Skip to main content

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

I pushed new update with changes to Dreamwalker. I replaced Dispersion with new Somnicide card, which makes some encounters much more comfortable, and is more thematic.

New Psychotic Strike is a bit unreliable, since it can randomly produce guilty dream, but combos well with negative statuses from Otherworldly Tune and is one of the very few cards with multiplicative upgrade scaling. Hopefully this would be enough to make it worth picking.

I did win once on max-ascension, exploiting new quest for Bounce card, which makes good addition to status-managing toolkit, but takes a lot of brainpower due to combinatorial explosion of possible outcomes depending on card order.

I went to laguna and realized I can’t kill the kraken tentacles in time before fatigue kills me

Kraken is a natural enemy of insanity-based builds. I did consider making tentacles flee/die when “main body” dies, but, although thematically good, it makes Kraken too weak against burst damage builds.

idealized, more experienced player would’ve seen that coming.

I have added “View possible enemies” button to next encounter preview, to reduce amount of memoization needed for such decision. I goes with general principle of “give player convenient access to all information not explicitly hidden by game rules”. You still need enough skill to understand which enemies are good / bad for your build, of course.

I avoid using conspiracy … delirium does it’s job

Yeah, when creating Conspiracy, I added potentially much better scaling to compensate, but seemingly that was not enough.

I’d actually appreciate having a reason not to have all ascensions up.

One, admittedly convoluted, reason is achievement hunting. For example, quest-related achievements are much easier without ‘harder quests’ ascension. Of course, that is only relevant if you are into this sort of thing. I personally am not, but I know a few players who enjoy forcing builds and chasing strange achievement goals.

Overall, I think currently late game is too easy in the sense that if you live past ~stage 15, you are probably busted enough to just stomp the rest. I have vague plans to add significant spike in difficulty for the final boss, comparable to Heart in Slay the Spire.

Somnicide is a good addition.

Not sure if I’d pick up psychotic strike as dreamwalker, it has a Wp cost and adds a complication, while delirium and eldritch light already have my long-term offense covered. But it’s a cool idea.

“View possible enemies” button

That’s a great feature! (Though not really related because I did expect the kraken itself, I just didn’t realize my damage output would be too low.)

Rn the default filter doesn’t take into account the “encounters may appear earlier” ascension. For example, frozen fields on lvl 2 shows nothing.

achievement hunting

Good point. Come to think of it, it’s not just achievements, I could always have my own conducts to have a reason to drop ascensions, e.g. needing to remove a certain starter card before a certain level.

currently late game is too easy in the sense that if you live past ~stage 15, you are probably busted enough to just stomp the rest

true, I often start skipping the rewards at some point after lvl 16.

default filter doesn’t take into account the “encounters may appear earlier” ascension.

Will be fixed in next release. Meanwhile, you can manually add 1 to the high value of stage range filter

I could always have my own conducts to have a reason to drop ascensions

If you find some interesting conducts of this nature, I can add them as achievements.

For example, existing ‘Revolutionary’ achievement is somewhat close to the ‘remove starting card’ goal you mentioned.