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(+2)

I finally unlocked all items!

(+1)

It was fun :D

(+2)

very good game!

(+2)

This was really good!

(+3)

Please turn this into a full game i will give you all of my money

Working on it ;)

(+3)

This game is truly a masterpiece! I have played it almost every day for the past 2 weeks and finished both normal and hard mode for each of the 3 heroes. I cannot wait for more content to be added to this game and watch how it grows. All I humbly ask of the dev is to never give up on this project as you have a diamond in your hands! Well done dev

Thank you! :D

I know nothing of how development works, but what can we expect next and when can we expect it. I have still played this game everyday since making this comment.

(+1)

I'm busy working on the next update: version 0.2! It should come out in a couple of weeks (not making promises though)

Well irrespective of when it is released, you can be assured I am looking forward to it and will more than likely be playing it as soon as it comes out! On a side note, I think I may have the best possible time for the normal assassin run. Not sure how it happened though . . . 

(+1)

I freaking love this. 

(-2)

this is unplayable on trackpad, please add an options menu

(+2)

Fortress triggers when going into the shops too allowing you to sell the shield then get it back

Bombs count down during frozen time

(+3)

just completed hard mode using a 0cd 2 dmg bo staff turning all enemies on each other ... it felt amazing

:D

(+1)

i aslo have some recomendations but not ones to improuve the game just some ideas for cards and also one hero idea

- a parry card that blocks the next incoming attack but does no damage this might be a bit op so you could give it a long cooldown

-sword dash just a casual sword dash thats 2 tiles long and peirces enemies. (you can pick  the amount of damage)

- if this is not already a card then i suggest a cross bow that deals 2 damage has a long reload and fires 1 less tile then a bow

Hero idea: i would suggest a monk or a archer / crossbow man the archer would start with two arrows and 5hp and the monk would have a bo staff and some sort of heal spell that heals 1hp and takes forever to reload (you can put any other spell for him too, just heal sounds like a monk thing).

Anyone feel free to reply if you have more ideas.

life steal: steals life

(+1)(-3)

life steal: fortnite

Why does the crossbow do the same as a bow it should deal like 3 but have Max. CD.

(1 edit) (+3)

Thanks for this great game! I've had a lot of fun with it, it reminds me of Into the Breach a lot, though the synergies and and perks give it it's own fun flavor. Overall, it's very well made and quite polished. Like many other roguelikes, I really sucked my first few runs, could hardly even get to the second boss at first, and now after a few days I am like untouchable and just speedran a hitless run, so for other players who are struggling, just keep at it. It's a fun game to master. Anyways, here's some feedback/recomendations for the dev:

  • The bosses are in a weird order. The final Shogun Showdown is probably one of the easiest floors considering by that point you are super OP and can just evade attacks from a single target. The second boss on the other hand is always the most tedious, due to the fact that this game gets harder not through having stronger enemies, but by having more enemies and trickier options. I think if you want to keep it a solo fight (which I think would be cool), maybe introduce some extra gimmick or ability that the final boss alone has (maybe he can double move, or dodge your attacks, or is unaffected by freeze, or maybe he will get to move before you unlike the usual telegraphed enemies)
  • Would be nice to have an endless mode or a harder hard mode. Like I mentioned, just increasing the stats for doesn't actually make this type of game any harder. My strategies didn't need to adapt at all, it just took slightly longer to kill things. Also maybe remove potions from hard mode?
  • The tutorial is really well made (and I don't think needs to be modified at all), though some other parts of the game were left ambiguous, such as the assassin's double damage spell, or enemy abilities the first time I saw them. In hindsight, it was fun figuring these things out myself so maybe you can leave them ambiguous, but it was slightly weird when I was first learning the game and I expect a lot of new players will want to be able to see what those attacks actually do. 

Anyways, thanks for the fun few hours I've put into the game, I look forward to seeing where it goes!

(+1)

- True.. The last boss (Shogun) was easier because you ether have lower cooldown on your blinks or evades or just plain tank the damage (potions) and DPS the boss

Thank you for the feedback! :D

(+1)

hi man, great game, did you market your game in any way or it just blew up on it's own?

I was made aware of it by a fairly large youtube channel, so that could be a factor.

(1 edit)

No, it just happened (with a little help from Retromation's youtube video :D)

thank you guys

(+1)

I finally reached the Shogun! Finishing the game was actually easier than I thought. I guess I'll have to play hard mode now :o

(+2)

You've done a great job here! This is awesome! 

(+2)

This game is like super addicting

(+2)

Clever mechanics!

(+2)

Loving this game so far. It would be nice to be able to know what an enemy attack does before it happens, but learning from experience hasn’t been too painful.

(+1)

Kowa the Coward makes me hurt every time. He's not too hard, just annoying.

Word

(+1)

you can get (almost) infinite money buy turning one hp into 2 gold and buying a 3 hp potion for 1 gold

amazing infinte money giltech (its just trading)

problem is that shop goes out of stock fairly fast. and potion stock is kept between runs  meaning its hard to do this more than once

(+1)

the first and 3rd boss are always possible to perfect and I think the final one is as well, the second boss is the only one you can't always perfect I think this needs to be changed as the "final boss" for where it is in the game is way easier than the second boss. I understand it freezing you is bad but I've only had it hit me once.

I think this could be done by implementing a weapon that turns you around and then attacks so you could always just swap with the boss or making a boss 2 parts so there was more of a challenge EX: splitting the double attack boss into 2 double attack bosses that are slightly different

Agreed. Second boss's minion summoning adds complication whereas all others are easy enough to turn around or dash by to avoid every attack.

Same here

(+2)

awesome game.

(+2)

fun game!

(+2)

i honor thou Shogun game dev. and thou suggests that this should be turned into a great mobile game as well as a steam game. thou samurai salutes you

And I salute you!

i am truly honoured to have been replied by the great game dev that created this masterpiece and made it free. thou has earned a million thanks.

(+2)

backstab with either shadow dash or bo is really good, especially since you can stack criticals with the backstab!

i salute all players of this game.

(+2)

Great game! You can easily outmanoeuvre the first boss, but aside from that the difficulty curve is already quite good, and I will definitely play again.

(+2)

Amazing game, very hard

(+1)

Is it intentional for the backstab perk's extra damage not to get doubled by a critical hit? I was noticing that it didn't multiply when I used the assassin's curse thing, for example 2 damage sword + 1 backstab perk + curse had an output of 5 damage. 

Not sure if it's intentional or a bug, although I can understand if it wasn't because a bo -> curse -> sword attack queue could do some pretty unbalanced damage. As it is I was able to deal 11 damage in one hit with the level 3 backstab perk, which seems like a lot for just a few turns of setup

(1 edit) (+3)

I like it! It's a very nice strategy game that really makes you think ahead. I can't wait to see more added! 

I would love to see a PvP mode where you can battle with or against your friends somehow.

(+2)

such a good game! great work :D

(+2)

Very fun. Really enjoyed it. Great active take on turn based combat.

What does the electric effect do? Im on the web version so I might be missing something

I'm not sure, but I think it goes through neighbor enemies, and when it does that it also increases the damage maybe?

(+1)

If there's two or more enemies, it deals 1 damage to the whole group as well as the attack's normal damage. 

Probably the least useful of the elemental effects, but it only gives +1 cooldown so you can use it to take out fast enemies hiding behind tankier ones sometimes without much downside.

It is good on spear though.

It makes so if two are more enemies that are next to each other,  every enemy behind the one you hit takes 1 damage. It can be useful in certain situations.

When you hit an enemy with electricity if it is connecting to at least one other enemy,  it and all connecting enemies take 1 more damage.

Thanks!

(+2)

Idea

class only cards

like a card for the wanderer only

the card assassin has rn could become a real card but could not be obtained by other classes

(+2)

New class and card idea

Card: Channel: deal 2 damage to 2 random enemies 5 CD

Class: Monk: Push 8 hp Cards=Channel+Dragon punch

(2 edits) (+2)

This is a lot of fun, the trap is a bit OP, and the bomb is bad (in my opinion), I think the classes are interesting and are excited about more weapons and classes.  One last thing, I think the Ronin need a minor buff like maybe 2 more HP or something.  Overall, a lot of fun, and excited for more.

(+2)

I speedran the normal difficulty with Ronan in 13:45, it was nice to go from not being able to beat it to speedrunning it.  Maybe give it a look :)

:D!!

(+3)

A creative rogue game

also, why do the ronin and the assasin have half as much hp as the wanderer?

(+1)

Because Wanderer is easy mode.

(+3)

3 item ideas

1. Kabutowari deals 3 damage to the enemy behind you 5 cd

2. spirit deals 1 damage to every enemy in front of you 3 cd

3. hocho flips you around and deals 1 damage 1 cd

I would be upgrading spirit damage so fast lol, but maybe if it starts with only one upgrade slot that could work.  Or even zero, that way every damage upgrade would require 2 upgrade screens.  Otherwise people would get a 5 damage spirit and start blastin

atleast 1 US cause that would be so fun

I thought of another idea for a dark spirit that is similar but does 0 damage to the first enemy 1 to the second 2 to the third etc.

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