protein shake recursion :Y 


dave9999
Creator of
Recent community posts
lasers plus amount+adept some arcane for basic dmg (its instable to setup and only overboy starts with one)
totems +amount+ bounce+adept optional size and arcane you can stand still in the end
all shovels with crit, strength their extra souls help you snowball hard and easy probably the most straightforward and stable very good build you can beat the game with nearly anything its well balanced but this one is very strong and easy (realized in the end that all size was wasted on this)
soul flask, more chests are near always must pick, the high luck value ones give you better items
the free reroll is a must pick, lightning dagger is somewhat unique as it can carry you the entire early game even if you do not get enough element damage (I understand that the more gimmicky things like pets and kickables give the game versatility but to min max they are not that competative)
You can see in the screenshot that the shaman cast a spell I think the first time right during victory. The second time happened during dice upgrade selection. I spam clicked there then I could pick infinite upgrades but the entire game including savegame were corrupted and did nothing (except for char selection, not starting a game, not buying upgrades)
This thing as bad and sloppy as it was is something I finished . For a while trying to build something new. Maybe too big but I have progressed and AI really helps me to get the structure down that I always lacked. Basebuilder+TowerDefense+Roguelike as it stands. No demo yet or outlook if I manage to finish it.


the bullets do not hit the crosshair test it, stay still and watch it is miss matched by either the width of the robots hitbox or half of it
makes it feel unresponsive, the way the enemies instantly adjust their positions make it feel as if you move the enemies rather than aiming at them (this is at the start the first impression you get playing the game)
Items probably need to have a limit to how much they can trigger a turn it could even be on the stats and increase with upgrade, you got halt items which is good but it does not change the innate brokenness of the game design in that aspect. Its great fun and I've beaten it 10 times or so by now but was the goal to make the player get to an unbeatable instead of very powerful state?










not even concede works








