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(+1)

Very good game! The only 2 downsides are that you have to restart every time you die, and that it makes the tab unresponsive, but if I click wait, then it works. overall 4.6/5

Hello there, i am trying the demo but i  think the final boss is buggeg, like he HAS to attack you before you do anything, you just can´t defend your self cuz he attacks first. So everyrun i must die there cuz my attack are pretty low also if boosted, my 2 passive can help but, i just can´t kill him cuz he kill me first and also heal him self so much more than my dmg. The only way to counter him is to randomly find some heal or lifesteal or the armor stack passive that makes you stack armor through turns. I think the run should not be based on luck. While everything else seems pretty ok.

Storm Shield and Lightning Armor is a very funny combo

(+2)

living on the edge here

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Did several short runs just to test and I think there's something wrong with "Energy Surge"

Consistently doesn't get affected by it's own "Fast" trait or slot upgrades and/or boosts - only gives 1 Energy

But but does get affected by "Chain" upgrade - gives 2 Energy

edit2: after putting "Free" upgrade on "Energy Surge" it doesn't give any energy at all, so I'm beginning to think that it calculates based on it's own energy cost

edit: "Riposte"s description confused me for a good long while, thought that I would gain armor immidiately on gaining counter stacks,  not that "Riposte" itself will get stronger

(+1)

i'll have a look ! thanks

About Riposte : I'm confused, what's the difference you see between "gaining armor immediatly" and "getting stronger" ?

>Gain +1 each tme you gain a counter stack 

Read it as "when you get 1 counter stack, you gain 1 armor" instead of "when you get 1 counter stack, spell gets +1 to it's armor gain"

Probably just another quirk of having english as a second language

oh ok i get it now, english is also my second language, i'll change that

What is the point of having more than 5 energy when there are only 5 slots?

Upgraded spells now cost two energy

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HYPE FOR THE STEAM PAGE!!!

<3

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Overall - pretty good update, no hard feelings about no more healing - stacking armor was way funnier anyway

New Power Boost is amazing and very conductive to be enchanted with Growth

Honestly didn't understand why Vampiric Armor wasn't working until I checked Vampiric Strike's description in the shop

Lightning Armor feels kinda weird? Maybe need a note that it doubles the *remaining*energy. Well, I just abused it for that 30 armor it gives instead

Anyway I'm not sure if it's a bug or the feature of the current balance system, but it's very easy  to ran away with it (that's Act 2 boss in two turns):




and I didn't even try exploiting new Counter spells yet...

Hi, i'm not sure what you are trying to show me in the screenshots ?

Fair, it was mostly bragging about how easy it is to take spell creation out of control

Oh yeah sure ! Bragging is permitted :p

Spells getting out of control is the intended behaviour in a way

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Couple bugs with trinkets:

I'm assuming it doesn't add lifesteal anymore??

Also, Shrines don't seem to check new trinkets properly (I already have blue clower...)

Wait, they are different clovers???

Well then I have one of them, but still weird that it offers it again, or the previous one offering the knife i already had

(+1)

Hey ! Both were bugs and are now fixed 

Thanks for reporting this

(+1)

love the new version, the enemies are way more engaging now wit their interesting abilities, I like being able to place up to five tiles, but it kind invalidates the free buff, as from what I can tell, you can never play more than five

anyways, the game did crash at this moment in the screenshot

thanks, we are working on something for the free spells and upgrade 

Also do you remember the last thing you did before the bug happened ?

it was trade 3/3, froze the moment i placed the second tile, which was conjure, into the slot

"Speed" upgrade adds another tile to use, useful for either boosts or combos

(+1)

Great update, being able to use the whole board does make it easier to not rely on dagger meta and cycle same hand more tactically

...especially when relying on shieldbash meta (beginning of act 5)


Cons I noticed are: Bat flying animation feels too fast, and I'm pretty sure "Puncture" still doesn't update it's heal amount if the attack it uses updates after starting battle round (tried "parry -> bash -> puncture" chain again, yes)
(+1)

really cool graphics, animation & game play

thanks !

(+1)

Counter says it does 6 damage per stack when getting, but I did 6 damage when I was hot while having  2 counter stacks.

Fun game

(+1)

Wanted to say "well, you spend 1 stack so get damage of that 1 stack", but maybe there's just something wonky with counter damage in this build since "Double power" trinket aslo promises only "6 damage per stack"

(+1)

The second popup is actually a reminder of the counter mecanic, so it is 12 damage

But the misunderstanding is noted

Thanks

When you get attacked you spend 1 stack and deal 6 damage


Thanks

(+1)

power

a LOT of power


pics of my dice
(+2)

So, Shield Bash can also be meta - finished Act4 boss in three turns and first enemy of Act5 in one

Just going to patiently wait for new updates now

gg ! 

updates are coming soon ..

(+1)

i think i win. only lost when turn one got dealth 99 damage and juuuust didnt have enough sheild to live long enough to get the daggers out.

conjure is OP as fuck. game is really fun, love it

Thank you ! 

(+2)

Overheal balance is understandable, but makes overheal strike unviable past about Act5

Dagger meta is going strong, added a screenshot of my deck at act8-ch12, probably should've put growth on ParryShield too, but double was useful for getting up to 60 shield really early

Counter does feel practically pointless this deep, scaling it off total HP/Shield/Attack might ameliorate that, even if only with a charm

Speaking of - getting a charm after each troll feels nice but is very pointless past, at worst, Act 6, maybe randomize or straight replace them with devil lairs after all/max charms are collected?

(+1)

Hey ! Thank you for your feedback.

We are focusing on act 1 to 3 for now, as this is supposed to be the endgame. So it is normal that it becomes very hard after act 4-5 and you get all the charms

You're right about Counter scaling, we will boost counter build soon

Also, there will be more charm coming

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didnt say it was hard, but the focus on early game for now is entirely understandable

abandoned that run in act10 anyway

also noticed a bug, i think: when using "Parry Shield + Shield Bash + Punction" game recalculates how much damage Bash should do but not how much Punction adds, so doing that turn 1 gives: 15 armor, 15 attack and 0 overheal

Indeed, i'll take a look, thank you

(+1)

I really like how you handled your animations! It feels snappy and powerful, gets the point across and doesn't waste time.

I also like the spatialization of the card/tile stacking. Neat design

(+1)

hey thank you, glad you love the art and design

(+1)

an amazing game with lots of potential!

The dagger build might be too broken.

Thank you ! Yeah daggers might be a bit to powerful

(+1)

Dudeee!!! That's crazyy! I feel so good playing your game! It's just amazing! Congratulations

hey thank you ! glad you enjoy it

(+1)

this is honestly a really well designed game but there's one problem, lots of attacks that come out on the first turn can possibly one shot, first turn attacks should at least let you live. I got to the guardian and he one shotted me with a first turn attack, might need to turn those down a notch but this is overall a really good game. 

Thank you for your feedback. The purpose of this version is this kind of comments, we will add this into the next balancing patch

Feel free to join our discord to discuss more balancing issue

(+1)

loved it! really nice twist on the deckbuilding roguelikes. coming from sts, though, felt pretty easy.

deck: conjure with growth, 3 block cards with disable

relics: lifesteal, overheal, create one more spell, created dice are 100% stronger

maybe overheal should disappear at the end of the turn?

merchants are too op earlygame. get 2 removes and a better card for free, up to 6 times?? actually busted. maybe there should be currency for that? also, i couldn't tell which spells were rare.

but yeah, good stuff! looking forward to more

(+1)

also maybe some setting to turn down the intensity of the modifiers?

You mean the graphics of the modifiers ?

yeah, sorry it wasn't clear. i understand if it doesn't get implemented, accessibility isn't always the first priority for demos

Glad you enjoy the game !
The merchant trade mechanic is a bet we're making, but is indeed pretty powerful right now
We don't have  "rare  cards" yet as we don't have enough very good card to have a complete list. It will come when we add more cards.

Losing overheal at the end of turn is actually a good idea, might test it

saw the updates, and gave it a go again!

i think a big thing is that block doesn't scale as well as damage. the only way you can survive act 5 attacks is by the disable modifiers or a growth boost spell. 

i thought the counter mechanic was really cool, but it's pretty ineffective lategame; maybe it could scale based on the amount of block, or the amount of damage blocked?

i'd also like to see some more deck manipulation mechanics. enemies adding trash spells for the combat, spells that stay in the timeline, spells that return to your hand guaranteed, etc. it'd be a good counter to just thinning down the deck to around 5 cards from 2 shops.  

anyways, still really cool, obviously still in development but just my thoughts. hopefully i'll continue to see updates in my feed :3

oh, also hotkeys for selecting spells would be really nice

A really fun game it crashed when i got too far though. (I also love the art) 

Thanks ! We're investigating the crash

(+1)

Really neat game! The description on Overhealed Strike probably needs to be reworked to explain that it takes away your overheal to do the damage.

Indeed ! I'll fix that
Thank you

Thanks for the quick fix!

I also tried to see if there was an end to the demo. Act 6 was kind of tedious (regular beasts had 1.48 million health) but I made it to the Guardian. Unfortunately, his first attack was unavoidable death:

So I guess that's the end of the playtest :)

Looking forward to more updates!

you can technically cheat by reloading the page to get a different opening

(+1)

The timeline is a great idea and works very well, the project looks super promising !

(1 edit)

Thank you :)

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I played the last version. Very cool stuff added ! The loop works well and is easy to get into :)

Thanks

Thank you !

(+1)

(The game crashed probably due to an unholy amount of daggers)

A fun game that can get really op really fast

Thanks for sharing ! The unholy amount of dagger is being fixed, you won't get less dagger but i'll show less

(+2)

It should be fixed now ! You can keep making unholy amount of daggers. Thanks again

(1 edit) (+1)(-1)

Very polished for a playtest! Good rework of these mechanics with a fresh twist. loved it.

Thanks !

(1 edit) (+1)

Thank you ! :)