"Supporter" and "Be rich" should have 1.5 multipliers to be worth anything and even then the price of "Be rich" should be lower given that you can easily get all the gold you could ever want from winning battles quickly. The high number dice are far too good compared to the medium number dice. Strategy is pretty much null.
Judgement seems to only grant 2 victories. I'd argue this is better than it actually giving 3 as per the description. Also allows you to skip the final boss.
Thanks for playing! I couldn't find the best way to word it but yes, it grants 2 bonus victories on top of the 1 victory you get from winning the encounter. Skipping the final boss was an intended effect for the ability. It was considered weak at the time and I wanted to make sure there were lots of viable builds to finish the game.
I was going to complete it in one standing as opposed to one sitting but then took a little longer on the last level and I sat without realizing it. Great controls!
Limiting oneself to one fisherman seems to make for a better rpg in my experience. Of course, at the cost of a worse farm, I wouldn't have been able to max lv and everything without op stuff such as +1 hp per fish cought and 10 fishermen.
Thanks for the feedback and personally I do like solo rpgs vs partybased ones. The fisherman system will probably be one of the first systems to be overhauled if this is the game I choose to flesh out. I'd like it to be essentially a loadout system where you have say, 4 slots available but 9 fisherman in your roster that you've gained along the way. Each one will produce different effects, like now every time you catch a fish, it causes AOE damage to others around it, or another one that immediately crits upon hooking a fish so it's strong vs low-hp fish. That way there'll be some strategy in what you bring to the fight, like if you want to focus on fish swarms for a while.
Oh hey, dev replied and removed Pablohere from the leaderboards. That's neat.
Great game overall, only complaint of mine would be how opening card packs actually places you at a disadvantage because you collect cards indiscriminately, which is pretty counter-intuitive and is not explained anywhere in the game.
I can't discern which ones I've completed twice or three times for the final achievement. The difficulty is underwhelming if you use your upgrade points on anything. Excellent game overall though
Ok, update: after finishing the game, you get to replay the game but enemies are always on your same level but with multiplied stats that add a ton of difficulty compared to the normal run. I ran straight to the final boss and needed every bit of my OP-ness to defeat this version of it and return alive. Although the rest of the run was pretty easy still, at least that second final fight was entertaining and took a few tries.
So, before reaching lv30 or finishing the game I got to:
420% (90% from equipment) lifesteal; +500% damage warrior charge
67-75 physical damage, 14 ice damage; 3k max HP; 1088 defense; 30% dodge and max attack speed.
Late game is too easy. A few notes:
Warrior charge has 0 cooldown and allows you to easily attack as much as you need to without getting hit.
I've never really needed of lifesteal, but I'm sure 400%+ of it would be a bit broken if the other issues were fixed.
Vitality is a far better stat upgrade than strength (str gives like, 0.1 atk and def, whereas vitality gives 10 max hp per point)
Thanks for playing! I couldn't find the best way to word it but yes, it grants 2 bonus victories on top of the 1 victory you get from winning the encounter. Skipping the final boss was an intended effect for the ability. It was considered weak at the time and I wanted to make sure there were lots of viable builds to finish the game.