Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 2,336 to 2,375 of 2,435 · Next page · Previous page · First page · Last page
(+1)

Arghh! I should bring regen staff with me, sadly died to poison. Simple no armor Hatchets + Assassin dagger(lv104) + Poison tome + broken ring build, together with regen staff it should be able to counter the deadly poison. Superb game. 

(2 edits) (+1)

Good game, very addicting! But it would be so nice if you added more ways to get rid of poisoning. I got through level 15 with 0 damage, but then the poison got me again. Levels past the final boss also kind of feel like a chore, but I'm sure it won't be a problem as you add more content to the game.

Here's my built more or less, whetstone + spiked helmets + haste-adding armor make you feel like a god at turn 10 

(+2)

There will be an update tomorrow that will include some more ways to remove poison! And check back on Sunday for an update too!

(+1)

Spiked Club should be changed "Deal X damage to self" to "Lose X HP when used" because if you used Spiked Club while you have spikes your spikes deal damage to you also.

(+1)

Absolutely insane run with king cleavers and boosting from 2 rings of doom. Boosting 20 damage per round and starting 40+ damage. I always lose to poison tho ;(

(+1)

Awesome! Get this to steam and sell it to me!

(+1)

Fun as hell! Got to Floor 14 with a Lv 93 Assassins Dagger before an Axe Dude got me.

(1 edit) (+1)

I had a magic build and got a lot of the rings that increase maximum HP I don't know what caused it, but I was steadily losing HP after I did anything that had a marker on the map tied to it so when I beat the 7th floor my Maximum HP lowered from 15 to 0, I did not take damage during the battle in fact I probably would have won if this didn't happen.

can i download this? i really really need this!

The itch client is able to download any web game on itch if you want to be able to play it offline.

how do i download it? the normal download button isnt there

(1 edit) (+1)

Whetsone + shivs / cleavers are still pretty busted after hotfix 5 :)

Also again was able to generate enormous amounts of mana for glorious one-shots of king and any poisonous/curse enemies :)


although it is not as insane as ring of doom was because you actually need multiple turns to stack damage/

(+2)

Saw Retromation make a video on this on Youtube.

2 minutes in, I had to come play for myself. With just seeing 2 minutes of gameplay, if this was hosted on Steam, I would buy it 100%.

(1 edit) (+1)

This was my pack at the end of the run. There are quite a lot of balance issues. The first two bosses are actually easier IMO than some of the basic enemies. The only real challenge was the final boss, and that was because he gained 10 spikes out of nowhere (Despite his text saying that he gained 1/turn). He never actually did increase his spikes beyond 12, nor did his rage and regen increase beyond 12 and 4 respectively.

This was a lot of fun, and I loved assembling this OP build. Lots of Max HP combined with lots of seasoning, and a log for infinite +25 healing for 1 energy. I could heal for 100/turn if I wanted to. This made me immortal if the enemy is incapable of dealing 81 damage in 1 turn. I even have a magic armor ring if I desperately needed a lot of armor for whatever reason.

Then I have 6 single use weapons for 0 energy combined with a whetstone that adds 3 to all weapons in that row for 1 energy. Lots of fun with this, but it did trivialize every single fight. I was able to win most fights in turn 1 before the magma caves.  I was very excited to have found the golden whetstone, but I was disappointed that it was a single use +2 permanently. That didn't seem all that good for ~40 gold. Especially when I can achieve a +72 boost to my damage every turn.

Edit: (Had to use Imgur because Itchio wouldn't let me submit a comment with an image in it)

(+1)

I think quite a few people are having difficulties when it comes to Column and Row, perhaps have a look at Horizontal and Vertical. Good game, quite challenging at first, but once you understand, you start your runs planning instead of just taking what fall of the tree.

Aside from the Colum and Row thing, a key to swap between map and bag would be neat as well, perhaps Tab or Space.

Once again, lovely little game you got here.

(+1)

I am impressed with the game so far and I am enjoying it, but I keep running into one big that is ending my runs. I am on a phone which may have something to do with it. I will sometimes have my icon on the map travel to the upper right corner of the screen, off the map, and then I can't move anywhere on the map.

(1 edit) (+1)

Review

It's a very fun game, I'm glad this was in my feed when I checked Itch.io last Sunday. I played 3 runs total, and managed myself into endless twice.

The music and graphics are all great too. The character you play as is cute-as-heck and the other NPCs are pleasing to look at too. The battle music is very fitting and pumps me full of adrenaline when I'm thinking of my next move while the other music that plays all throughout the dungeon is calming with a feel of mystery to it. That game being a roguelike + the gameplay element of rearranging your backpack is fully unique and very creative. I'm being serious when I say this does look like an early access indie game on Steam with a price tag of about 10$/€ and yet, this is free!


With all the good being said, I do have a few suggestions for the developer, particularly to balance the items in-game.

First things first, ailments/status conditions need to have a timer or a way to refresh/reset them, otherwise this becomes way too broken. Both the player and the enemies can make good use of status conditions to buff or debuff each other. For example, a haste value of 15 or above and you become quasi-immortal against all physical attacks.

Haste is a buff that increases defense atop existing items that already increase it, so if you have a lil' buckler (Love that thing) and use it, normally it'd give you 6 shields, but with a haste of 15, you gain 21 shields instead.

Regen is a buff that automatically recovers health every turn, regen makes it difficult for enemies or the player to kill either one or the other. This comment below really summarizes my concern with that: https://itch.io/post/5435057

Poison hurts every turn. The most interesting aspect of it is the fact that it basically ignores defense and I think it's fine this way, but that also means that the player is enticed to use items that inflict poison rather than items for damage alone since late-game enemies really love shielding themselves up. I tried a poison build and it worked even better than my magic build which is also in need of a nerf imo, gonna get to that later.

I have played a few roguelikes before and many RPGs and status conditions/buffs/debuffs/ailments are a staple, but this is the first time ever I come across a game like this that has uncurable permanent (Per battle) status conditions and from what I have gathered, this does not work all that well since again this is broken and can be abused by the player and the enemies, particularly the player.

Another thing that I really did not like about the game were the curses, or their implementation so to speak; in the screenshots and video above, curses did exist in previous versions of the game, but they were atop the inventory and directly added by the enemies. In this version, you, the player, have to manually add the curses to your inventory whenever an enemy uses a curse on you which kind of kills the momentum of the game, but also they take physical space in your backpack, so you end throwing out useful items in exchange of annoying pseudo-items.

Magic items are OP. Most wands cost no energy (or like I'd like to call them action turns or press turns), so as long as you have mana on you, you can abuse them to hell and beyond and then there are items that further increase your mana count: The wizard cap passively increases your mana by 5 every turn at the cost of 1 action turn; the Necromonicon gives 1 poison to all enemies and gives the player 2 mana at the cost of 1 measly action turn. By using the Necronomicon 3 times (Assuming you have no wizard cap), you can give 3 poison to all enemies and then you can hit them 6 more times with your wand. You really need to play the game to understand how broken a magic build is. In fact, the final boss couldn't even make his move because I had a lot of mana and just burned it all against him.

Lastly, I am fairly bummed I cannot play version 1 of the game to compare with the latest build.

That's it really, I hope at least that my remarks are considered. 

(+1)

Some screenshots I took.


A lot of great suggestions! They will be considered! You can join the Discord too if you want to discuss further with other contributors! 

In the original GameJam build, status effects slowly decreased over time. Each turn, all effects would go down by 1. This seemed like a good system, but it lead to confusion for some players. A lot of effects are added passively each turn. And it can be confusing to have your haste go up by 2, and then the next turn go down by 1, and then up by 2 again, giving you a total of 3 haste on your second turn. A lot of players were confused by this - so we removed it. I agree that it makes status effects overpowered now. Not sure the correct solution yet, but we're thinking about it! Maybe they just need to be less common. Status effects can be removed using the Cleansing Potion and Cleansing Bomb.

As for the curses, I do believe the new system is a lot better. It forces the player to reorganize and lose their "perfect" setup, forcing them to make sacrifices and hard choices. The real purpose of the "curses" is to get you thinking about your backpack layout - so just having them on-top of your items often didn't achieve this and it just became another way to inflict damage on the player. I totally understand your criticism though... maybe we will find a way to improve them further.

As for the balance issues, you're 100% right. Poison is overpowered. Magic is overpowered. These will be addressed in updates!

(+2)

Assassin's Dagger is pretty OP. managed to one shot pretty much every enemy except the bosses. Rogue's mask + the fish that gives haste pretty much makes you tank all enemies as long as you have a good armor set. Game is short but fun! Interesting to see different builds or synergies from different items. 

(+2)

A good game, but I experienced a thing that I feel like should be illegal😭

As I was playing, I misunderstood a fancy sword's description. I sold my standard sword and bought that one since it was only 2 square instead of 3. Apparently it only has 2 use in one battle so I was baffled like wtf how should I beat them then. There were 3 enemies, and I defeated 2 of them. There was one left. It was a slime.

And it has healing ability that grows every turn🧍🏻‍♂️ I forgot scratch was a thing until it healed 27 hp per turn🧍🏻‍♂️so basically it was an endless battle because the slime keeps healing and healing even more and i was just there scratching it🧍🏻‍♂️

BUT GOOD GAMEEE I LIKE IT👍

Oh no! Hope you'll try again soon!

(+2)

Very fun game there. I don't think my build was too notable compared to what else has been posted. (Save for an interaction between armor that increases armor to other armor and the Rogue's Mask: The mask benefits from it its own haste when it gets armor points from other items. Not sure if the multi-headgear penalty will also trigger this.)

As for anything to input/report, it's that the confusion on enemy buff tooltips between those that trigger on the beginning of the enemy turn and those that trigger when the enemy is hit: Both use the wording of the first. (Most noticeable with the King, who has the former on regen, and the latter on rage and spikes)

Great catch! The phrasing will be fixed in the next update!

(1 edit) (+2)

I really love the style of this game! Would you be ok if I streamed me playing it on twitch?

Yes! Please stream it and share it on YouTube and Twitter if you can!

(+2)

How Did I Lose Against The Final Boss?!?!?!?!?

Luck Was On My Side AND I Had A Cleaver Build What Did I Do Wrong!!!!


Spikes are tough! Having some defense can really help!

(+2)

Getting some "Heroes of Hammerwatch" vibes from this.  But I like how it makes you think "should I put this here or there?"
character is cute too.

(+2)

😊👍
(+1)

blade summoner does not work, i have three open spaces but just tells me i can't place it

Read. The. Description. Carefully.

I. Did.

(+1)(-1)

Really enjoyed it; Reminded me of Slay the spire in a good way


Bugs:Golden whetstone appears to let you use it for that turn as long as you have energy assuming bug; Cauldron doesn't appear to restock use from item destroyed in the column above it. 

Recomendations:

I'd extend max block for both players and enemies, situations where your haste and block can outperform enemy damage and feels punishing at the moment. Possibly have 1 stat for haste and slow and 1 for poison and regen that allows positive and negative numbers for similar reason for poison and just to simplify GUI for haste and slow. I'd also recommend beefing up damage and curses from enemies to intensify the rogue element to it

I like it! Good idea)))

(+1)

i beat the final boss and... well, what a cute game

also grindstone and shiv are very good combo

(1 edit) (+1)


Super! Played a lot, got lucky with this run in the screenshot. First playthrough had feather hat & 2x angelic armor, and whetstone + hatches/shivs. Collected couple Berserker's Rings to sell but never saw another merchant... beat normal game.

Infinite, Lucky Blade found more Berserker's Rings so just went crazy with NO armor. Beat Infinite King, took a lot of mana, but 11 energy + Necronomicon kept it up. Screenshot attached.

Idea: Of course add more story. And make the map a lot bigger, like the current map for each floor could become a smaller "area map", and these areas are all connected on a master "world map", where you can take different directions on the small (current) map to head N/S/W/E to a new area with different classes of enemies, maybe some dead end maps, different routes to take...

[Below comments were also in the hotfix 4 page, fyi]

For item interactions, permanently showing a little overlay saying "+1" (in different colours for different effects) right on the border would be excellent. Figuring out how things like armor and helmets interact can get very confusing, but seeing little +1's and +2's on the borders should hopefully make it much clearer.

Maybe making merchants STAY PUT so you can come back and buy & sell stuff later would be great too? Same for those mystery hallways and statues, they definitely shouldn't be wandering away...?

this is cool. I'm hooked

Like it ! good game!

(2 edits) (+1)

can you add keychain items that take up a keychain slot

also nerf endless mode enemies like instead of adding more max hp this is what you should do

  • when you start a fight with an enemy / enemies enemies they start with max shield (can't one hit)
  • they also get 10 rage 10 haste at the start of battle
  • they can add more curses

maybe add crafting as an event?

(also there is a bug the enemies won't show which curse they will add to your backpack instead it shows the entire list of curses that they can add to you)

(+2)

I adored this so much. It reminded me of reading the Redwall books I read as a kid. I didn't screencap my build, but I got very lucky and found a way to generate mana and use the wand that only required mana (no energy). I was able to beat the final boss on my first playthrough(!). Although my build was so strong that endless mode didn't feel that interesting.

My only immediate suggestion is that perhaps gold and mana could be stored separately outside of the main bag in some separate GUI? I understand for story purposes you're storing everything in your bag, but it felt weird for two almost-essential elements to have them be optional.

Either way, this game was fantastic and it feels like you probably already have an idea on how to continue to improve and balance it. Keep up the good work!

glad to hear the redwall comparison! Redwall has been a big inspiration behind the direction of the character art

There are two little pockets on the side of the backpack after all, so keeping gold & mana in those would even look appropriate... maybe?

(+1)

There is an odd interaction between your spikes and the slime curse where you take damage for your spikes. I don't know if this is intended or not, but I figured it wouldn't hurt to bring attention to it. Great game by the way!

P.S. I also noticed that the game tends to crash on computer waking if I put the computer to sleep with it still running.

Oh, that's what killed me! I had a decent cleaver run going and I figured I could ignore the slimes because I had room and I had the heal gem (which is busted, incidentally). Then I suddenly died. Guess it was the 16 thorns.

(+1)

i just wanna start with... this game is entirely too addicting and i can't wait to see if/how it grows. Early on curses can be extremely annoying, especially big curses considering bag size but once you get a busted build going into endless mode it seems fair enough. This is my most recent build and i accidentally closed the game when making this account so i wont be able to see how far it could of taken me Q_Q.

(+1)

was messing around with cauldron and found out that double poison potion doesn't work

(3 edits) (+1)

I am enjoying it  a lot, this assassin dagger is op if you get at the start and it's only uncommon but should be rare at least, you can start one shoting smaller guys then bigger ones, plus having 4 energy (energy token in corner) was perfect, started farming summons also lol . One major thing I don't like is not being able to save or continue an old run, we all can't just play straight though, the other thing I hate is some of the curses taking up slots, not do they only have huge draw backs, taking up space but basically forcing you to discard the item if you have no space , I think you should have the curses disable the items until you can get rid of the curse instead.

(4 edits) (+1)

Also just found an interesting combination and possible bug with the philosopher stone and cauldron, Thought I needed a log to make herbs for repeating refresh but if you click the stone, it automatically refreshed without consuming an item as long as it was above the cauldron. Don't know if that was intended or represents the true power of alchemy (FMA).
Update now I have a scimitar that gets +1 dmg when a consumable is destroyed next to it and 2 stones for potion recycling and buffing the sword nearly infinite as long as I don't get a poison potion. (Alternatively Scimitar+P.stone+log works too)
Update 2, scimitar has the same bug, just clicking P.stone next to it give +1 dmg without consuming anything. lol

(+2)

Game is amazing, all the sounds and art look great and it's easy to lose track of time playing it. Really fresh idea with the inventory management, thought some items were a bit useless and it could have been clearer visually how your armour affects the other tiles, the green flashes go by too quick to understand, maybe a battle history too, I died to the King int 2 turns and had no idea why or what effect caused it, had lots of fun playing it, starting a second run now

(+1)

Yeah my first battle with the king went like that.  Just got to him a second time and realized they've got 12 thorns, no idea how you're expected to beat the king.

(+1)

Hover over him to see his abilities. He gains regen each turn, and gains thorns and rage when you hit him. The regen isn't a big deal, but the thorns can wreck multihit strategies like shiv or cleaver. Ironically, thorn+turtle works pretty well against him; with enough defense and at least 2 thorns per turn he'll eventually die if you just don't attack him.

I think i'l try that next, thanks!

(+1)

Neat game, got through the first iteration thanks to patient buffing and a lot of spikes.

The packing gimmick is very good, buffing items and armor actually made me reconsider the entire pack and try to put everything optimally.

Minor complaints I have is that all instants/consumables *must* be used in battle, it's just annoying when dealing with healing. That "summon ethereal sword" staff is terrible, cost me 30 health against olms, and I couldn't even fit it in the pack.

Played through the first iterationonly, and I don't know whether there's any reliable way to force builds, or just get what you want. Vast majority of items were discarded, and for a dungeon-crawler-themed game that's kinda sad, throwing all the loot away. Perhaps you could feed discarded items to the backpack and then "buy" any item you want once it's full?

The main gripe I have is action economy. Aforementioned staff costs 3 energy, all to create a sword that costs 2 energy to use, and it isn't even that good. Skull wand was my "get out of trouble free" trump card in the magma zone, given enough mana you can just delete all your problems. The deal with 0 energy effects is that they're infinitely more effective than anything else, even with "once per turn" caveat. Which is why shank is the most valueable thing to buff, it's always useful and more efficient than any non-zero-cost effect.

Complaining is easy, but the bottom line is that the game is fun.

And I think I found a bug. Red slime's curse claims it only deals 2 damage, but at the start of my turn it dealt at least 20 (perhaps it dealt slime's regular attack damage).

Sorry to hear that! Is it possible you were poisoned at the same time?

Someone else suggested that the bug is that it triggers your thorns on yourself. I had the same thing happen and I had lots of thorns, so that might be it.

(+1)

curses count for the simitar. the stone cant destroy them. Now go and one shot bosses. I did

(+1)

my amoured archer build that got me to endless

what is the name of the item that gives 2 mana and poisons all enemies i forgot what is was called

necronomicon

3rd king in the infinite run cleared :) i could continue longer but it has been 6 hours... gotta sleep sometimes

(+1)

I love how people are loving the game tbh

ye and a few youtubers are playing it

Viewing most recent comments 2,336 to 2,375 of 2,435 · Next page · Previous page · First page · Last page