Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

negative player confusion triggers as if it’s 1

Fixed

Spider Web has no sanity immunities

Fixed, and gave it immunity to ensnared to boot.

spawn of silver getting more guarding is considered the lucky outcome

Fixed, it was a bit funny since I stared at the “obviously correct” line for a few minutes, thinking that I was affected by insanity from my game, until I finally saw the typo:

E.guarding(new RandomInRange(0, 2), { invert: true }), vs E.guarding(new RandomInRange(0, 2, { invert: true })),

dazzling ink improves the multiplier of infectious delirium

Will fix, but this bug also affects some other cases, for example splicing “Melee” effect from Spear into Revenge with Idea. I need to review those carefully.

vitality damage from all sources triggers guilt

Yes, I have already noticed this, and consider this bug serious enough to again publish mostly-fixes release. Unfortunately this change requires some extensive refactoring, so it will take a few days.

Meanwhile, I would like to get some feedback on Dreamwalker. He is certainly very hard, I actually did not yet manage to win on max-ascension. What was your experience with Dreamwalker? I would like to buff him slightly, but without affecting his core “identity”.

So far, my ideas include:

  • Give “negative insanity” statuses some benefits, like (bad example) additional melee damage from negative fear. So far, I did not invent interesting enough benefits.
  • Tone down guilty damage a bit, but it will make it almost useless when applied to enemies
  • Ignore attacker’s guilt when the victim is immune to guilt itself. I like this idea both thematically (no guilt for destroying mindless things) and for balance (since currently the most dangerous enemy in early game is a chest, as it forces player to use Eldritch Light). The main downside is that this change is hard to explain in status description
  • Give Dreamwalker a summon (as a way to circumvent guilt). I will certainly add dream-themed summon(s) anyway, but the question is whether to add it to the starting deck.
  • Either buff Dispersion or remove it from starting deck, since, although it does save you very rarely, it feels like a burden 90% of the time.
  • Maybe you have other opinions?

Maybe I just got lucky in my runs so far, but I think Dreamwalker isn’t difficult in a way that makes me consider dropping an ascension. Which btw wouldn’t be a bad thing, I’d actually appreciate having a reason not to have all ascensions up.

I save at every victory screen so it’s kinda save-scummy, but I “won” two Dreamwalker runs with all ascensions. For example, in late game I went to laguna and realized I can’t kill the kraken tentacles in time before fatigue kills me, so I reload and go the other way because an idealized, more experienced player would’ve seen that coming.

The early game seems doable, it’s just somewhat finnicky and I often have to retry the stage because I misplay something.

I almost never inflict guilt and upgrade the cards so that I can avoid dealing with guilt as much as possible (first upgrades are one slumber, delirium, and then the tunes). Dispersion is indeed something I immediately stash and never use again. Maybe, if it didn’t cost Wp, I would use it before I can spare gold to remove cards. Later the trimmed down deck is one slumber, light, delirium, and two otherworldly tunes.

So, early on I avoid using conspiracy because stamina is my lowest resource, and later when you don’t need Wp it’s not worth keeping because delirium does it’s job while also avoiding enemy actions.

imo it’s actually good flavor that you learn to let go of guilt as you level up.

Overall I don’t think Dreamwalker needs a buff, but a small buff could make the first stages less finnicky.