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Scottage

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A member registered Jul 16, 2023

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A few bugs I noticed

  • Charged Armor is unable to be used with 1 dice (Shown in image 1).
  • Adrenaline Surge deals damage at start of turn despite stating the damage is applied at end of turn. I don't know which is right but at the very least there is a mismatch between what is says and what it does.
  • Endurance passes Precision over to the next turn despite not stating that it does so. In this case I assume that is intended but again, at the very least there is another a mismatch between text and function.
  • Precision triggers multiple times when stacked over 100 dealing more than double damage. 
  • Spam using an item causes it to move around (Shown in images 1 and 3).

 Image 1

Balance Issue 

While not a bug, this is extremely unfair and overpowered and feels like an exploit.

First of all just look at Image 1 its ridiculous, I have over 1,000,000 block, which is why I decided that this was the point to stop at because I made a number over 1,000,000. I know its turn 119 but I could already one shot the Dark Dragon from full health by turn 5 (Without even considering Precision). 

Attack is super strong with items that don't need dice especially with endurance, it lets you reuse non resetting items multiple times every turn and in most cases it isn't that bad but with the Taunt Horn, you can completely lock the opponent out of ever doing anything. You don't even need endurance to lock the opponent down with Taunt Horn, combine it with Adrenaline Surge and you can Taunt them every turn. The only way they can do anything is by having Attack stacks themselves. Taunt Horn is balanced when it's 1 use (or 2 with Sacred Candle) with only the occasional reset from Efficient Resupply but when you can spam it, it's completely busted.

Sorcerer's Blessing is too good at what it does. Right from the start it stacks Strength better than anything else in the game but it also stacks Endurance and it only gets stronger the more dice you get. With 9 D4s you are guaranteed to roll at least 1 Triple and 3 Pairs with the possibility of more, the Endurance stacking alone is better than Runic Jämn and Runic Udda combined and they're Boss Blessings. You get permanently stronger every turn just by existing but the Strength stacking is so good that you just have to click the Dice Bad a couple of times (Which the Sorcerer starts with) and suddenly everything only survives turn 1 if it started with enough Fortify stacks.

Infinite Loops 

Gold Pot and Ring of Ave can create an infinite loop as long as you can trigger Gold Pot with at least 3 dice you will have a net gain of Uses which will let you use any item an infinite number of times on turn 1. 

 Image 2

Archers Blessing and Dice Bag with 9 D4s creates an infinite loop. It is impossible not to roll a Triple with 9 D4s so you always get at least 2 Uses back when you use the Dice bag and can just spam it to get infinite Uses. Still needs the Ring of Ave to infinitely spam items requiring dice though.

 Image 3

Suggestions

Archer's Blessing needs to be changed entirely. Even if you nerf it to only 1 Attack per Triple, 9 D4s is still an infinite loop with a net gain of Uses every time you roll multiple Triples.

A new Item Status that prevents an item from using extra Uses from Attack would fix the Gold Pot infinite loop as well as balance out Taunt Horn without needing to nerf Attack all together.

Changing Sorcerer's Blessing to +1 Strength per Triple with no effect that stacks Endurance would be a lot more balanced, in fact I think it would still be better than Knight's Blessing and Samurai's Blessing.