Ouch! Hope none of that left any lasting damage.
And yeah, I wish we could've finished the sounds, too. Arne had some really fun stuff ready, but I screwed up on what formats Godot can use.
Lots of fun to play and feels well-finished for a jam game.
As for potential improvements, I'd like to see some faster rotations so the best course of action isn't just to attach everything to the back, and maybe some RNG protection on the weapons: I only got the last 2 weapons during the final 30s and after the boss battle.
Holy destructive physics!
I also really love how creative you were with your art style to turn some real simple drawings & models into a unique and interesting flair.
If there's something I missed (either literally or figuratively), it's a pause menu with an option to reset the run after eventually getting punted into a softlock.
Yeah, the game actually kinda plays itself.
Random stuff go still wins 30% of rounds. If you think about it, the only advantage your opponent has here is picking between 2 stickers rather than 1. And your deck literally evolves on its own. That's not even a joke. It removes bad cards on its own and keeps the good cards. Peak natural selection.
There need to be some sort of modifiers that you have to play around and plan for.
This is cool for a prototype but needs a lot more development for a sustainable game loop.
True.
I have been trying to grind that combo a bit after you told me, but so far always fell short, not getting to hunt-proof it in time. That saidI found you can use the Dragoon and infuse it with Duelist + Growing Aspect + Adaptive Aspect, and it'll actually scale to the moon. I believe the upper cap you can hit is 25 Hounds, each with 4 attacks, so 101 attacks total.
So every battle you get 2 HP, which then get swapped (and doubled) 101 times. So after just the first attack cycle you should have 5e30 damage gained per battle. On top, you can infuse Crow onto your Dragoon to deal random damage equal to his attack, plus once per Hound using the Moth of Materializing and you can hit pretty much the same amount.
I am somewhat disappointed by the fact we'd only overflow a float after about 67 million floors. Unfortunately also while I don't quite know the growth formula, at a 1% growth per floor we'd still only last about 16'000 floors. Exponential growth man. Works for the enemies, too.
Anyway, I think I've also found the closest thing to an actual infinite. Again use the Dragoon. You'll have to use an Artificer so it can have 5 aspects. Then infuse it with Duelist and Adaptive Aspect again. This time also infuse it with a Paladin, so it only takes 1 damage, and then have it be Fate's Beloved itself. For the final 2 aspects, give it 2 more attacks. The key to finishing the puzzle is infusing a super Moth of Weaving. It does grant the buff to the Dragoon itself. Let's assume our weavers buff for 10, then with 3 attacks and the amount doubled that's +60/+60. Even with the Black Knight ?, the HP gained will be halved to 30, and since enemies won't hit for that much, you'll just regain it.
Unfortunately even then, you'll eventually be unable to beat Black Knight or False Sun. With 2 enemy choices out of 10, you'll automatically lose one in 45 hunts, so even going infinite won't even stall for another 2000 floors.
Edit: I've finally nailed the comp, and unfortunately some things changed/weren't as aspected, so the maximum is unfortunately only 18 Hounds with 4 attacks each for 73 attacks total. Still bonkers though. That said, there might also be a way to get 24 Hounds with 4 attacks each, but that requires even more bullshit to pull off.
You'll be stopped by game performance long before that XD. I've reached the 600s and ultimately gave up due to lagg.
I am curious about 5k tho. I think enemy growth is exponential, so unless you found a way to scale exponentially, they'll catch up by then. My linear 8 million damage and 500k HP per floor growth should've started being outmatched by floor 1000 or so. And sure, those two values are getting multiplied again for total damage. But still not exponential.
When you use the infinite reroll + set 14 faith followers, getting infinite rerolls causes an issue with memory. Game went horribly slow.
Edit: found even more bugs.
Heyo, I have on more proposition (if I didn't make it already).
Witch is pretty overpowered against any random damage team, which is cool in general but incredibly unfun when you don't get any attack buffs. I'm taking 10 minute battles. Maybe make it randomly reduce damage by 0-10, that way random damage is still reduced by 90% but can still end the fight if strong enough. And it's actually stronger against other comps rather than just a thing to be ignored.
Happy to be of help.
And yes, it really makes the game feel better paced and makes buying additional balls truly worth it. With these changes I managed to beat 1st difficulty as well as 2nd difficulty with Inferno ball. And it was really fun!
In those, I also had a couple of other, though much less significant thoughts:
This game is great and tickles a bunch of childhood itches, all while making it your own and coming down with smooth graphics, gameplay and turning it into a fun roguelike.
That said, I'm terrible at the game, and while it's fun to play regardless, my skill issues have unearthed a rather frustrating part of the game loop: the game goes swimmingly while the centre protective bumper is active, usually lasting till act 4, though I've made act 6 with good resets. But as soon as they run out, I lose one ball after the next, throwing 10 balls away within a single act and losing.
This feels incredibly frustrating and lopsided. Extra balls don't even matter at my skill level, and getting multiball is a debuff since its chaotic nature kills the bumper faster relative to the progress you're making. I really only have 1 life and it's the protective bumper.
So for the sake of us worse players, I'd advocate for making the protective bumper have significantly fewer HP but resetting every time you get a new ball.
This more gradual loss would really help give (at least me) a better measure of where we are, make the game less dependant on a bumper reset, and also give a more rewarding feedback for keeping a ball going for longer. Plus of course no more losing 5 balls within 20 seconds.
Thank you for hearing me out, and of course for letting us play such an awesome demo. Good luck with your Steam release!
Ran some super barrier stacking to test Maze. Didn't pose a significant problem with a sufficiently redundant build, thank you very much for the change.
Although it made me realise 'Lonely Witch?' should work slightly different. Not so much for balance, as more the fact that with my random damage based team combats against them took 10 minutes every time. My suggestion would be to reduce damage by a random amount between 0 and 10.
Oh, this is a bunch of nice quality of life changes.
Although I would add that the problem with Pallisade was mostly the crazy scaling. Make the damage cap be based on its initial HP and it's fine.
What I have noticed is problematic though (I might've mentioned it before, not sure) is the Maze. Originally I thought it should be good, but I've noticed it screwed up my team order way more often than I expected. I even did a team that went xABxABx (where x are any combination of units, but a B unit must always be behind any of the A units to function) and I still lost back to back maze encounters where both got swapped badly.
So I did the math, and it turns out that if you swap any 1 unit with any 1 other unit, the chances of that happening are 5%. But as I understand it, the card swaps 2 units with another 2, so it's already a 25% chance to swap into a bad permutation.
So yeah, even with redundancy, the Maze hands you a free loss every 4th encounter. Making it to floor 100 with e.g. a Barrier based strategy is unlikely. Making it to floor 200 is basically a statistical impossibility.
My proposed solution would be to make the maze shuffle (one of) the unit(s) in the slot opposite itself to a random different slot. So a redundant strategy can still win while still having a hard time.
Lag issue with Reliquary mode seems to be fixed, unless it only affects specific relics. Thank you very much.
When it comes to Reliquary mode, I've also noticed how I'd definitely enjoy some more drive to play it and all its variations. Even just a simple counter of total corruption earned when beating dragon or corruption * floors climbed would go a long way. But some achievements/challenges would be even cooler.
Normal mode only starts lagging at around stage 90 in Endless mode. Next time I play I'll try see if it's only certain reliquaries or the mode in general.
Also you might've considered already but the endless amount of aspects for that one guy is broken. I've almost (barring some misplays) gotten him to oneshot 100+ endless waves. It's surprisingly good for entertainment though since almost anything can pivot. Maybe make that unit cost 20 for symbolism.
Another wonderful update. Stuff from the first run of the patch:
I am really enjoying this game, but you should absolutely reduce the default resolution for in-browser plays.
The game seems to start at 1080p, which is still larger than many modern (laptop) monitors. A lot of people might just see the start screen, be unable to interact with it, and never touch the game again.
Found a bug:
Sculptur didn't summon any scuptures for some reason. I don't quite remember the circumstances, but I had no other supporters when I bought it, and I had an Artificer rerolled to trigger adjacent follower start-of-combat effeccts twice.
Edit: I've disabled it again. There was no obvious answer, but I've rerolled a combat trait again, so that might be it no matter the outcome.
I really love this update. You're doing a really amazing job here.
I've also, through experience, noticed some more units that seem to consistently over/underperform:
Especially with Emissary, that interaction is actually not literal to the wording. As Emissary says "whenever faith is gained by another follower, gain 1 faith", which suggests that the Emissary is the one gaining faith (and thus should trigger Raven again). So as you've intended, the Emissary's wording should change to "when another follower gains faith, that amount is increased by 1". Although personally I'd recommend Emissary to be its own instance and trigger Raven an extra time since it's sort of a really subpar unit as long as Supplicant isn't nerfed and also doesn't scale well in general.
Overall though, I'd probably carefully recommend to make separate instances their own triggers. As it stands, triggers are unintuitive and also don't prevent abuse, as one effect still works while just one or two others don't. It's just a knowledge check, plus a bit more RNG involved.
On top of that the units in question don't really scale as well. They are harder to scale multiplicatively than just a stat-based strategy and they don't scale at all with stats gained inbetween rounds. Compare that to an Adaptive Familiar next to another Adaptive unit together with some permabuffs and you can easily gain +8+8 per round or more.
Ultimately, as far as balancing concerns go, I think you might actually be able to achieve the opposite with some clever wording. In permitting multiple triggers by default, you can then easily nerf overtuned units by making those triggers happen only "once per attack", or instead of being two separate effects, you can make the second effect increase the value of the first one, etc.
On endless, I also just noticed another soft-nerf option, which would be to put most of the special units in one of the first two spots so countered builds have the chance to kill them quickly. Except the Barricade, which should obviously be further towards the end.
There's a couple of bugs with the Mirroring Raven (deal 4 random damage when a follower gains faith):
I don't know if these interactions may be intended, but they should probably all work given they're nothing special. Except the "gain 1 more faith" unit (after all one might argue it just increases the faith gain) but I think that one especially should work since it's pretty bad.
Another notion on endless mode: I'm not sure how good it is to have random Doppelgangers, Barricades, Firework Masters, and Black Knights in there. They're hard counters to certain strategies (e.g. hyper-buffing a single unit) which leads to fewer strategies being viable there, exactly the reason why you hesitated implementing endless in the first place. I'd rather see enemy units with a lot of stats in the first place, and from there focus on softer effects like multiple attacks, revives, or not taking more than 25% of their HP in one hit.
I definitely agree that reroll is a hard decision. The game's limits, at least for the earlier parts of the game, really don't work well with a reroll mechanic. The best approach might just be abilities or shop items granting rerolls. For a guaranteed reroll, maybe if you skip a shop with 20 faith? That's a high cost, not easily achievable, but also exactly when you'd want a reroll. There's also always the option of banishing units to make the game a tad more reliable in the lategame.
As for supplicant, my personal opinion is that it'd work perfectly fine at just +1 faith. Whether you gain faith at round start or a unit's death makes little difference. The former is a bit more reliable and can be doubled up on but the latter actually combos with more options. That said, it might also be more unique to keep Supplicant on 2, and on death combos feel like they need that bit extra eco anyway. Alternative nerfs might be dropping Supplicant to 1 Faith but it gains a second Faith if another unit dies before or after it. Increasing the cost to 4 would go against the cost design but break the aspect of immediately going to 6 Faith. One really unintuitive nerf would be "buffing" it to 4hp since it'd be less likely to die, although that might also cause frustrations with players since it cant die round 1.
I really love the new update. There's some cool new combos, a bunch of great bug fixes, and overall the game feels a bit more challenging as well.
A few things that I've noticed still need some polish are:
In terms of balance I'd also like to add that the "on death gain +2 faith" unit feels too strong. It brings you to 6 faith immediately the round after, something only the 1-cost vanilla unit does, while also giving more faith per round thereafter than even most 6-cost faith generation options.
OMG that is exactly what's happening. This build wonderfully fixes pretty much every issue I've come across playing the game. Funnily you caught me in the middle of me writing a list of them which is now redundant.
Only pointers that actually stay relevant with that build:
A little bit of feedback, hope it helps:
I've very much enjoyed playing this and hopefully I'll come back ta bunch o enjoy it plenty more.
Sweet game, just a really chill implementation of the genre.
As for feedback, I can't really make good use of the laser. The upgrades only buffing damage is impractical and doesn't help. Lower cooldown or multiple beams would definitely feel better. The stunlock needs to be much shorter or have some other offset so you don't get surrounded or worse, killed when using it.
Good job, looking forwards to see where this goes.