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Cushee_FooFee

77
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3
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A member registered Jul 13, 2024

Recent community posts

Yeah I already wishlisted the game. I actually went to steam in hopes to get a download there since I just prefer downloading on Steam than Itchio, but luckily I realized if I only build 5 tiles at a time on the web browser, then I won't crash the game (Only way to beat the game on the browser I think).

I'm okay with being on the credits.

I suppose other ideas could be trinkets (Idk if they would be drops, purchases, rebirth rewards if you go that route, or whatever), but maybe you can attach them to an individual guard, so when that guard spawns/respawns, it can do certain effects, like slow on hit, paralyze, poison, heal the guard, etc. Maybe even do that for traps?

Another cool feature would be a patrol feature for guards, so if all the heroes in an area are killed, then you can set two+ points that a guard will travel, that way you can have guards deal with 2+ hero spawn points if you ever go for that kind of game mode.

And of course you wouldn't be a villain if there wasn't a way to scam the IRS, so maybe an IRS scamming machine that hurts the heroe's economy to reduce their equipment (Or if you are basic it just gives you money, but I wanted to think outside the box here) might be cool.


And then maybe if you want to add humor to the game, there could be trapped porta potties, so when a hero needs to use the bathroom, they go down a side path, and it just explodes. Really just depends on what you have in mind for this game.

I feel like what would be nice for the full game is another game mode that has multiple spawn points, that way you can get bigger swarms of heroes to fight, instead of just fighting 4 at a time.

You can then have the choice of funneling them in 1 single line, and hoping the heroes don't overwhelm your defenses when packed tight like that, or you can try making a path for each spawn point to deal with the heroes faster.

Ranged guards would be really nice as well, as well as maybe healing traps that heal your guards might be nice.

Maybe a secondary resource that's rare to get super powerful artifacts/traps, such as a teleporter that teleports each hero once for a round, so you can send heroes either back at the start, or maybe send them to an entirely new path. Maybe have a teleporter at the start of the dungeon that filters out specific types of heroes to a different trap area?

Yeah, that card.

(1 edit)

Finally beat the demo.

I noticed that there's a bug with freezing the hero. It seems that conveyors don't push frozen heroes, and arrow traps don't push frozen heroes either.

Edit: Here's my strategy.


I noticed that the heroes don't seem to spawn any special units, like the gold knight or super blue knight, even up to round 49.

It seems my minions get stuck sometimes and can't move unless a hero gets close.

Strategy is cooking even more.

(1 edit)

I forgot I can just hit continue, so that's good.

Only issue is that at around round 49 now and even hitting continue is throwing the error.

Edit: Yeah I can't return anymore, seems like my save is cooked. Here's the error when trying to continue my save:


https://pastebin.com/nxfh513D

Every time I get far in this game, I end up crashing. It seems to happen after 20+ rounds, I have a bit of stuff set up in the map, and I try to build around 30+ tiles at the same time.

Here is the error:

An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was:

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invoke_viii@https://html-classic.itch.zone/html/18394659/Build/web.framework.js:9:465768

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invoke_viii@https://html-classic.itch.zone/html/18394659/Build/web.framework.js:9:465768

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I don't really see the lava doing much, even if the hero is next to it. Since lava blocks the path, the heros would never walk into the lava. Is the lava broken?

Yeah, I think the heros are cooked.

(1 edit)

So I kinda broke the game... If you remove the tiles in the spawn or end room, then you can't play anymore because the game won't let me add tiles to those areas anymore.

Well it has the same exact roll as the preview first off, and I don't notice any notification or something to show that I am CURRENTLY in an escelation or not after doing the astral reset.

In fact I have done 2 astral resets and no streak, so yeah...

Is escelation broken or not implemented yet?

Thought I was going crazy.

I also used up all of my craft charges on combining 10x multiplier and reap, so now I feel silly.

Once you release that new update though I should become OP.

Oh wait I think I figured it out.

If reap does work, then the problem is that it's not being displayed in the stats properly. 

No, but to be fair I am still one shotting all the bosses anyways with swiftstrike or thorns.

Actually, now that I think about it, I noticed overkill isn't activating unless if I take off swiftstrike and thorns.

Does stat steal, overkill, and perhaps even other aspects of the game, only work on normal attacks, and do nothing from swiftstrike or other spell attacks?

Yeah that part works fine now.

I must have insanely bad luck considering I got 0 stat boosts after 2 days...

Is the reap spell not working anymore? I have reap speed by itself, as well as a spell combo of reap/boost for minimum damage, and maximum damage, and it's not gaining me anything, even at stage 3000. 

Skin3 = Abomination

Bone3 = Necromancy

Meat3 = Demonology

Abomination

Skin2 = Sisha (Ranged attack with slow)

Bone2 = Punch (Attack)

Meat2 = Blood spike (Ranged attack with heal)

Skin Bone = Speed 5%

Skin Meat = Speed 1% + Crit chance 1%

Bone Meat = Damage 1% + Crit chance 1%

Necromancy

Skin2 = Poison spit (Ranged attack with DOT stack)

Bone2 = Spear (Ranged attack)

Meat2 = Strong punch (Stronger attack, but slower)

Skin Bone = Hp 5 + Armor 1%

Skin Meat = Health regen 1/s

Bone Meat = HP 10

Demonology

Skin2 = Arcane bolt (Ranged attack with stun)

Bone2 = Bone harpoon (Ranged attack with pierce)

Meat2 = Blood spit (Ranged attack)

Skin Bone = Damage 2% + Speed 2%

Skin Meat = Damage 2% + Armor 1%

Bone Meat = Damage 5%

Got it. I'll have to check it out once the update drops.

By the way, when do those 2 locked tabs unlock anywyas?

Okay that's really weird, I paused it and the game is STILL RUNNING.


Browser hits different.

No idea if you are still working on the issue, but I realized that the problem might be due to how fast I kill the enemies, and with the fact that I have to import my save every time I get on the browser (Because my browser deletes data after turning off my PC).

Maybe one of those are the reasons?

No idea how long "fully loaded" is, but this has happened when I was playing for hours and THEN tried to sleep. Surely the game had loaded fully after a few hours.

That said, I hit sleep, the screen turns grey, and then it shows the offline window to show how much time I had offline and sets me back as if I just imported my save, instead of sleeping.

Here's my save actually: https://pastebin.com/cF53W2NB 

I am on Firefox browser (I have the dark reader, CanvasBlocker, and Ublock origin, extensions if those matter), as well as using Fedora Linux as my OS.

Alright the game is actually unplayable now.


No matter what I do, I can't actually sleep. I hit sleep, I hit yes, and then nothing happens.

Will the demo be released to Steam any time soon?

You must hate me coming back and immediately finding these bugs/issues.

I got the curse mark on me or something.

Is that on the website or download version?

Because this is what the gear icon in the main menu shows me.


So uh, I have the portable spell count thing going on, but I can't seem to remove any spells or move them around.


If I end up getting a bad spell in those slots, does that mean I am stuck with those spells forever?

I would really love the ability to switch out spells, especially during a run, but at the very least to change the spells in the saved spell slot area.

I'm playing on the browser, and for privacy/security reasons I generally have my data deleted on most websites after shutting down my PC.

I noticed there's an export function, which I have used, but how do I import the save?

Either that or I am insanely unlucky.

Oh yeah, I also noticed with the swiftstrike spell, if I die, the enemy hits me with the spell after I respawn, but if I have the spell, I DON'T hit the enemy with the spell after I respawn.

(1 edit)

Yeah a whole lot happened in my life and played some other games and what not.

Pretty cool updates so far, looks a lot more polished.

I am curious how you calculate that dodge change. I had around 74% dodge chance on an enemy, and that enemy hit (And killed, not sure if that affects things) me 35 times in a row before missing. If I multiply 0.25 to itself 35 times, that would give me a 1 in 8.470329473×10⁻²² chance of that happening.

I'm starting to think the hit mechanics in practice do not align with the stat counter. 

Edit: I just added fresh new gear, got a 95% dodge chance, and I am still getting hit like 10-20 times in a row. Not sure if it's a problem with gear or respawning or what. The enemy has the Bloodloss Maximum damage perk thingy.

So I did a spellcraft, made NHCD + Thrn Maximum damage.

It multiplies my max damage just fine, but doesn't seem to damage the enemy whenever my character is hit.

When you walk all the way to the left and fall off the map.

Will completing the main puzzles give any benefit to the main game? Perhaps your units more lotally follow orders or something like that?