iraq
tdogredman
Recent community posts
that support follower that rezzes units one time when they all die is insane. beat final boss on first try for the first time ever using that, 3 dancers, one of which had 20 health from a scaling trait, and a noble templar that starts with high damage and health from a scaling trait. (and some slop units at the front line)
my templar which was starting with like 12 damage 16 health or something would get to attack 4 times per turn, letting him gain damage each time. when he's rezzed he keeps the damage hes gained for the round, and since hes at the back of the line, he stays alive even longer, getting to multi attack again. crazy build.
very fun and very great idea. love the gameplay, the progression, the backpack stuff inspired by other games, it looks like there is or there will be a mechanic using item type bonuses like brotato, this is very very promising. only issue is the bugs. there seems to be quite a few UI related bugs. Anywhere to share UI bug information? keeping my eyes on this one
very addictive and very clean. another minesweeper roguelike i liked was that dragon dungeon one, dont remember it by name. this was great, but you should definitely use that developer's work as inspiration!
by that I mean, you could have more interesting synergies. because right now for me at least it was pretty easy.
by synergies, I mean for example in the other roguelike theres this group of slimes that generate as 8's, but they always spawn in a 3x3 grid surrounding a 1 hp witch, and when you kill her she spawns a revealing thing that reveals all slimes on the map.
your game is more about floor by floor rather than one big board, and ammunition management and stuff, but this could be a source of inspo.
EDIT: i remembered the name, its called DRAGONSWEEPER! check it out.
the game balance has some issues. for example, with inflation, korea is relevant but other countries and landmasses aren't, like africa or japan.
even with some of the balance issues this was insanely fun
and i really felt like a politician just merging words together.
on godually is busted
i saw "chicken jockey" was in the shop
great stuff, keep at it
i boosted my free space drop chance and won first try. love the idea tho, definitely got the vibe you were going for with the happy chill gambling music while you literally gamble with your body parts.
it doesnt matter what parts you use but im guessing other people were like me and started bottom moving up lol
just did another run where i used scrolls and scrolls become ranged damage, and then excess mana becomes damage, and then non weapon non companions do more damage, and i destroyed all the enemies
while doing this i used some extra mana to level up 2 swords in my deck and got them to like level 31
it was funny seeing "you will be remembered as a master blacksmith" when the swords were just chilling as the scrolls killed everyone round one
i had a master warlock in the very back, with two apprentice mages one on each side, that i got like on room 5 and they lived til the very end. feels accurate to how this stuff would go down, my frontlines kept dying but those mages never did and i also had an elite spear thrower that lived for a long time too. really fun
concept is amazing. took me a while to get, but its a really great idea for a game! I think the biggest thing missing here is a small tutorial to help explain mechanics, as well as some ui polish.
i couldn't tell you could upgrade your captured monsters, that they had a insubordinate meter, that you had to whip them, that redrawing used up 3 ticks of time, etc.
once i got it though, it was super fun. another thing,
the whole "monsters that can block damage thing" was not well explained either, i picked up on blue monsters being blockers on my own.
so yeah my greatest critiques is a lack of explanation
and lacking ui.
second greatest critique would probably be artwork
and animation obviously not a huge priority this early on but its a
bit choppy and needs some work.
now assuming I understand this game correctly,
the weapons system might need some polish as well.
the only difference i noticed was putting a status on
an "attack all" weapon meant the monster could attack all enemies. otherwise, you have 2 cost weapons
that do 1 damage and 2 cost weapons that do 2 damage,
and its kind of lame to just have a worse version of
another weapon imo.
great work and sincerely hoping you stick to this!
this has lots of potential!
very cool considering it was made in less than two days. for improving the game, i'd reccomend new abilities outside of two options after each floor, and some balancing. i only did the big one every time for dash length and power and it was a cake walk on hard mode.
love the concept of the samurai ant tho pretty neat