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RamenAndVitamins

4
Posts
A member registered Nov 18, 2020

Recent community posts

Regarding melee weapons needing a buff...I've found spears to be pretty amazing. Reach is already powerful just from the obvious extra hit while the enemy approaches, and it combos really well with lots of abilities. Anything that creates space between you and the enemy can give you a free attack every turn, and Alacrity from the Renegade Helm can do the same.

My only win is with the Monk amulet, so no disagreement there! I've tried to build around fighting multiple adjacent enemies with axe weapons, but I haven't made it work yet. I feel like good builds for that exist, and I just need to find them.

Hammers seem like they've got some tactical potential that I need to explore better. Swords and daggers, though, I'm having trouble coming up with ideas for good builds there.

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Regarding your last point. I've noticed the same thing, but it makes it even more satisfying when you manage to pull it off. For instance, I had a Frost Staff run where I was consistently able to kill exploding cubes with the cold projectile, causing any adjacent enemies to be rooted and get hit by the death blast.

You did mention player abilities so I'm sure this isn't anything new to you. But when it was new to me, it felt really good having discovered it!

Slight correction: Every item has a base version and a legendary version! It took me a while to realize that, too, then I later saw that it's stated explicitly in the last bullet point of the game features list. 

There are also golden anvils that will turn a base item into its legendary version. I don't know if anything causes them to appear, or if they're just random. I've only seen one so far out of 25 runs.

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Fantastic game! One quality-of-life request: if I've got a movement key held down, stop me automatically when a new enemy comes into view. It would make a big difference, especially with the short view distance in hallways and how important a single move can be.

Edit: Something else I just realized...the red "focusing" aura appears a bit later on the enemies than I'd like. More than once I've been in a hallway and an enemy appears, I see where they're at (or on the way to), then I hit my movement key, and THEN the red aura appears. If there's any way to make it show up sooner, maybe while they're in motion to their destination square, I think readability would be improved. This *may* be specific to enemies just coming into view. I'll try to pay attention and see if that's the case.