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just wanted to save this for posterity... can still fight but it just takes too long

softlocked w/ jade axe and no money, somehow surviving with loads of armor.

Deleted 1 year ago

thats true, i never thought of that... such a good run though ;-;

Machete works weird with 0.5 value modifiers (rage to self, weak on enemy)

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About the Mysterious Trader update...

the description (sometimes) says "a different item of the same rarity"

THIS DOES NOT WORK ON RELICS. If you end up having to get a relic that doesnt work on your build, it wont give you another shot at one that will. 

Instead you get a legendary item, which can still be a better deal than a useless relic...but then the relic goes back in the pool and you could get it later.

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Relics are considered as Legendary items in the game's code. 

In previous versions they explicitly stated that they were Legendary, but this was removed to make their distinction from other Legendary items that can be obtained in the dungeon.

Relics should probably not be a tradeable item, I guess...

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An optional setting for hold-to-use would be nice, repetitive strain on mana builds is getting to me. :)

how does the hourglass work?

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Finally managed to get pass the floor 16 wall thanks to the favorable encounters. This is the farthest I've ever gone. 2 ninja armors basically trivialize most encounters without poison or fire. I got the mouse bow first then discard for belt of knives later on. I couldn't find a single energy item except for the green necklace that requires curse, which I do not know how to handle. And neither did the regenerative wetstone.

look

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I tried to make this build but after huge amount of attempts and corrupted save files, Photoshop is the only way.
Any ideas on how to make it any better? 
I was thinking about adding couple of Chefs Hats, but I not sure if they add more damage than Green Chefs Knives overall.
Also moving shield higher might trigger belt of knives more often but I got to test on how exactly weapons get activated with the shield trinket.

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That was a good attempt :(

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4 thing I would like to say about the game

1: I love the game SOOOO much its awesome

2 I love the new swamp floor but the speaker summons WAY to many enemies. You just can't get rid of the cultists fast enough before they debut you into oblivion. 

3 the smith and healer spaces should stick around until you actually 'use' them. a.k.a. getting healed or getting an upgrade. the shop space shouldn't disappear until you leave the floor. Its really annoying when you accidentally click one of these spaces and just end up wasting it.

4 dodge should persist until you actually get hit because currently thing like the rouge helm are kinda trash because if you don't get hit on the first turn its a wasted space.

I would love to be able to help with the kickstarted but I'm a kid who is too lazy to get a job. I just appreciate that you haven't taken this itch page down in order to try to boost your kickstarter like so many games do.

Anyways thanks for the great game.


Oh and the music is an absolute banger as well

Good comment over all. However, I do have one thing to say:

As for point 4, oh boy do I not want dodge to persist. Cultists are already the bane of my existence while the effect does abate, I cannot imagine how much worse they would get if their dodge persisted until attacked.

I think the Rogue Mask should grant the player +2 dodge in stead of the +1 we do have. I think that makes sense because every enemy that does attack only after 1 turn will hit the dodge. It is a good compromise in my opinion.

every time it updates everything disappears

and im not on mobile

what happen to my runs :( i was just about to do my double king cleaver and queen cleaver

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MAGIC IS POWER!

A great game tbh

I have a bit of a bug to report. So I am a mobile player and sometimes when I save my run and go to sleep when I wake up and later play some more that run isn’t there to continue.

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it says unity WebGL isn't supported on mobilephones.

i think it's not a bug.

ok then

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lvl 28 god

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I reached floor 13 and then met those guys.
They keep adding spikes every turn so I ended up killing myself every time when I attack them, even after I reloaded the save many times, I still couldn't win.

If only I had a few cleansing potions then I might be able to win lol.

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Here is a really good strategy have a spike helmet, a lot of block, a cactus or two, and plenty of roses. Aka a thorns build. Then just spam end turn and they kill themseves.

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Awesome game! Really a pleasure to play. Two bugs (I think) so far:

  1. Wands and potions trigger spike damage (but arrows don't, so it seems like any ranged things also shouldn't).
  2. Trading a relic for a "rarer item" resulted in a legendary gem. Probably relics should be considered the most rare, resulting in trading for a different relic in this interaction.

And two quality of life requests:

  1. Spike damage maybe should be more obvious when you're getting hit from it; I've accidentally killed myself a few times now with it, as I'm interacting with my inventory and focusing on the enemy when attacking.
  2. Playing as a mage is fun, but figuring out what items are connected to your mana is not. A little treatment to connected mana items when hovering mana-interactive items would go a long way to help!

I agree for the potions, but not the wands. The wands don't need another buff because, as is, they are excellent already. If, for the sake of realism, wands did not get affected by spikes anymore, I would propose to add an effect like Magic Protection that renders foes completely immune to wands as a trade-off. And, unlike dodge, the effect does not fade away as you attack, so everyone will have to wait 3 turns before they can harm any enemy using wands again.

The developers removed the rarity of Relics because of this misconception. In the game, every relic is treated as Legendary, but that does not mean Jaspel or anyone else in the devteam would want the relics to be obtainable from a trader or at all outside of boss battles.

I have nothing to say for the remainder of your comment, those are both good ideas that would go a long way making the game better if they were implemented.

Regarding your concerns about wands being already strong and therefore shouldn't be buffed anymore... I mean, bow builds are also super super strong. Just because they're (currently) strong doesn't mean their mechanics shouldn't be changed to make more sense.

Agreed that relics shouldn't be able to be "created" by a trader from a legendary item, but I do think being able to trade one relic for another would be reasonable. Or, if the devs would prefer otherwise, the next best would probably be to prevent them from being tradable entirely.

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modo infinito 2, contra el boss del segundo bioma. Set de arquero, se gana en 1 turno. Hasta 500 de daño por 1 de energía

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first real run with a bow , got to two levels after the first boss on endless. shield has haste. Definitely the most organized i've ever had my back pack 11/10 would try again

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So close to beating floor 15. Ring of rage + bow'n arrow are very strong

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hey dude try out a super tanky thorns build

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Floor 1 Cursed Sword drop, plus abusing Queen Bee's summons (+ 5 from weapon forge) = 92-95 base damage.

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trying to figure out the best cleavers combo

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SUGGESTION: Please remove the decay rate for dodge and have it persist until used up. Currently, the rogue's mask effect of giving you 1 dodge at the start of each combat does absolutely nothing if the enemies don't attack you on turn 1, which (in my opinion) has made it nearly useless and almost not even worth giving up an inventory spot for. Having Dodge work something like the buffer effect in Slay the Spire (i.e. preventing the next X times you would take damage) would probably make it (along with the effects that grant it) significantly better and more viable. 

What about the cultists that add dodge to themselves? Have you thought of that too?

The mask should add +2 dodge to be honest. That would make it worthwhile.

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Cleaver op

Careful the King gets 1 Thorn per Clever used; it will cause you to nuke yourself.

Try the Blademaster. Had to do individual cleavers so as not to trigger the 7 spikes he has at the beginning of his turn multiple times, but after that it was smooth sailing. Grandmaster had a lot of health but I killed him before the fire damage kicked in.

Here’s how to deal with blademaster. Thorns build and a lot of armor. You just spam end turn and shield if necessary and the just die.

Thanks for the advice!

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just striking with vampiric axe = nothing can do dmg XD i poison myself more than the enemys up to nearly instakilling myself for bosses or high hp enemys there are the +15 to any consumables (cause the spices stack :) )

and to make things perfect just finisheverything of with the assasins dagger to instakill someday :)

btw 111 hp XD

SQUEEZE THE RINGS!

By the way i dont think this was possible.

TIL you can't go over 999 block. What a scam

les go updates

Damn, those Fire Lizards are way to overpowered D:
If they were optional fights, e.g. guarding a chest or merchant, it okay. You can choose to fight them.
But 2-3 mandatory encounters are almost unsurvivable.
You only get past more then 1 of them if you have a build specifically countering them Q_Q

Deleted 2 years ago

I probably should have prepared more countermeasure about those pesky thorns instead of concentrating on pure damage haha. Sure I deal hundreds of damage per round but this thorned enemy just reminded me of the futility of life lol.

A thorns build is really good for blademaster. Get a bunch of block, roses, a cactus and a spike helmet. When he hits you he will kinda just die.

  Floor 16 without doing almost nothing but block. The venom killed me. That gap is for the curses

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Please Nerf Fire Lizards XD

yes triple fire lizards are harder to beat againist pre-nerf slime

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3rd try win GG, pickaxe with 74 damage increasing by 20 each turn

Who need poison removal when you have instakill

Made it as far as I could, but I didn't have any poison removal method.  Forges are king!

Floor 13! and my first ever main game win! I probably could've gone further if I junked the two extra arrows- but I was theory crafting that with the expert bow I could get 15/14-ish arrows- I would have to sacrifice an arrow spot for the belt of knives in that theory but that would absolutely be worth it! Im absolutely try to play more to try and get that!

Money is power! But game you are such an asshole.

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A lot of NPCs, like the healer and shopkeep, have dialog implying they'll stay around, but they disappear from the dungeon floor after being interacted with once. It'd be pretty helpful to be able to go to the frog more than once to sell things (especially if there's a lot of chests on the floor).

The gambling mole NPC reminds me of Morocco Mole from Secret Squirrel. Reference or coincidence?

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This game is awesome. 2 points. 1. I have accidentally ended epic runs by accidentally prematurely ending my turn. Perhaps you could an option to display a warning when ending a turn with actions still available? 2. I wish the backpack could go a bit bigger for even more epic builds :D

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