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GrubLeafEater

20
Posts
63
Following
A member registered Feb 10, 2017

Recent community posts

Can't open the almanac after the update.

Every few times the run ends, the game freezes and I have to refresh.

The use of beer is you drink it before hitting max DL, then keep drinking it for the rest of the run.

Bug:ALL scarabs reset when one is touched.

We're told combat is cyclical, but not given any clues as to which colors apart from blue/red are where in the cycle. This is Not Good.

Hang on, you can ask Adjudicator for a new handbook when you finish it...but finishing the handbook destroys it, preventing you from asking them?

The one bit of tutorialization I feel is needed is to tell us to right click the spinforge. Aside from that, merging is pretty intuitive.

Azure Dagger started a fight empty. I suspect that you have to end a fight with it equipped for it to recharge.

settings>show hopper controls

Herd immunity ending. Only killed 20 million people.

The cave fae/spirit give no xp. Is that intended?

yeah but i straight up did it to myself by doubling a negative card one time too many.

I too hate when games stay in Electronic Arts.

THE FUNNIEST THING IS WHEN YOU MANAGE TO KILL YOURSELF BY ACCIDENT BY MAKING YOUR NUMBER NEGATIVE VS A BUSTED HAND. I was trying to exploit Alucard's healing for a chip farm :P

The trick, I find, is to always gun straight for the square.  Use the square and arrows to carve out safe space and don't be afraid to pass. Pass literally every game if you need to. You can only lose up to 5 stakes by passing, and that's by literally passing before even flipping any cards yourself. You start with 1 flipped and lose 2 effective flipped by passing, so you lose 1 stake.

Ah, my good friend--while EACH ROUND is itself luck, the GAME is very much not. You must CREATE your own luck--that is what the tokens are for. 


The key to realize is that PASSING A GAME gives you YOUR CURRENT STAKES - 2. SO PASSING A GAME AFTER FLIPPING THE SECOND CARD IS NET ZERO. You do not play hands until you stake the vampire or flip it--you play until the outcome is sufficiently certain or uncertain, then act accordingly.


Once the square hint is unlocked, the most common outcome should be passing after flipping 5 or 6 cards(6 cards being if a careful use of the >< hint shows that a card is safe). 


>< and square are good at telling you if cards are safe. If + shows a number and you know you have everything of that number or higher on the board? That's found your vampire.

He probably dug a hole in the mountain instead of digging up the whole mountain.

If you open the door to the generator without collecting the scrap it disappears. 

Would it be possible to use a differential save on close, or no?

There's an .apk, though....