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(2 edits)

Just managed my first victory. It's a very fun, polished game. The item variety is pretty wide and their effects are well thought out in my experience. Just about all the items I've tried to seriously use have wound up being useful. Judging from my own play it probably takes about 10-15 full length games to encounter all the normal quality loot.

What are the differences between each difficulty level?

A few suggestions:

  • The tiles targeted by focusing enemies should be marked by some kind of indicator as well. Maybe an arrow for line abilities and red outlines for everything else?
  • Game keywords in item description should bring up tooltips when hovered over.
  • Make the equipment set used and most recent game viewable on the high scores menu.
  • It should be made clear to the player during the tutorial that there's no reason to specifically destroy set pieces (vases, shelves, racks, etc).

One note:

My one real gripe is that the way the turn sequence works makes it very difficult to get enemies to damage each other with their focus abilities without ability use of your own, nearly impossible for enemies to damage each other with their normal abilities and thanks to the fairly optimal enemy movement, it's difficult to bait them into environmental obstacles or even target in a line. This isn't strictly a complaint, especially for an indie game in such a polished state but this makes the fighting a lot more bluntly methodical then it could be otherwise.

(1 edit)

Regarding your last point. I've noticed the same thing, but it makes it even more satisfying when you manage to pull it off. For instance, I had a Frost Staff run where I was consistently able to kill exploding cubes with the cold projectile, causing any adjacent enemies to be rooted and get hit by the death blast.

You did mention player abilities so I'm sure this isn't anything new to you. But when it was new to me, it felt really good having discovered it!