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Josh

173
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A member registered Jan 22, 2022

Recent community posts

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Before (entire deck in hand):

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After:

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Final boss, zero damage, first-turn kill.

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(This only unlocked Ascension 1, because of the bug mentioned in https://itch.io/post/15621563 .)

You may want to display the relics in a couple of rows, or otherwise consider ways of displaying relics that don’t overlap with the gold display:

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Successfully accomplished the infinite loop:

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Removed enough cards, got some card draw, and had a couple of Hemorrhage cards. Now I can have one card draw the other, and keep playing them indefinitely. Kills every enemy no matter how much health, and since I have the Ingot, I get one gold every time I draw a card, so I can also get arbitrarily large amounts of gold.

This is awesome; thank you for having a delightful set of game mechanics. ❤️

Bug: if you click fast enough, you can play two “Hemorrhage” cards, and they both go to the discard but they don’t both take effect; only one card gets drawn.

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Bug: playing against the skeleton enemy, had the one starting defense, played a card to get a second shield, enemy swung for 1 damage, but that deleted both shields.

Confirmed in a second battle: the animation of the shield breaking up plays for the rightmost shield, then the left shield just disappears.

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Just discovered a serious bug: I went back and played a game without any of the Ascensions available, then abandoned it mid-game (using the “Abandon” option on the main menu) and played another (not sure if that’s required to trigger the bug), and then after that game ended in death, the character selection screen no longer offers Ascension 1 and 2 that I’d previously earned.

It may be relevant that I gained a level from that run.

Managed it once again, and this time I almost managed to achieve a loop of zero-cost cards that do damage or gain gold.

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Need to remove a few more cards for that. If I can ever get “remove Exhaust from a card” with the card that removes one card from the deck and exhausts, that’ll be easy; otherwise it’ll take a few more removals at every opportunity. But I think if I can get a deck smaller than 10 cards (not counting cards that exhaust such as those that gain more energy, and not counting the cantrips themselves that are free and draw more cards), I can loop playing as many gold-gaining cards as I have until I have however much gold I want, and then play as many damage cards as I need to, to win each fight on the first turn.

Looking forward to pulling that off.

The technically inclined amongst us might be interested to hear the details of how a bug like that happens, if you don’t mind sharing. ❤️

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Beat the last boss without losing any health:

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I’ve hit a bug several times where the “end turn” button is grayed out and can’t be activated, so the game is softlocked.

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What are the requirements for Mapped Destruction? Powder Hall 3 said it would unlock Mapped Destruction, but it’s still showing as runes, and not showing what it would take to unlock.

EDIT: Nevermind, found the prestige upgrade.

Ah, got it. Thank you.

What are the prerequisites for getting the option to recruit bulldozers?

What does it mean if an upgrade is listed with a cost of “N/A”?

Lots of fun, but the animations need to be possible to speed up substantially. I find myself waiting a long time to click on the next card that I already know I want to play.

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It seems like when Druid triggers multiple times, the first trigger should count as a card for the second trigger.

It’s inconsistent with the “the first time this card is played” rune, which only triggers the first time.

I’m not suggesting that it bypass hunger or fatigue; I’m suggesting that it should affect the length of time it takes to run a node from the player’s perspective (including the passing of hunger and fatigue as normal during that time), but not the speed of animations or of movement. Movement should be independent of demon time, because it’s almost unusably fast with it, and painfully slow without it.

UI observation: the way that “demon time” makes both the background animation speed up and movement around the map speed up, is it just speeding up the overall game loop? That’s going to cause a whole variety of problems, and would explain several things people have observed here in the comments.

You may want to make it just a divisor for how long nodes take to complete, not a change to all time-based things in the game.

In particular, scrolling with the arrow keys should always be the same speed, something a little slower than the demon-time rate and much faster than the non-demon-time rate.

Ah, I see! So if it doesn’t have that icon, it opens up more nodes?

I feel like +2 is a notable boon, but not obscenely overpowered. And it makes for some interesting thought and strategy required.

I know what the “this conflicts with other nodes” icon means. Does the icon that looks like ->| mean “completing this will unlock new nodes”?

Is there a legend somewhere for the icons and keywords? I haven’t found one.

I don’t think it should be “speed up lemonade stand”, for exactly that reason. Rather, it could give some stat that disproportionately helps the lemonade stand; I can think of a few possibilities that would help there but not be exclusive to there.

The ability to export and import saves would solve this.

Yes, but most of it felt worth it, and contributed to making it an accomplishment.

The main thing that felt painful rather than providing a sense of accomplishment was chewing through Raw Materials to get Refined Salt randomly. Potash is available elsewhere now; it’d be nice to have a reliable way to refine salt as well. Doesn’t have to be a way to obtain it directly; it’d be satisfying if there were a way to make it that wasn’t up to chance. It feels like, there’s already a hugely random way to get a Screaming Mandrake quickly; Alchemy should be the slow-and-steady way to get it without dealing with randomness.

In its current state, I did it once for the achievement and the feeling of accomplishment, and now that it’s done, I don’t anticipate wanting to do it again.

Other than that, it was mildly annoying that many of the ways to obtain Alchemy used up precious resources that couldn’t be spared; I had to get almost all of the Alchemy from the Stale Soda / Arsenic mixing and from completions of the raw materials refinement while hoping for refined salts. But if not for the randomness, that would feel like a somewhat interesting puzzle: do you want to spend all your Alchemy effort and resources towards a single reliable Screaming Mandrake, or do you want to make all sorts of other potions instead?

Fair enough; it certainly felt like an accomplishment.

I didn’t realize the Vagrant’s Sword would be that powerful.

It’s powerful, but it feels earned. It’s hard to get, and to get maximum benefit you have to delay doing other things until after it.

Having now gotten all the lemonade-related nodes, I do enjoy some aspects of the lemonade game, and it’s nice not having to worry about gold. One thing that might make lemonade more fun would be to add a Shadow Comprehension that helps bootstrap it much faster on subsequent runs.

Thanks. There are now enough raw materials to be able to transmute one mandrake, though not enough to necessarily reliably do that and make a greenhouse.

Ah, thank you! I hadn’t explored that branch yet, because it didn’t seem like things were generally locked behind a completion of a “Leisure Perpetual” action.

That would be really appreciated, and would make the early game much faster, thank you.

Part of why it’s confusing is that it’s help text on the first action. It might help to move the help text to the action that returns, instead.

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Any hints on where to get a recommendation letter? Managed to meet all the other requirements for the Fellowship of Erudition.

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Finally transmuted a Screaming Mandrake while Foxified

The extra skills should be on the left of the screwdriver.

They don’t seem to have appeared after prestige and obtaining that option.

Based on the classification of other things in the cabin, should “collect life essence from fox den” be marked as Leisure? Otherwise, it takes 100 actions to get 200 life essence that way.

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One aspect of gameplay that's a bit annoying to repeat (minor spoiler)

It’s possible to walk past the void stone without rejecting magic, if you carefully get enough agility to cross the river to get to the logger’s camp without getting 10 magic. However, it’s annoying to do, because then you can’t expand most of your Shadow Comprehension tree, since much of it is gated on nodes that gain all basic attributes. Since those nodes primarily exist to speed up gameplay on subsequent runs, would you consider splitting those nodes so that “gain all basic attributes” nodes other than the +5 aren’t in the way of at least one set of nodes for each specific attribute?

Found some text that could use clarifying.

Minor spoiler

After “Descent into Darkness”, the help text saying “once you leave you can’t re-enter via the same entrance” wasn’t clear. I thought it meant that once you took the first action inside that place, you were locked in and would have to leave a different way. It wasn’t clear that if you leave the way you came in without doing anything, you can’t re-enter. Could you phrase it to make this clear, such as “If you return to the campus, you cannot come back to this place via the ladder.”?

Could the hunger and fatigue bars have numeric maximums listed, to make it easier to see at a glance if an action that would increase them would go to waste?

It looks like a similar bug with an obtained node showing up as unobtained and unobtainable can happen with “Walk Pass the Void Stone”.

(Also, it should be “Walk Past”.)