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igmkjp

300
Posts
7
Topics
3
Followers
A member registered May 16, 2024

Recent community posts

That needs to be explained better.

Needs a way to reorder books you're holding, and a way to put books back if you grabbed them by mistake.

Me too.

Return to the Awakening Chamber didn't show up, unless it's because I took the statue first.

(7 edits)

Go to Entry Hall and Go to Basement still only work once. It's probably related either to how opening doors works, or how sequences work.

I still think the memory tab needs to scroll more smoothly. I know you can drag the scroll bar, but that's also inconvenient.

Resources still shouldn't be used automatically if it wouldn't give the whole benefit.

Go Through Basement should contain Absorb Anima at some point. Is it possible to make an action repeat until a resource is filled?

The explanation of Earthen Antibirth is very confusing. So confusing, in fact, that I don't have many ideas on how to improve it. The only concrete problem I can point to is that it should probably say an item can't have 2 or more modifiers, not 1.

Earthen Antibirth as a whole is very grindy. Where am I even supposed to get 40 provisions, even in the full game?

The most annoying things are that it's not possible to turn on the spot, and there's no indication which way the character is facing.

Unfortunately I deleted the save. Hopefully what I told you is enough to find the problem.

(20 edits)

I like it! Keep working on it! Bugs I found:

March to fallen traveler and March to tower go by super fast at the start, then settle down to the correct speed.

Topology probably should be topography.

I can't tell what counts as a "category" for the boon of false action.

Not a bug, but why can't I reanimate the fallen traveler?

What the hell is a "mine adit"?

"Go to entry hall" should have a corresponding "go to basement". In fact, keep that in mind: (almost) all travel sequences should have a corresponding sequence in the other direction.

Go to entry hall doesn't work if the door is already open.

There should be a setting to only auto-use resources if you can get the full benefit.

After discovering the break room, I can enter without forcing the door on subsequent runs, though the action is still available. However, I can't leave without forcing the door, which I can apparently do from inside.

The memory tab should scroll more smoothly. Right now it's kind of disorienting.

Right clicking an action should pause it just before finishing.

In one of my runs, while I was digging out the robe, the game randomly slowed way down. Even saving and refreshing didn't fix it. Unfortunately, my save at the time is too big to paste.

There are three main things that annoyed me:

1. Stairs and mud drain energy over time, instead of costing more energy per step to traverse.

2. The less energy you have, the slower you go.

3. Objects you punch eventually respawn, and can even do so on top of you.

That's a surprise. They remind me a lot of the witches.

Are you still working on this?

If I mouse over an inventory item to bring up the tooltip, it disappears when the amount of ANY item changes.

The queue ETA kinda sucks at predicting the time.

Most of the automation takes too long to unlock.

Are the enemy designs inspired by Madoka Magica?

Good concept, bad execution, reply if you want me to elaborate.

Good concept, bad execution. Reply if you want me to elaborate.

Sorry for taking so long to reply, itch wasn't letting me comment for a while.

Anyway, I don't remember a "thrust combo" or any special attack that requires a three-attack combo. The thrust CAN be used as the third hit of a combo, but it doesn't have to be; the input is just two attacks, but with a slight pause in between.

SCORE

If you no-hit the entire fight and collect all the bonus tiles at the end, you'll get a total of 41,200 points from collecting tiles. There's also a speed bonus, which gives you 100 points for each second under 6:20. Tiles can spawn right under your feet, so with perfect RNG, I think the theoretical fastest time is around 3:30.

TIPS

  • The flowers only hurt you at the moment they bloom; you can safely walk on them afterwards.
  • The column where the boss begins the moving laser attack is safe; he only starts shooting the laser after he's already moved one column to the side.
  • To dodge the cards in phases 3 and 4, stand one column away from the middle, and not in the top two rows. When the card in the row above you is between you and your reflection, move up twice.
  • If you die in phase 3 or 4 and continue, you (that is, the blue guy) will respawn on the right side of the arena, so be warned if you prefer to be on the left.
  • Sometimes taking a hit will let you beat the boss slightly faster, at the expense of your score.

HARD MODE TIPS

  • Like the flowers, the shockwaves from the coins aren't a lingering hitbox.
  • The triple laser attack has a small chance to put you in a situation where it's humanly impossible to get to safety fast enough. I don't have an image, and it's hard to explain without one, but you'll know when it happens to you.
  • Don't ask me how to dodge the wavy hat attacks. In my opinion, making an attack that doesn't adhere to the grid was a terrible idea.

Please reply if you have any tips to add!

Any news?

I think it would be more helpful to let the back-end developers know, or even the server maintenance people. This is a widespread problem - many people have been unable to comment for a while, and those people are also getting no reply to their tickets. Related Github issues also have nobody assigned. Can you at least ask the admins what they're busy with, because this should be a high priority problem.

Then what's up with gung bar pnir va gur qrnq pbeny nern? You said yourself that if it's tedious i'm missing something. I even tried following the wall, but I'm pretty sure that just puts me in a loop.

ubj qb v znxr gur bpnevan qb qvntbanyf?

The thrust sometimes randomly goes way further, about the same distance as crushing gale.

Reflect.

:/

Max out? There's a limit to how much you can upgrade them?

Got bored at this point and gave up.

Great!

(1 edit)
  • I just started a new game and the home tab lists a bunch of bee-related stuff I don't have.
  • Some dialogue options don't shine when they're new, or keep shining when I've already chosen them once.
  • Sell Books says it has a max of 1, even though it's not an upgrade.
  • "Gather Octagonal Magic" should maybe be renamed to "Gather Eightfold Magic".
  • It doesn't make sense that rooms take up floor space, but then the things I put in the room take up additional floor space.
  • On the same topic, I still think you should figure out some way to make floor space work intuitively, where you have to pay the whole cost.
  • Research Scrolls rapidly becomes inefficient. Maybe add Research Books and make it unlock at the same time as Sell Books?
  • The narration for Offer Kingly Blue misgenders the Librarian.
  • When a lot of different resources are being produced over time, the ticks cause stuttering.
  • Save export doesn't work. It doesn't matter if I press the copy button or highlight the text, it doesn't copy.
  • Some of the Headmaster's dialogue misspells fascinating with a double A.

The point of no return needs a warning.

Gonna be honest chief, I don't think perfecting it is gonna help much.

I'm trying to farm alchemy ingredients, but I'm hindered by the fact that some encounters don't respawn at all, with no pattern that I can determine.

Disappointingly small upgrade tree. I hope the Steam release has a bigger one.

Music sounds like shit. I think it's a performance issue.

The feedback form doesn't work. It keeps giving me error code 0. Also, check scavenge results copies the tooltip of whatever action was moused over previously.

When slimes divide at the top of the screen, they tend to end up *behind* the wizard, resulting in unavoidable damage.

(2 edits)

What algorithm does the game use to check lines of spires? Specifically, would a line with gradient 3 be a valid line, if there was room to make one? Also, I need help with Spire X4 (see below the cut)

Actually, another thing. I think circle pylons should light up when activated.

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The solution to each of the Spire abyss levels has a "backbone" of two intersecting lines of gradient 2 or 1/2. However, I've experimented a bit in Spire 22, and it seems like only 4 of the possible backbones can be fleshed out into a solution. Am I doing something wrong, or is the solution to Spire X4 not formed this way? I don't want you to tell me the solution, just answer that one question.

(1 edit)

Gravity feels too high, hitbox for spikes feels too big, can't control the height of my jump, ground movement is slippery.

A lot of text is too small to read comfortably. Also, what if I don't want my structures to channel mana while offline?

As soon as I unlocked magic, there was an action called "Gain magic from work" or something similar. I assume it's meant to be related to ergomancy, so it shouldn't show up so early. I didn't say the bank wasn't working, I said it shows the wrong message in the textbox. It shows the same message as going to the fancy shop. As for the export, I was playing in incognito if that helps.

I think the obvious solution is to have it count down instead of up.