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Josh

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A member registered Jan 22, 2022

Recent community posts

Yes, I had the 8 scrolls from the first two Scriptoriums.

Thank you!

Thematically fun, but several times I found myself wishing that there was a way to skip obliterations or do more than one at once, because it’s really easy to predict how much the next obliteration would need, and it’s typically easy to get that much with just another minute.

I think the consistent rule should be “the storage never has any effect in battle”.

Having played enough games to get 202 trophies at this point, I think the strongest build is a combination of “triggers continuously” items that produces Rush or Slow, together with the sword that applies Poison and charges on Rush/Slow. That has the net effect of stunlocking the opponent and poisoning them.

It’s essentially invulnerable except for an opponent that also has infinite-stunlock items. Against such an opponent, the winner will be determined by some combination of the king hurrying the battle up, who has the most max health, and who got a few lucky shots out before the mutual stunlock.

This was an awesome unholy mess:

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Bug: if you position the cursor right on the bottom edge of the ranger crawler, it’ll rapidly get selected and unselected. This is a hazard of changing the size of an item when selected.

EDIT: same with buttons.

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Chain Pointy doesn’t seem to improve when going from uncommon to rare.

Likewise the Slowing Bow.

New favorite build: warp-speed Kaboom.

Discovered, unfortunately, that enchantments overwrite each other rather than stacking. Had a Block-enchanted cat, and tried to Damage-enchant it.

Feature request: just as scrolls and similar affect items in storage, I think “when you visit a specific location” items should work from storage.

Rationale: you can always swap the item into your inventory before visiting the location, so the only effect of not having them work from storage is creating busywork swapping them in and out.

First victory on Normal, using Whiplash and Speed Bow:

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Bug report: Whiplash doesn’t seem to have any difference between Rare and Legendary, both stun for 1s.

Game sometimes hangs when trying to start the fight.

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Most fun item I’ve had so far: a “does something when an opponent uses an item” item, enchanted with Bleed.

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Related bug: it seems like there’s a rate limit on how fast that can activate. It seems to me that, given that you intentionally want to allow for broken combos, if you and your opponent both have an “use when opponent uses an item” item, then as soon as an item activates, that should activate continuously until one or the other player is dead.

Odd bug: I had three Scriptoriums in a row, paid $3 for 4 scrolls each time, and in the third, the screen for the scrolls came up but had no scrolls in it.

Typos:

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Should be “As the king’s laughter fades,”

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The cat is awesome, and enchanting it with heal works very well. The axe that accelerates based on other damage synergizes nicely with various other damage sources that deal damage frequently.

One click:

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(The UI is a little janky sometimes, hence the longer time.)

Really fun!

Would love to have a way to change colors without restarting. I’ve always enjoyed games where the “prestige currency” is something you can withdraw and spend on something else.

Has anyone been able to beat it? I’m having a hard time imagining a loop that could pull that off, now that infinite loops no longer exist.

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No-hit final boss again, on ascension 13:

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Has anyone figured out yet what is up with the ectoskull? I’ve been trying to figure out if it retains damage from run to run, or something like that, but I haven’t figured out what’s up with it yet. (Is the expectation that there’s some kind of absurd loop that might happen where someone could actually beat it in three turns?)

The soldier, as an enemy, seems really broken. There’s a difference between “this is hard” and “this is completely impossible for many people’s decks if not specifically planned ahead for from the beginning”. The amount of damage essentially requires that you have multiple high-damage cards per turn, which means if you have only 1-2 high-damage cards, you are completely dead the moment the soldier shows up.

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New best run, to round 113, with a team of medics, clerics, paladins, and knights. Very nearly unkillable until the last few rounds.

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It would be nice if the Pocket Dice could reroll the choices from the Dude Whisperer. That would help when the whisperer fails to offer any of the types you’re focusing on, and only offers types you have only a couple of.

Not bad. Would love to see upgrades to automatically deal with thieves (or stop them from showing up in the first place), and to automatically deal with spills.

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Made it to 110 and beat it. Zombies with Expired Skin Cream work incredibly well, and synergize with anything that boosts their healing.

Finally lost to a giant pack of unicorns.

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Made it to round 101, and almost beat 103. Feral hogs are nasty.

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Canary plus Bubblite is an awesome comination. And Cool Mole gives you plenty of score. image.png image.png

I managed to successfully beat it in 12 seconds.

Beat it; 22 seconds on the last loop.

Still curious if there’s anything more to some of the rooms that I haven’t discovered yet.

It might suffice to 1) make it rare, the equivalent of a Legendary in Balatro, and 2) make it substantially increase the amount of heat you get from hitting that pocket.

Opening Gambit is completely broken. If you have it, you win, period. Go all-in on a single pocket for the first bet of each round.

Lost of fun, but it seems like the game is essentially all about the tricks. Hitting 100 heat is only a 40% penalty, which is nothing compared to what you get if you nail a single number.

Also, it looks like the amount to buy a soul caps out at some round power of 10 which is much less than the amount of chips you can get, which means at some point you can just buy hundreds of souls.

Bug: invisibility doesn’t work against the arbalist. “Piercing” implies it’ll ignore shields, but doesn’t imply it’ll ignore invisibility.

One other issue with the “first shop special”: the cards aren’t artifacts, but steal still doesn’t work on them.

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Some typos where it looks like formatting instructions aren’t getting interpreted:

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There was another one that looked like card,m,card.

Bug: if you hit “cancel” on the “steal” ability in the shop, the ability is still gone. The ability shouldn’t be removed until you finish stealing.