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Does the game ends at Thing X? beacuse I just beated It and the game got back to the menu

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Its the last boss, don’t press anything when you beat him because there is a message after you beat him, and if you press buttons it might skip it

yeee.... acidently had pressed thinking would just send me back to the map screen... gonna need to beat the game again, wish me luck with spiders

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Small thing I just found, if you have a paladin and a ghost on the board, the paladin will absorb the base damage from the ghost, but the ghost will still be alive and do the damage, basically making infinite base damage for the paladin. I love this game so much lol.

😊👍
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I broke the Cycad Tendril, I think the game designer stops its growth. If I understand it right it should be at 12 power because it has been deployed 12 times but it's stuck at 1 attack.

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The descriptions for cycad tendril and cycad are exchanged. Cycad tendril is supposed to say "transforms into Cycad after 25 deployments", and Cycad is supposed to increase damage based on number of deployments

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I just won with 2 Darrrrrs and a total animal build.  It helped a great deal to have a Giant Bird (X2 to Darrrrr's damage) and Holy Cow (last turn X3 made insane damage).  As well, Darrrrr really needs to be surrounded entirely by beasts.  When that happens you can get ~1300 damage per Darrrrr. 

I won using monk build, spider build, whiskey (darr and librarian) build

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What is Monk build?  In your darr+librarian build, did the librarian actually add value?

I just beat it with Darrrrr build, but I got rid of everything else to maximize beast multipliers.  I also ended up with 2 Darrrrrs and 2 Flags, lol.

monk is using the monk, which does insane damage if there are lots of empty tiles, if u can manage the empty tiles, then slowly increase it using enginneer or internal affairs etc, and not make it one hit bosses

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I got to the 1800 boss i forgot his name by pure hellhounds

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burney sanders killed me with his firey fists of rage.... i never even got to see the biden blast....

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I would love it if there where more bosses. I want to see the limits of some builds

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gg bois!!!!!!!!!!!! i finally beat it!!!

Congratz! What build did you use?

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got hellhound really early lol

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Excellent game, I'm looking forward to more updates.


I've managed a successful win twice so far (in v 0.5) - my first win was super lucky.  I got an early hell portal / hell hound / demon slayer combo; also managed to use Internal Affairs & a Trash Collector to clean up the other stuff in that run - that build Just Works (tm) - if you can get lucky enough to get it.


My second win was super save-scummy.  Got a Paramedic, then a Siren, then got a Mad Scientist & save-scummed the Mad Scientist deployments until I got 2nd Paramedic & a Tax Accountant (also a couple Thieves & others, but the Tax Accountant is what actually matters); then I save-scummed every deployment to make sure the Tax Accountant stayed in range of the Paramedics so it didn't destroy itself, just kept ramping everything up.  I did mess up towards the end & lost the Tax Accountant, but I had enough damage that I was able to finish the win (w/ a few more save-scums to make Pacifist trigger blocking damage).


Anyone have any other successful winning builds?  I also had a good grey goo + gold goo run, but I didn't get it going early enough, so I died on the 2nd to last boss.

Hell Portal is way OP compared to everything else.... should maybe have a 10% chance to self-destruct (like water)?  Just had another easy win w/ early Hell Portal (and Tax Accountant helped a bit, but he didn't last long before getting eaten by a mutant).

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feels like luck be a landlord but weird

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This game is cool, I love a good auto-battler, but as this stands currently there is too large a pool of choices (I love the amount, don't get me wrong) and not enough means to build synergies due to a lack of choices between rounds combined with the variety. As is, you have to be pretty lucky to even beat level 7-8 I think. The scaling on bosses punishes the randomness a little bit too hard presently. I love the idea and the scale of what is being done here, but I think that we just don't have quite enough of a meta-progression system or whatever else in place to make it feel like you truly have control over your own run.

Deleted 1 year ago
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As stands, the game also weirdly incentivizes eeking out as many turns as possible against bosses to see as many rolls as possible to build your synergy, unless you're just winning and even that can be a little bit iffy with a bit of bad RNG. Been playing for multiple hours at this point and have not done any save scumming or anything like that, and have yet to beat I believe level 12.

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Feel like there should be some kind of reward when you beat a boss, like an uncommon or rare unit or something

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got a monkey god and got x0 like 5 times in a row, i only had five life's left when this streak of bad luck happened

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anger

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Sucubus + Mimic is completly broken. The sucubus create vampires, and vampires drain the dmg of close pieces, mimic duplicate the dmg of the vampires, that result in adding permanently the highest dmg to all vampires close to mimic. I finished the game in 20-30 rounds xD

Game doesn't launch here.

great game, i think it is a little too luck based though. 9/10, my arrack web combo 2-shot the final boss XD

i keep dieng to the fat demon really fun game though. i have noticed that the duplicating spiders get out of control fast

They are so good id doesn't really matter unless you have another ongoing build (they also destroy themselves pretty fast it's so satisfying)

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game dev + sheep = yes

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The scaling of the health values on the bosses are bananas, especially in comparison to how hard it is to create truly effective synergies. A reroll mechanic of some kind is necessary for a game requiring this level of efficiency, as is a more reliable way to remove unwanted pieces. 

And the pool of pieces is insane! I love how much variety there is in potential builds and synergies, but unless you get crazy lucky you're never going to see anything come to fruition. You have to take huge swings in the early game (getting a zombie, hoping for a priest/paladin; get some scrap; hoping for a tinker; etc.) or win through no fault of your own (GET A HELL PORTAL ON TURN ONE!)

There needs to be a way to hedge against luck. Either by creating a "weight" system that makes certain pieces more likely to appear when other certain pieces are present, or have certain pieces only appear when other pieces exist (i.e. having Daar only show up and be automatically acquired when you have both a ferret, a bird, and a panther would be pretty neat).

I love the flavor and mechanics and style and effort behind this game, but it has some obscene balance flaws. Too many pieces feel like trap options, while too many others feel like "too little, too late" if you haven't been building specifically towards them.  

I had a run with two sirens, two game devs, two thieves, a bunch of humans, and a tax accountant. I got really lucky in my ability to really make my humans do some real work on the field, but it still wasn't nearly as effective as getting a single item (hell portal) on the first boss. It wasn't even enough to get me more than halfway down final boss.

My experiences with the diversity demon were similarly frustrating. I worked to get one of each kind of unit, only to realize that I had only seen one single "structure" in the game that stuck around permanently, making the demon practically useless.

Oh, and some of the destruction mechanics just don't work. I saw books destroy themselves at least three or four times and only saw one bookshelf created as a result. I think it has something to do with there being more than three adjacent to each other creating an overlap in triggers or something.

True the books have a bug or two (sometimes they don't make a bookshelf at all, really annoying)

Diversity demon is still pretty good without structures and items (Monster + Human + Beast + Undead + Construct + Demon is not too bad for early game)

I've found the agency is pretty good for destroying stuff. Not reliable, however.


All concerns voiced here are very valid and the game needs balancing and a less random form of randomness. Starting characters may also be great (those starting civilians really bloat the build and are especially a headache early on). Also some rarities should definitely not be showing up earlier in the game

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Very fun idea, that will need some balance changes for it to work out great. I love the randomness. In the end after about 20-25 runs i made it to the 10k health boss and died there. My observations are:

There are a few pieces to your militia that get your far automatically. There is A LOT of pieces that just wont work at all, i was skipping so many additions to my deck, because they would not synergize or just hurt me.

I think a kind of weighting system  and a slight priority weight for essential key synergy pieces is needed.

E.g. i get a thousand ferrets but DARRRRRR is never showing up (doesn't matter if i take a ferret early or wait to see if he shows).

Few times the first boss rolled me, because i just couldn't get anything. Well, that's rogue for ya i guess. But just adding blindly until the third boss and realize there is zero synergy but i could not improve it by my choice is frustrating. That happened a lot in those runs. When i got a synergy rolling, suddenly nothing would appear that makes sense (like having a bunch of hellhounds on the board but nothing to remove unnecessary additions and/or nothing to improve my situation beyond the "One part" hellgate addition.) Sure, my sample is small. But it feel like it could have some work done to enable runs. Not to make them easy and always work. But to nudge it a little to the synergies.

Another problem was beating the first bosses to fast as it limited the additions i got. No reward for a victory sucked too.

Bosses stack health a LOT quicker, than there is any gained defenses or my offense can deal. The pacifist seemed weird to me and the only other real one is a medkit that shows up rarely. 

Androids didn't give each other the +1 for the one time I managed to recruit 3. (bug maybe)


Else, loved the art. Was laughing about the hell hound corgis. Beauty of an idea. Keep on working

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for androids the description is confusing but it only works if there are 4 total androids on the field (3 OTHER androids plus that one)

(+3)(-2)

6.5/10 no reroll mechanics.  Okay, maybe not that low of a score, but in games like this if there aren't some kind of reroll or locking mechanics or their equivalent, it feels more like the game is playing you versus you playing the game.  

The other main problem I'm feeling right now is that it almost feels more like a punishment to beat each enemy.  You not only get no reward other than moving on, but also lose a chance to upgrade your militia.

Other than those two major points, I think it's a great game and hope to play more in the future.

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After a bunch of trying...

...I got the hell portal really early and that just won the game on its own. Bioweapon to take out most of my starting humans, and before long the field was full of hellhounds and I was doing 1500-2500 damage per turn.

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1 more bug:

I had an upgraded thief with about 68 base damage that was eaten by a venus mantrap. the damage of the man trap did not go up (it remained at 5 base).

thank you , will look into this!

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Suggestion for the dev:  The probabilities for the pieces seem pretty unbalanced now.  It's not that it's too hard or easy, but there are too many pieces that are essentially non-viable because they only work in combination with other extremely rare pieces.

For example, there are at least three common/uncommon pieces that explicitly work together with Daaaar, who is "very rare." There are other pieces (rat, sheep, dire wolf) that are only viable with Daaar.  I have not seen Daaar in the last two hours of playing.

Other examples of statistically nonviable pairings include librarian/author, mecha (tinkerer/soldier/scrap), vampires (succubus/...paladin?), Djinn (Whale/Sheep/Red Dragon?).

You might consider weighting the probability of certain pieces appearing based on the pieces that are on the board.  Increasing the likelihood of scrap if you have tinkerer or alchemist, for example, or increasing the likelihood of red dragon based on the number of sheep or weredragons.

Considering i almost always get offered Darrrr befre even beating the first boss, i'd say Darrrr shows up quite frequently. All these other ones are very valid tho (haven't ever seen a vamp or djinn lol)

(+2)

garbage collector is a bit op with the mimic lol

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I've only beaten the game (10th boss) with Hellhounds and now Arack:

How did you get that much damage?

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Every piece of webbing touching another creates a chain, with total bonus to adjacent Arack of 2^(number of webbing in the chain).


I got lucky because all of my webbing was touching, and all three Arack were touching the massive web.

Oh okay, that explained the crazy damage (But man you’re lucky as hell).

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Just beat it with Darrrrr and Goo

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This game is so much fun! I had fun trying to find a way to deal as much damage as possible. I can only imagine how strong later bosses are. Great Job! 

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wow this is super super super cool very nice addition to the genre

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Arguably superior to felines.

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I'd like to report a bug: giant fungus doesn't seem to be triggering damage as expected

Darr beast synergy is definitely an unexpected powerhouse

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I’m jealous.  I kept taking sheep and never getting Darr.  I finally managed to get him after like, three hours, cloned him twice…and lost because he never ended up next to quite enough beasts on the final boss.

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Yeah I feel you. 90% of my runs start with finding 2/3 cool combo units and then getting stranded with a half-baked strategy. Zombies with no paladins, librarians with no books, gold and no gold dragons... This game has a lot of potential but it can be really frustrating sometimes

I've never summoned the Djinn (water+fire->steam; steamx4->Djinn), and I doubt anyone has.
That's despite the steam being broken so that it doesn't actually evaporate

Oh my god, that is so ass.  If I had spent the hours necessary to get the Djinn, and wound up with that, I might scream.  It makes mutant colony look like a great combo reward.

I think this is my biggest problem too. There are just too many dead-ends. I'm thinking a few simple ways to fix this would include the ability to "see ahead" to what pieces you'll get in the future (allowing you to devise a strategy) or giving you 6 choices instead of 3.

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This is amazing! Something really special and so fun and addictive!


A few pieces of feedback:

1. the core gameplay is a bit too random - I would like to feel like I have a chance to win if I make the right decisions but I think for most runs the win is impossible because of factors outside of my control. I wonder can you add more choices (lock and reroll options after each fight? A special ability/unlock which allows you to swap a limited number deployed units on the field.

2. Right now  feels way too hard to win!

3. books don't seem to work as described... I get 2 books next to each other often and they just destroy each other.

4. can we get an awarded unit after killing a boss? right now sometimes its optimal to take a worse unit so as to get another upgrade.

5. would love to see more ways to remove units other than the IAO

6. any thoughts about giving the player something to start the run off based off a previous run? 

Awesome stuff!

1. more thing. I don't think ascetic works as intended.

right now if you get him near the end of a fight and kill a boss that's already at half health in the following turn he dies anyway and I think he should stick around for the next fight (unless thats a one-shot!)

This game is super fun and I managed to find a combo that dealt quite a significant amount of damage! However I don't actually know how it worked so unfortunately when the damage went back to double digits I couldn't figure out why. Really cool and addictive game!

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Cycad tendril's bugged

Ok, it isn't. the thing that evolves from the sprout is named wrong

Says +1 base damage for each deployment but am somehow getting 18 deploys with 1 base damage.

i love the art style and the sheer wildness of this game, although i had a doctor, a medkit, and one health, but the medkit didn't heal me to full like the doctor said it would!

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I can NOT get past Diabeet, dudes massiv

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10/10 game I play it on my pc but I would love it to be playable on mobile

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PSA: This game is actually 10 levels long.

If you beat the final boss it gives you the same transition as if you died, so it's easy to think you lost on the 10th level of 50.

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it should go to the end game sequence, unless you mash through it, I can make sure it waits a little before letting you skip.. thanks!

Is the endgame sequence another text scroll? It's possible I just didn't read carefully enough to realize it's different text.
I'd suggest no skipping for the end game sequence.  It happens rarely enough that it's probably worth making sure the player sees it.

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