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?
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
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
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.
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.
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
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
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:
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power
a LOT of power
pics of my dice
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 ..
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 !
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?
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
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
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
hey thank you, glad you love the art and design
an amazing game with lots of potential!
The dagger build might be too broken.
Thank you ! Yeah daggers might be a bit to powerful
Dudeee!!! That's crazyy! I feel so good playing your game! It's just amazing! Congratulations
hey thank you ! glad you enjoy it
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
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
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
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
The timeline is a great idea and works very well, the project looks super promising !
Thank you :)
I played the last version. Very cool stuff added ! The loop works well and is easy to get into :)
Thanks
Thank you !
(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
It should be fixed now ! You can keep making unholy amount of daggers. Thanks again
Very polished for a playtest! Good rework of these mechanics with a fresh twist. loved it.
Thanks !
Thank you ! :)