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Best stat is in fact INT - you get a lot of int, you chain fortress and berserk and become INVINCIBLE! 5/5 PS: I finished the game with 2 skill slots, hum. A tip: get fire set ASAP then get uppermost path for rarity and lowermost for item slots, then go elsewhere.
Yup, at this point I think INT is the best end game stat. It allows some nutty combos but can take a while before you have enough stats to pull it off.
Thanks for playing :) The game revolves around choosing loot so there is a luck component, but it's more about making the best of what you got and deciding which route works best. Now when it comes to total speedruns, then luck becomes heavily involved.
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Honestly, fantastic little game. I'd love to see other maps added on to continue with new abilities or gear or sets. I really enjoyed this regardless! 5/5
It can be a tough choice depending on where you're at. Sometimes it's good to hang onto 3 potions and drink them all to push a new zone, and sometimes it's good to use them asap for faster clear like you said.
Yup, you can either duck in and out to heal, grab some pieces of the Earth set if you've unlocked it, or maybe carry Fortress into battle there. Good luck!
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Felt more like an Idle game, to be honest, than anything else, but the lack of sound makes sense for it being a prototype game and being less like a rogue-something than an idle game.
I can see that. I didn't want to give the expectation players can walk away from the game though since there's a time limit, and if you don't pay attention to what you're choosing you'll most likely fail.
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out of all the set items, earth is the most useless, the extra health may be fine for the two set, but getting three and four is not worth it, 3 sec shield is pretty much useless, and ignoring zone effects ca be good but not in all instances. Fire, air, and water defiantly outclass it. Infact fire is the best,full fire set will absolutely destray the game, 1 strength for a stange clear, and 10 on death is insane. the you have air,agility is good, and 15 chance to dodge and 10 chance for a insta kill is tempting, while as water may be ok, increase in int is not the best but slowing down enemies and splach damage is insane
Thanks for the breakdown :) I tried to design it so that each set has different bands of power, and I agree that Earth is mostly just useful for earlier pushes. I've found it useful for the top route early on so that you can push through the swamp and collect some upgrades.
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@TheRedDragon37 Not the 1st time he's said something like that. I'm starting to suspect he conflates difficulty and bugs.
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People just don't like criticism of a game they like tend to just knee-jerk give those comments a thumbs down even if there isn't anything wrong with the comment. It's literally why YouTube doesn't allow people to hide comments on the site simply by giving comments they don't like a thumbs-down.
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Yeah they weren't really critics, but I'm referring specifically to what "archerbob" wrote today. What's going on with his pc? I mean, how is it buggy to him? I wonder.
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@Arbiter27 Your axe ability is blue because you are in the Ice Zone. And in that zone, there is a passive effect: "Skills don't recover." That's why your skill is blue.
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The game is buggy no doubt, it'll work fine for some but not for all... if your lucky enough to get it to run right and get through then good for you, don't thumbs down people' comments because they aren't as lucky as you.
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Wait, this game gets 4 stars? Is this good to you people? It's just a really dumb loot simulator without sound. I'll give it 2 stars to be nice.
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Actually got the badges back in June, but found myself replaying today for the daily badge - played all the way through it again, fun little incremental RPG :)
Actually yea, prior to the Kong shutdown, I was doing a rapid prototyping schedule to knock out as many ideas as I could. So SFX didn't make the cut unfortunately. Good eye :)
Nope you're right about that. I never got around to the audio and was trying to focus on gameplay/art first. I'd love to have that in a future version sometime :)
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Game doesn't load on mozilla firefox ----
It screams error: ----
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Uncaught ReferenceError: google is not defined ----
https://cdn1.kongcdn.com/compiled-assets/videojs_javascripts-b034c206e93a3eafa1c60b144ee641b04775a70c58eaf85da127ebef8a5bc95c.js:537
createAdPlayer https://cdn2.kongcdn.com/compiled-assets/holodeck_javascripts-c27d41e777f85c0e688b845af701e57e61e6c2bd88d7425adabf6daba10114e1.js:906
showPreroll https://cdn2.kongcdn.com/compiled-assets/holodeck_javascripts-c27d41e777f85c0e688b845af701e57e61e6c2bd88d7425adabf6daba10114e1.js:906
loadGame https://cdn2.kongcdn.com/compiled-assets/holodeck_javascripts-c27d41e777f85c0e688b845af701e57e61e6c2bd88d7425adabf6daba10114e1.js:904
https://www.kongregate.com/games/PeachTreeOath/loot-loop-loot:389
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---- and much more, but doesn't fit into comment
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It would be cool to have a time attack mode (or in speedrunning terms any%) that records the time between the beginning of the game until the first final boss defeat. During my second playthrough I managed to finish the game with far less upgrades (1 upgraded skill and 1 normal skill, missing 25 upgrades in total). I was really proud of this run but the only time recorded was the last run Thankfully I streamed it so I can actually time the run myself. I think the game has a huge speedrunning potential but you need to have another global timer to record said times. Great game !
Thanks, I'm glad you caught onto what I was going for. I thought it'd be fun to design a game based on your loot decision speed and see where it went with that. It was really fun exploring this game design and watching people develop crazy optimized strats for it!
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Still got the badges tho :/
Also for all you non-believers (the badge says Nov 12 for some reason, but you can see that my score isn't there on the weekly or daily boards)
here - https://imgur.com/a/YQ7NYpW
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Please don't waste your precious time replying to this, but do you remember me, PEACHTREEOATH? I completed and commented at the very beginning of the game when it was still in development. About that, I had later mentioned I had lost all my progress right? I'm actually happy I lost it all because I get to experience the game all over from the beginning. I haven't played it in a while but I remember that there was some stat that when increased by a lot, gives you god mode, you said it was part of the game, I just wanted to ask, have you removed the "intended feature"? You also said that it was a great way to win. Please don't feel offended by this.
Nonsense, I love talking to you guys! Glad you were fine tackling it again, and this time for a badge :) Nope I never removed that feature. I genuinely had a spreadsheet to calculate at what point the player could achieve infinite casts via max Int so it's sticking around. I've seen some posts from people with some crazy breakdowns on how to achieve fast runs, they've been fun to read.
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Excellent work! Took me a while to understand that the elements were part of each individual piece of armor (or not) rather than trying to get a "full set" (of ninja armor for example) but once I figured it out, the game was so fun!
Yep totally agree, we debated this one for a while for this very reason :) If I did a future version I'd like to at least add some kind of overarching collection system to prove that you collected full sets (and give some bonus for it). A bit of a middleground solution for that.
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5/5 You nailed the progression in this game! Not too slow, not too fast and with meaningful choices along the way. I'm there day 1 if you expand on the idea and bring it to Steam :D
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I'm loving your dedication to your games. you are still replying to almost every comment you possibly can. Just want a bit of dev news since its been a few months though. progress on next game and what its going to be?
Thanks for checking in! I made a game recently for an incremental game jam here: https://peachtreeoath.itch.io/fall-ball-fall. It ended up winning the jam and I'm currently in the process of making a full version to put here. It's the first full game I've ever made so it's been taking a long time. Hopefully I end up with a game with multiple weeks of gameplay rather than how short my current Kong games are. In the meantime you can try the jam version out!
Wow coop would be really cool. You could divide and conquer so that teammates can all benefit from the global upgrades. Might be possible to even team up on certain nodes if needed too.
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Ran with 3 fire and 2 Air, picking up fire first to stack strength. Used the back--to-earlier-stage to stack a lot of strength early on. Then ran through several stages basically oneshotting everything. This strategy was flawless - aside from stages where the bombs stun you.
Awesome work! Good strat and it may be possible to mitigate the bombs a tad if you have the right skills and a ton of INT. But you're right, for the most part those things will slow you down.
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That point where your berserk recharges faster than it can run out and your advanced snipe recharges in 4 seconds is the point you become so powerful. +390% agility... Insane speed + with 2 piece fire, and 3 piece water easily defeated boss. SUCH A GOOD GAME!
I've been prototyping several concepts to see which ideas had the most legs. While this one isn't currently being updated, I loved the reception and feedback on it. One day I may make a full version of it with multiple worlds/maps and lots of new challenges, but not right now :)
Thanks a lot! I actually added the ability for judgment to do that since it used to be a skill no one picked lol. I should've believed in the players more as people got quite good at timing it and doing well.
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umm.. so I never had to fight the boss because of the judgement skill, maybe that should be added to the list of things that can't instant kill it.
It has its use :) It scales with attack speed so it can work well with an infinite-Berserk build. With that said, it does trail off in the endgame. Thanks for the feedback!