Check for hidden doors. (It's to the right.)
slabdrill
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It's a deliberately fairly lategame gate. Keep playing and you'll access the item as you go. The item they want is pretty obvious once you actually know the item exists, so having a skip for it seems weird; it's not a difficult or tedious quest at all.
(If you just want the answer (rot13): lbh arrq purrfr. Lbh pna trg gur purrfr znxre va gur fubccvat gbjre va Hccre Arj Nex, nsgre pbzcyrgvat gur erabingvbaf va gur Zvyx Snez. Gb ernpu Hccre Arj Nex, tvir sbbq gb gur thl va gur fyhzf.)
Fun game! I like it a lot more after the update; the way the box works now feels a lot less weird with how you would choose bad boxes for the sole purpose of levelling them.

Not sure how to feel about the reroll cap... I ran out of rerolls when making this box (had more available if I could hit the rolls, another divide and another shovel). And yes, I did mess up my placements here (I could've gotten another temporary in range). I get why it's there but I loved the feeling of never running out.
I don't think megacock is a thing yet, but you can get megaboobs by progressing to the endgame. It requires completing almost everything in the game to unlock, so it's not really worth covering specific requirements unless you're already close and done almost everything. Just follow the fortune teller and logbook hints until you get there.
(If you're already done most things and just want to enable it, go to the UFO and talk to the alien again.)
Talking to Elith to continue the relationship quest appears to still be broken as it was in 0.73; the fortune teller tells me to talk to them but doing said talking doesn't do anything. Also, my Noxtar seems to be taken off my head when I warp using Lucina, so getting them to the bridge is quite hard...
I did the celestial velvetia achievement but pressing Struggle doesn't seem to do anything; it just automatically goes to the next battle no matter what I do, so I can't get out of the state. (edit: Kept trying, I think spamming Auto in addition to pressing Struggle worked. Or it's just a low chance of successfully struggling and this isn't actually stated?)
Suggestion: Can we have a Give Up button when wearing the mindflayer ring in misty marsh? It actually takes a lot of turns...
Also, I think the level thresholds for when you unlock areas while levelling Candy/Faylen are a bit too high. I fairly consistently wanted access to slightly stronger enemies than I was allowed to fight. Could be nice to have the thresholds lowered by a few levels.
Suggestion: When you add or remove parts of the queue that have already passed in the current loop, the character should continue doing whatever part of the loop they've been doing unchanged. (Currently, it shifts the actions byh 1, presumably because you're just storing the index of the current action and not adjusting it for these shifts.)
Pressing backspace on the plan name textbox seems to backspace in the queue instead. This is kind of annoying.
Nice update!
Typos (you asked for them on reddit last time, I don't see a post from you this update though so I'm posting it here):
Mechanics student > Bet I can get it flying: Univeristy -> University
Examine the clockwork isle: speheres -> spheres
Specular armillary description: mechanims -> mechanisms
Watch the production of alkahest (log entry): uinversal -> universal
> Ask about Alkahest: distainfully -> disdainfully; enourmous -> enormous
> Observe filtration: flamable -> flammable
Examine the malachite hive > Look for a place to start: reparing -> repairing
Invite Gelee > The flowers: yeild -> yield
Victory message for maxing all the resources: gagues -> gauges
Is "cthonic" (hadean chronometer desc) correct? It's not a real word, but it's hard to tell.
My game froze when I tried to do "Get chest milked (Megaboobs)" in the Milk Farm, with the error "Failed to load: img/enemies/x-BentOver-CockMilker11.png". This made it impossible to do anything and I had to reload the game from my last save.
Edit: This also seems to happen with just the cock milker.
Okay, after actually trying to get it, it seems like you need to wait for gin to leave and then not check up on him, then wait for cassie. Cassie doesn't leave right after waking up, so you need to go do something else for a bit and then check in on the abandoned base later. I think you can be safe by checking the apple spot before the fishing spot, but it's easier to just save before going and load if she's not there.
It still took a while though. My routine of getting 2400 from the devil's drink each day ended up letting me buy 1 of each thing in the entire underground mall by the time I got the second visit... (P.S. this isn't the optimal money making strat, gold mine -> pawn shop is a bit less annoying.)
The main thing about "only some enemies can use spells" is that you have no way of knowing what enemies you'll encounter before you encounter them. Because you never know when you'll encounter another Astraea that basically requires Sanction, it just makes sense to have it always available.
I suppose you usually have a chance to change your loadout before the fight starts, but I never trusted that that would be an option.
Icely's video finally got uploaded so I gave it a try. I recognized the game from when you asked for help about how to make a choose-one-of-three-boxes in sokoban. I liked the joke in the last level. Game felt particularly easy compared to hempuli's games (I usually get stuck on them for a while); would've loved to see some harder levels.
Decent game. I feel like the overall structure makes it too simple compared to your previous game; it felt like there were barely any decisions I could make that actually had a significant impact, since all of the upgrades reduce in efficiency fast enough that you are always simply aiming for forward progress rather than anything else. (I don't think this is necessarily actually the case, but enough information is hidden from the player to at least give the illusion that this is the case.) Compared to the previous game, being able to see how expensive things are (...except the base chest opening cost, for some reason) is really nice, but due to the simplicity I found it is pretty much never actually relevant to worry about such details.
(Won in 75 loops, 4:46:25. Could've done it in less time if I was optimizing for that; there were a few loops I should've just ended at the end of 8 to get more coins to max the equipment faster. And I didn't run A enough so my brooch level was low.)
Checked out what's here so far; definitely looking forward to seeing more in the future!
My RAM usage spikes pretty hard sometimes, even with the fast graphics setting enabled. I'm not sure if it just doesn't properly save across sessions or something, but I'm pretty sure it only happened when it was raining but only sometimes. It's noticeable since my laptop's bad so when it uses enough the game just freezes.
I feel like using the april fools gacha slightly spoiled my experience, since it means you can completely ignore a lot of the progression measures (it gives you like 10 times the items you'd obtain in the same amount of time without it) and it wasn't telegraphed that it'd do that (since you get access to it before you see how much stuff you can get normally). But I ended up barely using items in combat (a few MP heals when a battle begins and I was at low MP, and some health pots for Astraea are the only important ones, I think) since combat is easy anyway, lag from the above issue aside.
Combat balance is a pretty tricky topic that I'm sure you'll need to finetune more in the future, but I spent most of my time running Holy/Sky. Holy felt like a must-take, perhaps partially due to game mechanics not being telegraphed enough--I'm not sure if "you can only counterspell a sanctioned enemy" means it just hits you without you getting a chance to counter it, but I assumed that that was the case and thus always started every battle with sanctioning the enemy since not getting hit is useful. And then Sky is just absurdly OP compared to everything else, of course; I think it definitely needs its wounds infliction reduced.
You can get there early enough in the loop (if you do the entire shadow realm instead of going for one of the low stats actions) that it was literally the second thing I went for (after Foxified since that one's earlier in) in the loop. You just kind of have enough stats with only putting a tiny amount of effort into getting more. Obviously doing it even earlier is better, but you get it *really* early.
As I said, I think getting +1 is fine. +2 is the one that comes way too quickly for how much work it takes to get. (+3 is interesting because going for it early involves wasting the absurdly good sleep action, but it really means you should start grinding long tasks in the midst of doing it and not exploring much. It's interesting and I think this one's okay; it just feels like this is the sort of consideration you could have for +2 instead.)
I didn't actually kill the Demo Lord (not that I was trying to; I'd be savescumming immortality if I was trying). I mostly meant you can stall for ages on the ones preceeding them for long enough to kind of just do everything on the map before fighting them. I got past IX just from doing normal exploration and not putting any thought into beating calamities (that greenhouse is expensive) just out of the fact that Vagrant's Sword allows (and encourages!) doing everything in the map to delay the calamity... and it turns out exploring the entire map actually gives you a lot of stats.
Lemonade stand being a thing you do passively makes sense. The main thing that made it tricky for me was that I only entered the lemonade stand because I wanted to get more Vagrant's Sword delay (this was an exploring run and not one I expected to make grand progress), only got my screaming mandrake late in the run, and didn't know if I'd survive the next calamity or not, so I was out of things to do.
Nice update! It feels weird having Vagrant's Sword able to make every run absurdly long; I went for way too long without a calamity because you can just keep delaying how long it'll be before it shows up. (Maybe if the first few upgrades to it weren't so easy to get? At +1 it still helps but not as much as the +3 you can get pretty quickly does.) Sure, once you finish the last calamity the Demo Lord naturally takes forever, but it was literally just the fact that you can stall the previous one for so long that I was able to finish it at all.
The lemonade minigame was a lot more bearable when bootstrapped with screaming mandrake money. Though it still takes forever... I like the secret benefit of having a 0.5s perpetual leisure action to train stats with Foxified though. I have a feeling this is the optimal way to train agi/cha.
I didn't expect this to be what the newspaper meant! Though it does make sense. I feel a bit more bad for her than the other heroes.
Figure I should post this here for anyone who wants to give it a go: 204 in 1 is possible! You need to hardcode solutions to the test cases in a level or two, before you get enough tools to allow you to do slightly less hardcoding.
(Thanks to vpumeyyv for figuring out the main trick that makes it work. If you want the solution idea: Gur pubfra jbeq vf Ercynpr. Vg pna or hfrq gb uneqpbqr Genafyvgrengr, gura lbh pna znxr jbeqf yvxr Gnp hfvat pnershyyl cynprq punenpgref naq n genafyvgrengr vagb (()). (Lbh pna oernx vagb gur Qb-yvxrf jvgu Noqhpr.))
For a useless example, here's a solution to Caesar: (narcissus) 3 dip 3 dig (16) (23) between do
A definition of Narcissus that makes this solve work is: 3 zap(3 zap(?)(3 caesar)zap copy format)(3 caesar)zap copy format
You could imagine applying this to something with a long solution like Thirteen to save some symbols on Thirteen, though of course at the cost of making Narcissus longer. You can also construct an even better definition of Narcissus that can detect the input (especially for levels where it is significantly different than those in Narcissus) so you don't need the between.
If you haven't solved Narcissus yet on the savefile, I'm pretty you can just put some code in and it can be used in other levels despite not actually being a quine, so you could just throw a "3 caesar" in Narcissus' textbox with no problem. Once the level is solved once this seems to not work anymore though.
P.S. I removed a bunch of the solutions you added to the side because this isn't a resource for casual solves; it's specifically for symbol optimization. The multiply solution was cool though, so I optimized it a bit and left it in.