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Hirohiryu

8
Posts
2
Following
A member registered Feb 20, 2022

Recent community posts

Just backed the kick starter! Looking forward to the future changes, I so many suggestions but I also would like to see the scratch feature get a viable build like monk claws, stuns, or strength to improve it's dmg, just throwing it out there because I've never really paid it mind since it all about the weapons. You've also got to nerf the stacking spikes, it's a downfall for most players new or unprepared players especially when using wands, cleavers, shield spirit, etc. Thank you in advance keep up the great work.

My shield spirit cleaver run, best I've gone so far. Belt of knives by far one of the best dmg relics for this combo

I tried reloading many times but it's stuck like this.

After the last patch I played a bit and had to leave when I came back this is what I came back too, I'm on the wrong side of the map and my inventory is all messed up (missing item and wrong spots) but the game acts like normal.

Keep up the great work I'll be looking forward to paying for a amazing game like this, and I wanna give some of my feed back to also. Since it's a dungeon like game, maybe have different pathways or routes that lead to different zones for the different enemies/bosses instead of a linear path. I know it's all basically randomly generated but it give the player a sense of choice. Speaking of bosses, the end boss ( and the axeman, I thinks its called) spike defense mechanic needs to be nerfed/limited somehow. I don't want to be forced to find weapons or items that build around avoiding killing myself for attacking. Several times i had to end runs because just attacking was killing me and I have nothing to work around it. The new burn debuff also needs some thing to counter it besides cleansing potions, maybe drinks could help remove it, just makes sense to me.

I'd also like to suggest a new rare mechanic (called unending, immortal, etc.) for consumable/destroyed items, where instead of being removed it's disabled for the turn or combat. I think this would help make certain items much more usable like the bomb relic or other crazy combos, of course some powerful items should be excluded like the gold whetstone and ethereal. I'd also like to see more ways to get permanent energy either by beating the end boss, sacrificing max hp at an alter, completing a set of items, finish a scavenger hunt quest or whatever but 3 energy in endless mode is not enough especially in the later levels.

I hope you take some suggestions into considerations, Thank you for all your efforts and good luck!

I can't move on map after loading just before a boss

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Also just found an interesting combination and possible bug with the philosopher stone and cauldron, Thought I needed a log to make herbs for repeating refresh but if you click the stone, it automatically refreshed without consuming an item as long as it was above the cauldron. Don't know if that was intended or represents the true power of alchemy (FMA).
Update now I have a scimitar that gets +1 dmg when a consumable is destroyed next to it and 2 stones for potion recycling and buffing the sword nearly infinite as long as I don't get a poison potion. (Alternatively Scimitar+P.stone+log works too)
Update 2, scimitar has the same bug, just clicking P.stone next to it give +1 dmg without consuming anything. lol

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I am enjoying it  a lot, this assassin dagger is op if you get at the start and it's only uncommon but should be rare at least, you can start one shoting smaller guys then bigger ones, plus having 4 energy (energy token in corner) was perfect, started farming summons also lol . One major thing I don't like is not being able to save or continue an old run, we all can't just play straight though, the other thing I hate is some of the curses taking up slots, not do they only have huge draw backs, taking up space but basically forcing you to discard the item if you have no space , I think you should have the curses disable the items until you can get rid of the curse instead.