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Elber Galarga

17
Posts
A member registered Apr 30, 2022

Recent community posts

... And the run ended a minute later in the double Sables encounter

I call this the Naruto build

Got a cauldron in a fight and used it to farm 1 or 2 butters, but it got boring so I dropped it. It was enough to complete the run anyway. After 2 or 3 endless runs I had enough hp to farm Star Potions with the bat alchemist and get tons more butters, and damage skyrocketed then.

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Floor 309, 12 energy per turn, kills everything super fast. Very addictive build due to assassin blade's damage going up dramatically after improving it with 10+ Golden Whetstones. Enemy HP in endless scales linearly, so doing this lets you outscale them permanently. Most battles are over in a matter of seconds.   

Golden whetstones can be farmed by drinking star potions. If you have enough HP you can get tons by letting that blood-sucking bat NPC bite you repeatedly. That's kinda hot

Assassin's dagger scales really well into endless, 1352 damage per hit with 4 golden whetstones, even more with buffs from cursed whetsone


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Just beat Grandmaster with a slime sword build. The key to making the Bomb relic work is buffing the swords with Whetstone and / or Soldier's Buckler so you can kill enemies in two or three hits tops. You need to survive a few turns so reforging the shield with Haste and wearing Archangel armor would be useful, maybe having an HP wand or mushroom soup w/ consumables too

Of course it's all subject to change, but player feedback helps the devs improve the final product.

Yeah I just checked and it does eventually start dealing self damage after swinging enough times in a turn

The more you lower the club's damage with hourglass, the more swings you'll be able to make until it starts dealing self damage. May not be infinite but it can still be a great source of healing and inflicting debuffs without spending energy. Only problem is how time consuming it is in endless mode

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IMO, enemies becoming HP sponges in endless runs is not fun at all. It invalidates a lot of builds and items except the highest damaging ones (Cleavers, Assassin's Dagger, spikes stacking) and for others that still work it takes way too long to finish a single encounter.

My suggestion is to add items or weapons that let you deal percentage-based HP damage, maybe a gem like Whetstone that upon use makes your weapons deal 1% HP damage to enemies. That would help with the infinite scaling

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Berserk's Club's damage to oneself can be permanently reduced to zero with the Hourglass relic, which can be removed from the inventory afterwards. This allows for some interesting exploits, for example if you pair the club with a gem that makes weapons recover HP upon hit, you can heal yourself indefinitely at no Energy cost by striking repeatedly. You can also build infinite Rage this way if you reforge the club, and if you have the gem that makes your weapons inflict +1 Weak, you can debuff enemies with as much Weak as you want.

You still take damage by poison right before your turn starts and you can drink the self-status potion. It's unavoidable and a big crutch on endless runs where a single poison tick can take away all your health without you having the chance to remove it.

It would be cool if there was a way to counteract Poison without taking damage at the start of the next turn. Maybe a potion or item that immediately dispels Poison once it's applied, sort of like Dodge but for poison. 

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Been running an alchemist build, pretty fun so far

Some observations:

1) Dunno if it's a glitch or not but Rage doesn't increase Berserk's Club damage to oneself, while other sources of dmg buffs do.

2) It would be nice for QoL's sake that clicking on the cauldron / old log when there's only 1 row space available automatically created a potion or herb there instead of taking you to the 'select where to place it' screen

Badger smith a qt

Nice. Does Rage increase Scratch damage as well? I'm thinking of Endless runs where enemy HP gets so bloated you'd need a higher damage output. IMO it'd still be cool if scratch was also affected by your max HP.

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An OP run means winning all encounters by repeating the same combo over and over, like stacking Haste and block so you never take damage. There's no fun in OP builds.

Recovering all mana charges at the end of a fight means you can use wands carelessly. That's OP. Limiting the recovery to 1 or 2 charges would incentivize managing their use strategically.

The 'Scratch' attack option is clearly put there as a last resort when there's no better way to spend your Energy, but it's nigh useless as is. It would be more interesting if there were ways to ramp up its damage, for example a permanent +1 bonus everytime you increase your max HP by 5.

Magic in general is OP given how mana stones recover all charges at the end of combat. It would be more balanced if you only recovered a fixed amount of 1 or 2 charges, maybe more with the help of items or a relic.

Asides from these nitpicks, this game is looking really promising so far.