quickly in endless if you don’t want to reload the game, just by clicking a bunch of your cargo really fast. Only works if the damage taken is greater than the targeted cargo’s health. Probably something to do with the “attack X additional number of times” effect coded in the game.


Relatedly, after doing this and then trying to hit the “shoot”, “fire”, and “roll” buttons repeatedly, weird things happen - sometimes the enemy gets an extra turn, even shooting twice in quick succession, sometimes they shoot you while the dice rolling animation occurs, sometimes you get an extra turn. Not sure if the first bug is required to do this, but I think the game’s just struggling to process the back and forth attacks and overlaps them somehow. I once died while doing this and I think I had the ability to fire a shot on the respawn screen.


The same thing happens sometimes if you can defeat the enemy, but also hit the “shoot” button right before the “continue” button shows up. This one is a little harder to replicate, but when it works you sometimes get the “fire” option on a non-enemy event (I think I shot at the trinket collector once), but it doesn’t really do anything either. Depending on the next event, sometimes you can pass through that one and then skip the next enemy encounter, or occasionally you skip an enemy and an event and go right to the next enemy.

The first bug is generally detrimental, the second one is kind of neutral, and while pulling the third one off occasionally helped it’s difficult to pull off. Also because they require people clicking fast which is never necessary for battles, they don’t really affect gameplay, but they do exist. It should be relatively easy to replicate most of them, despite the effects appearing somewhat random.


Miscellaneous: When hitting the continue button early after bribing an enemy, the cargo sometimes overlaps with the crewmate or nudges them off the edge of the boat. 

Having a navigator give four/five directions to choose from does nothing (didn’t expect it to though), same with being able to loot more than six dice. Probably doesn’t count as a bug.

If a divine being’s powers overlap with another crewmate’s, nothing happens (maybe intended?)

The strike trinket, which “increases all outgoing damage by one”, doesn’t work with birds (also maybe intended?)

That’s all I can think of for now, maybe I’ll play some more and see if I can find any.  ;)

Once again, thanks for taking the time to go through all this. 

Back at it again! This new update is great, I especially love the green pearl event and the endless mode rework(s).

I’m pretty sure the angel/demon fight reworks are recent as well, the ability to swap out crew members is greatly appreciated. Also, the doctor allowing for (seemingly) infinite upgrades is really nice for more scaling. The spy adds a lot more options to battling as well, and I like how it overlaps with the ability to bribe, making pre-battle decisions more important.

In terms of the green pearl event, I feel like there could be different possibilities of what occurs. Resetting is great especially the first few times, but I was seeing him so many times (I had three copies of The Mark) it felt kind of useless. I suggest either some kind of drawback (maybe losing a relic?), or a chance for other things to happen - losing or gaining cargo, etc. Same thing for the spy and the chest, since it is guaranteed to do nothing if all crewmates have already been upgraded once.

Some sort of anti-soft lock feature for the clam guy (do they count as a mini-boss?) would be nice, even though of course just reloading the game works too. Before I figured out the gimmick, he wasn’t dealing any damage due to a reduce damage taken crewmate, making it difficult to figure out how to prevent soft lock. Perhaps them increasing their damage by one each turn? Not entirely sure, it might get out of control.

I never got the genie to work, although once I noticed some Ös and connected to potential names of crewmates. Will try to pursue that line of reasoning. For some reason, “pearl” or “frog” are not valid answers, but oh well.

I only noticed a few bugs (besides for the easily avoidable one of clicking things too fast). The biggest one was the Handy figurehead not working, the birds flew over but then just continued going with the carpenter.

The prince never got rescued by the king, which may have just been unlucky or something to do with resetting with the event. The ability to have them walk the plank helped out with that, though.

Stealing the last piece of cargo from a ship through the spy doesn’t kill them immediately, but luckily they go down after being shot which luckily avoids soft lock.


Haven’t been able to replicate it yet, but something about the bird boomer combo killing the enemy almost instantly combined with clicking “fire” leaves the dice frozen on the previous screen until the next battle, also making me unable to avoid the angel fight. (Although, it seems as though mandatory divine being battles might be intended?)



I think these new balance changes are great and add a lot more endless potential to the game, and makes the early game much more enjoyable. It seems the constant reset ability just makes it really easy for overpowered builds to be created, whether from pearl relics, 2-3x upgraded diplomat, or lots of splash damage birds, all of which are understandably late game but also not easily countered. Thanks for taking the time to read all of this!

P.S. Are they called trinkets or relics? They seem to be referred to differently, like the “mimic” one says (or at least used to say) “relic” compared to the description of the “trinket collector”. Alright, that’s all. Love this game!

5 angels on board 😇

Bug where level 2 crewmate from upgraded prince reward doesn’t show as level 2 until chosen?


“The game is now live on Seam” lol (congrats!)

Suggestion: a random curse applied every 10 (or 13 👀) infinite fights that counter each specific type of overpowered build. For example: “lose all spice cargo after a successful bribe” (super upgraded diplomat) “remove ability to gain additional relics” (tink), “all crew members are less effective” (bard + boomer/bob), and “split relic no longer creates new dice” (idk of a better way to counter an infinite pearl build)

That makes a lot of sense. The stunned effect doesn’t appear to go away instantly, so if crew members like scout and bosun are stunned and you try to loot dice too fast they won’t trigger. Probably the same thing happens when legacy triggers on a stunned crew member (he stopped being stunned once I rolled dice I think)

Favorite bug: Angry crew member

I was very sure that it was “hmm” but if “hmm” has no chance to sink then now I’m not so sure.

It’s a bug with an upgraded mate where that counts as an event and mate can keep triggering it, but it shouldn’t be an endless loop - you can keep pressing the set sail button until mate fails to trigger and it will eventually take you to endless.

Yup it softlocked

Went on the "hmm" abandoned ship and this happened

The most important part of the message is the yellow section in the middle.

Hint: Look at the names of (non-enemy) boats you meet. Anything in common?

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Infinite mode is too easy (jk)

Ancient rune shows phoenix heart as an option but clicking on it crashes the game.

Love the game though! I've been using wands a lot recently, but golem summoning is still really overpowered even with the nerf if you get the healing or armor golems and then just keep picking up artist's clay, since the golems will constantly boost each other and the player.

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.)

👍😁❤️

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.