yeah, ikr? Everyone thinks tambornist user = pro, when really good skill + strategy = pro. Try winning without using tambornist strat and see how good people really are.
Thane9009
Recent community posts
Yeahhhh.
I only won because I decided I needed to copy what the enemies I keep losing to were doing- except a bit better.
I usually promote to marching band instead of tombornist, get a buncha rangers, jesters, mages, and hopefully a palidin in the front.
Also, I keep trying to win using a Cleric + Drummer + Chef + Warrior strategy, since it's what I actually enjoy playing, yet I keep losing when using that strategy regardless.
How many times do you need to use the altar to actually win the game?
The suprising answer? 0. That's right, you don't need even need the altar.
I know this because I actually won without using the altar at all. And, of course, there's no such thing as using it less than 0 times, so it's not needed.
It just makes the game easier tho
Dude bruh. I experienced the same thing.
When I encountered the old guy, my mind was like "is there any way to get that darn old guy to move a muscle?" until I was like "maybe this ice will kinda push him outta the way-" but then "OH NO I KILLED HIM" and then spamming the undo button and then the screen went like "there are things you cannot undo." and then I went "WAIT WHAT THE HECK AAAAAAAAAAAA"
Ideas for additions:
Dice
1. Frozen Dice (A die that will ALWAYS roll a 1...)
2. Greedy Dice (A die that will ALWAYS roll a 6!)
3. Lucky Dice (A die that rolls 1 to 7 instead of 1 to 6)
4. Pair of Dice (Two dice that can only be used if the other dice roll a pair of two of the same value)
5. Lone Dice (Can only be used by itself)
6. Attention-seeking Dice (Can only be used with at least 1 other dice)
7. Sandy Dice (You can't see the value of this dice, but you can use other equipment to get an idea of what value it is...)
Boss Modifiers
1. Poor (No spoils)
2. Lethal (+1 attack damage after attacking)
3. Lock-[value from 1 to 6] (Dice with a value of [same value] cannot be used)
4. Thief (When attacking, permanently lose 1 die unless you have 1 die)
5. Stubborn (When attacking, 50% chance to attack AGAIN.)
6. Vampiric (When dealing damage, heal equal to damage dealt)
7. Flashy (+5 attack damage. -1 attack damage after the first 5 attacks)
8. Confusing (When using a free reroll, 50% to only reroll dice you still have instead of all of your dice)
9. Intimidating (You cannot use exactly [currently unknown] dice to use an equipment. This value can be 1 to [dice you have], and is only revealed when triggered.)
10. Amnesia-inflicting (After his first attack, hide your own health # until end of battle)
11. Hazy (You cannot see how much health this enemy has remaining.)
12. Unknown (You cannot see the OTHER modifiers this boss has, but you can know he has at least one other modifier...)
Funny weird ending:
1. Run from school.
2. Hide in a rock.
3. After 1,000 years, stop hiding.
4. Give the responsibility demon SOUP.
5. Play again.
6. Run from school again.
7. Hide in an alternate dimension this time.
8. Ruin the interview and call in the emergency reference.
9. And finally, choose Responsibility Demon.
10. Congratulations, you got hired for something you did in the future.