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My brain will never get used to countering electricity with ice and water with electricity.

The UI for the elements should be arranged like the QWE-ASD keys imo, stacked on top of each other instead of in a line. 
Unless I'm mistaken, the barrier spell's calculations does not consider current elemental afflictions. So if you're wet and use fire on yourself the barrier breaks leaving you wet because it thinks you are going to be set on fire. 
Sometimes the melee bots gets confused and stand around, probably happens if their infighting target dies. 
There's one particular room which is a narrow rectangular box with a stripe of traps in the middle that on the third floor spawns an ungodly amount of turrets, completely packed. It killed a run and almost killed this one. Also the super narrow new one with the exploding bots is a nasty one if you stand to close to where they respawn without noticing.
Glad to see that the chasms don't kill you anymore it was a very silly way to lose a run. 

I love the new elemental look to the various rooms. The rooms look much more varied now.
The cauldrons are a good idea to allow for spell progression. Between them and the challenges it's starting to feel like playstyles differ more between playthroughs. Although it does cause some "wait do I have that in this run?" moments. I know that there's an icon on the bottom left but it's not exactly immediate. 
I think volatile tar used to be harder to make, now it's much easier to use and combo with fire. 
The challenge rooms are a nice addition but I only manages to do the water and ice ones, the fire one explodes me instantly.
The abyss summoner ability is really good because it zones enemies out and you can time your shot to spawn new one by getting the last hit on enemies inside the whirlpool. It's also really good on the fire boss variant because you can kill its summons in one hit and spawn a bunch of vortexes around it. Also it triggers on steam kills but I think that's intentional. My favorite new thing.

Anyways, good progress, had fun. 

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Thanks for playing as always! 

My brain will never get used to countering electricity with ice and water with electricity.

I think water being weak to electricity makes sense, but electricity being weak to ice is very arbitrary indeed. I don't really know how to structure the weaknesses in a fair way otherwise. It would make sense to have each element be both super-effective *and* weak to its counter, e.g. water is weak to electric and electric is weak to water, but wouldn't that simplify things too much? It would also mean that logical counters would no longer work without some sort of pattern breaking: fire wouldn't be weak to water anymore, for once. 

Unless I'm mistaken, the barrier spell's calculations does not consider current elemental afflictions. So if you're wet and use fire on yourself the barrier breaks leaving you wet because it thinks you are going to be set on fire. 

Yes, this is in fact how it works. I could make it so self-inflicted statuses don't trigger the barrier, but I'm not a fan of breaking generality like this.

[Recipes do] cause some "wait do I have that in this run?" moments. I know that there's an icon on the bottom left but it's not exactly immediate. 

Yeah, it's an added cognitive load on the player. I could highlight the player's current recipes in a dedicated UI gizmo, perhaps icons running on the top edge of the screen or next to the alchemy text on the bottom right.

I think volatile tar used to be harder to make, now it's much easier to use and combo with fire.

It is in fact easier to make now, all the special chemicals had their recipes flattened to only use base stuff. I can tweak the numbers a bit on the tar, perhaps make it so it can't self-trigger when an attack has fire + tar, but I don't mind it being powerful. I want the player to have fun.

(+1)
but wouldn't that simplify things too much?

The chain itself is fine it's just that my brain sees blue and thinks "fire" and then it sees icy white and thinks "fire" and then it sees neutral white and things "fire?" and only one of this is correct and it always throws me off when I see a bunch of blue, white and cyan circles next to each other. Countering blue with purple is not as immediate as countering red with blue. Maybe electricity should be yellow?
Please note that it's just my tired brain playing a hard game's hard mode after a long day, it's probably not that big of a deal if a player is paying attention and has a fresh brain.

I could make it so self-inflicted statuses don't trigger the barrier, but I'm not a fan of breaking generality like this.

Applying fire to myself would have resulted in me having no status effect so it felt unintended but if it's working correctly then I see no issue with it, it's just a quirk of the effect that the player can work around if needed.

I could highlight the player's current recipes in a dedicated UI gizmo

My first instinct was to check the almanac, maybe that can have an indicator of what you can currently make. Like a lock icon or something.