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SaltOD

4
Posts
A member registered Apr 30, 2022

Recent community posts

Floor 100 run is going strong. 15 energy turn 1 but never have to use more than 5 to clear any combats.

(3 edits)

Floor 64+ My longest run yet and everything is a cake walk. 99,000 health boss no problem.

First run of the patch. Still ongoing run but nothing ever hits my health other than the good ole disgusting food. Have only found 5 queen/king cleavers.

+2 haste on middle shield

+3 rage on top right cleaver

My normal first turn is 10 energy and does 9805 damage, max block of 999, 120 rage, and 5400 spikes.

(2 edits)

The New META Do it all Build

10 energy initial turn and 6 energy for following turns. Ramp that Scaling!

Just add Haste to shields and/or Rage to initial cleaver when finding the Blacksmith.

First game of the new patch. Still on going run. Just need some sleep.

Oof had to work then come back to nerfs. This build was still ongoing. Ended up finishing floor 30 when I had to stop. Probably could have made it up to floor 34-35 with no problems and maybe could of gone floor 36. Those Salamanders scale way too hard with their stacking fire application. Even on floor 16-17 they are terrifying.


(Pic from floor 25 or 26)

Multiple Pringleman shields was op with Coral relic. It had too much sustain and ramped up damage as time passed. Could put up 400+ armor in a turn if needed while getting 800+ spikes in a turn to beat anything that attacks you directly or applied fire. 

Cleavers dealt with anything that didn't ie poison snakes, debuff enemies, and boss that gains rage by shielding. Only feared slow debuffs from a certain boss minion.


This build could:

-Cleave to remove self poison, enemy health regen and spikes, self heal(not much but some), and grow damage over time with the Stopwatch.

-Shield up to add 800+ continuous spikes per turn, gain 400+ single turn armor, remove some enemy rage and spikes. The more times you shielded in a turn the more spikes it gave you as coral gives 2 spikes to a shield for current turn on use but with multiple uses it gets exponential as it stacks. Early on in the build I had 10 energy turn 1 of each combat through the curse circlet's +4 curse energy for turn 1. You could put up 3k+ spikes in one turn(had to change for more sustain).

-Had space for up to 2 2-tile curses from those pesky salamanders, but only ever needed space for 1 2-tile.

Enemy death guaranteed over time.


Possible bugs:

At one point I tried connecting the two using shield spirit but something limited the amount of interactions and it just ended up breaking the game giving me only a few procs of anything. It could be intentional but I'm very recently new so I don't know all backend interactions. Clearly some hidden limiters are in place and rightfully so otherwise double king or queen cleavers would go forever. 

*Was reworked but haven't placed since* Duct tape also at the time didn't always work as intended in some cases.

Randomly I could get more or less armor in combats rather than being consistent all the time. Something limited interactions.

Overall: 

Been having loads of fun and can't wait for further implementations and that Steam release. 9/10