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Fire trial is much easier, I think you might have disabled the other trials for testing and forgot about it because I only found fire trials in like 4 runs.
This guy got spawned outside the map by one of those boss turned regular enemy in floor 3:


Good twist by the way, it works well as a regular enemy.

I entered a boss chamber on floor 3 and it got filled to the brim with floating orbs, thankfully the virulent update plus steam is great at thinning hordes like that. Virulent update + fire trial buff also caused some fun chain reactions that cleared whole rooms.

The new boss was good. I found it easy enough to keep track of both of them and I thought it was neat how they can damage each other.

Whenever I get set on fire I usually do water + health but if I do that with the barrier upgrade I get neither water nor health and I die. 

I think maybe the chem tank upgrades should be given in some other ways because they feel mandatory to get first.

It was fun to finish again.

Thanks for playing! 

 I think you might have disabled the other trials for testing and forgot about it because I only found fire trials in like 4 runs.

The other trials are available, I think you just got unlucky. Not every floor spawns a shrine room, and shrine rooms always match the dungeon variant they spawn in. The red/fire variant of the Wizard's Dungeon biome always spawns the fire trial room, the purple/electric variant always spawns the electric room, and so on.  

Whenever I get set on fire I usually do water + health but if I do that with the barrier upgrade I get neither water nor health and I die.

I think it does heal you, but it doesn't apply the regeneration status that normal healing gives you. I could make it so the barrier status checks for burning and removes it on application.

I think maybe the chem tank upgrades should be given in some other ways because they feel mandatory to get first.

I think it's fine if they're acquired through workbenches, but I agree that the pack upgrades are very, very strong. Especially the increased tank capacity, it makes it so much easier to deal sustained damage. I could buff the player's baseline alchemy stats and nerf the tank upgrades? Do you think that would alleviate the issue?

I could buff the player's baseline alchemy stats and nerf the tank upgrades? Do you think that would alleviate the issue?

I feel like something as crucial as the tank capacity upgrade is always going to be too useful to ever skip. It's the only thing that helps when fighting many enemies of the same type.

The only way I could see myself not saving for it first is if weapons had more upgrades that helped with stock consumption, but then I'd save for those instead, kicking the can down the road.
It feels like a similar situation to that build before you added cauldrons where tier 2 elements were an upgrade so I always got that one first, that's why I think getting tank upgrades from bosses or in the store would be better. 
But if you want to keep them as an upgrade then yeah making the baseline better could make the alchemy upgrades feel like training wheels for new players? Like a safety net that's good to have but good players can play without, maybe.