oh hey the doomed yuri game dev made new stuff!!
CodaRyu
Recent community posts
TL;DR: Fun game. Later stage of game is repetitive. I would personally recommend: Floor 50 is the game end screen, Floor 51+ is "New Game Plus" and now the upgrades also include the downsides you had before, so it's now an infinite survival mode to see how far you can last after beating the game's floor 50.
Finally beat it. Lost 1 run to dumb mistake (no healing) at 19th floor, then 2 runs both lost at floor 91.
Beat it using a brute-force heal build. Regen caps at 999 and roughly floor 91 does more damage than 999dmg/sec so you need to both max out regen AND have a lot of non-regen healing sources to get higher.
The poisontick and burning tick heals seem useless floors 50 onwards because of how slow the ticks/healings are.
The buff/debuff cooldown -1.0sec mod is interesting. It's very good early on (before floor 60), and useless afterwards because you usually have 100% cooldown buff'd by then (due to firing limits per tick, and also the regen cap, you still need to plan to beat floor 91 onwards though).

The most important stat seems to be max HP (+max Life), 50 max HP that doesn't scale with levels is painful, and even if you have (+max Life) twice modded on every single equipment you still get oneshot starting around floors 50-60 if the enemy crit-hits.
Crit seems to be nearly useless, does anyone know if a crit-based build is viable?
Note, the mod is broken, so change the /Delay_Turn/Data/Tokens/delay_turn_tokens.txt file to that by adding (turn, 1) on line 8. Credits to the nice person at https://itch.io/t/4408869/delay-turn#post-16138182
{
"delayed_turn": {
"ID": "delayed_turn",
"icon": "wait",
"name": "Delayed Turn",
"script": "alter_move,wait_move,wait_proper",
"types": "special",
"usage": "time,round
turn,1
limit,1"
}
}
Just wanted to say thank you. Your fix worked perfectly, changing the /Delay_Turn/Data/Tokens/delay_turn_tokens.txt file to
{
"delayed_turn": {
"ID": "delayed_turn",
"icon": "wait",
"name": "Delayed Turn",
"script": "alter_move,wait_move,wait_proper",
"types": "special",
"usage": "time,round
turn,1
limit,1"
}
}
...please change the "5inches" dialogue to like, 18 or 20 inches. Considering Kaiah is 176cm/5'9", it's more like 22 inches considering its proportion to her body/height, but at least 18 or 20 is believable.
I've no complaints about hyper, but crazily different dialogue like this makes the game awkward. It would be like having Iris's name misspelled everyone she is mentioned.
"readable" and "easily readable" are very different. It's definitely readable, but other than the slow beginning where the initial upgrades are very slow/expensive, the font is the main thing that detracts from the game experience.
Could you pick a pixel font that's a little easier to read with higher resolution, especially for lowercase letters?
There's a glitch where if you change your mind and switch a card part, the turns-for-attacking card part disappears, making it unselectable that turn.
If you don't have any more turns-for-attacking card parts, you just cant send heroes until the next turn and take damage or die.
Very infuriating glitch.
Being unable to spawn more than one hero in the same turn but the enemy can have multiple is awkward. Feels a lot more constraining, especially because you get vulnerable to the enemy possibly killing the hero and then having a spare attack remaining, regardless of whether you have 3 strong heroes ready to defend.

