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Found a few bugs:

1. HP boosting items (such as the Sacrificial Whip) cannot boost your HP past 30. This makes Floor 5 unbeatable if you have the sacrificial whip (Dragon has 31 power, no items reduce dragon power, rain of fire does not work on dragons).

2. Killing the Firelord seems to only weaken Undiscovered Fireflies. Fireflies that have been revealed keep their stronger form:

3. Here's a tough one: Consumables that reduce damage taken or increase xp (such as stoneshield, stamina, or holy light). Have a chance of their effects becoming permanent - persisting not only after they would normally reset, but through floors and after game overs. It's not easy to consistently reproduce. It seems to happen more often if using a recharged potion/spell, but that's probably just because using them for a second/third time has a means you have more chances for it to trigger:

Once a consumable's effect becomes permanent, additional uses of the same type of consumable also become permanent. 

4 (possible bug): The Shop seems to never produce some items after certain floors (not sure if it's related to how many items you have. Just know that post Floor 3, I rerolled over 100 times and didn't see certain items, including the spellbook and Rain of Fire).

5. Hardcore achievements seem to trigger even if you have retried the floor (noticed on a ritualist run, I assume it affects all classes though)

Also, some suggestions: Could consumables be sorted in your inventory? It'd be convenient for finding specific potions or when you want to stack their effects (like with the stamina potion). 

Related, is there any chance we could get art distinguishing between "filled" and "consumed" potions? Right now you have to click on each one to see if it's useable, and that can be a bit of a pain and/or make you miss that you forgot to use one of your health potions, etc

Any chance of combining coins into a single stack of like coins and/or not showing them in the inventory? Copper coins especially take up a lot of space, and it's not like they have a persistent passive effect.

Finally, could you consider removing the business card's "extra xp per level" debuff? Thanks to Minotaurs and Gargoyles no longer being considered humanoid, it's pretty close to the pickaxe in utility (and worse than the pickaxe on Floor 1, even without the xp debuff).

(1 edit)

Wow, thanks for the detailed post!

1. This seems to be a visual bug since I only provided 30 hearts/gems. I've added 10 more in 0.93 to help with this. I might revisit again later to make the UI more flexible to allow any amount.

2. I found this bug when making Blood Moon! Also fixed in 0.93!

3. If you ever get this to occur again and have more information I would really appreciate it! I believe it might have to do with retrying after using potions, but I thought I had fixed that in the past...

4. That one is interesting.. I do have logic that prevents items from being shown if you have "Max" amount of them. Most passives are Max of 1 but there's nothing stopping it by floor. I'll look into it

5. Fixed in 0.93! Thanks for the report :)

As for your suggestions for QOL in the inventory -- all are valid. I'll spend some time giving the inventory some love in the near future.

And as for Business Card... I'll consider it... I do think it's the best item in the game even with that debuff. What about removing it, but making Humanoids +1 damage or -1xp? I just worry without a negative offset it becomes 1000% the best item in the game!

If you got any other balance/content ideas, let me know! 

Thanks again for playing!!!!!