Nope sorry, although this game has autocombat it isn't actually an idle game. It's a game focused on loot decisions and making sure you have the right builds for the right routes. I hope you give it another shot from that angle!
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It would be a good idea, I guess, to provide some of thoses ideas :
- Futher run.
- Class system.
- Unique items (legendary).
- An Hardcore system.
- A bit more spells.
Thanks those things are certainly on the plate :) As for larger changes I think having maps with unique systems would do a good job really showing off what the game mechanics can do.
Yea that's pretty good, armory helps a ton with getting set up for good runs (especially skill spamming) so it looks like you found a pretty strong strategy just pushing through with berserk and fire-farming. Awesome job!
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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.
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Oh... this is very cool. Something that i was looking for. Enjoyed this game very much. Thanks, PTO, krevlee. Awesome idea with wonderful release. Keep going =*
Thanks for the encouragement :) I'm happy players are understanding the game and receiving it well. I definitely hope to churn out other cool games soon!
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i liked the hectic pace, the game offers enough berth to go for set bonus (usually) or point stacking when u can afford to drop the bonus for pure stats (last boss)(no need to worry about min/maxing if u are picking up all your perks), shame it doesn't have a second more difficult play through. would also have loved to see seven armor slots (3set+4set)(maybe from boss first time?). anyway great game if a little short. really enjoyed, thanks!
Nice job breaking down the flow of stats over time! Some stats have more or less value depending on how many perks you collect and you're right, it's much more forgiving in the end game. I like the way you think when it comes to more features. I'd love to have new maps/skills/bosses in a full version and I'm happy this proof of concept has been getting a lot of praise!
It's possible you're mistiming it. You need to last-hit the monsters with it, so cast it as late as possible in an encounter to try to finish them off and you'll activate it. Only works on the last monster left. Hope that helps!
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I like the game. It's kind of a double-edged sword, because the faster you kill the mods, the less time you have to read all of the stats on your loot, lol. How about a pause button? That would be great. Thank you for all of your hard work.
Thanks I appreciate that :) Good observation, you're definitely correct about that. Ultimately that was what I was going for with this game though, the idea that the pace of the game quickens over time. The player has to either improve in their speed of reading the stats, or start to focus only on the key stats to them so it's skill-based in that sense. My upcoming prototypes probably won't have this kind of hecticness so I'll definitely be trying out lots of things!
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This is basically exactly what I want a roguelike/lite to be like: Every run matters because you can improve yourself for the next one, you have to think about how you'll do each run, there are no random setbacks as you get all the information you need and you aim for specific upgrade with each doomed run, giving you a 'win' condition every time. Wish you could lend your design sensibilities to some indie developers out there. Only thing I'd personally enjoy is being able to select which equipment you could keep; if you'd even make a longer version of the game, it could be a later upgrade for armory slots. It'd mean that you can get a more permanent benefit out of random luck and would give more purpose to Luck-stat-based runs. One other thing of note: I used Judgement on the second-to-last fight and it allowed me to skip the entire final boss fight. I love being able to cheese things like that, but I don't know if it was your intention :P
First off, you're right on the money with the armory change, I actually only made it random cuz it was way faster since I didn't need to make a UI for it :P and yea, I did intend for Judgment to work like that because (at the time) it was considered weak and I wanted to give the players a lot of options for end game. But secondly, I super appreciate your words and am happy the design really gelled with you. Roguelike/lites are all about learning to control the RNG situation, so you're right, even on a doomed run the player can salvage it in some way whether it's getting an upgrade or gaining some knowledge on how to play the game better. I do have a lot of thoughts on game design that seem uncommon which is why I'm doing this in the first place. I think there's a LOT of room for incremental games to grow and that's why I am knocking out a bunch of prototypes to hopefully show what else can be done so stay tuned!
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For the final boss, I boosted my int to 202 (partly) via potions, reducing all cooldowns to zero. I then used the whirlwind and fortress skills to repeatedly hit everyone while staying invincible XD
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Haven't enjoyed myself with a Kongregate game like this in a while now.
Kudos to you Developer, especially for evaluating everyone's feedback and ideas.
5/5
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Good game . I really like the choice of patches and clearly marked statistics in red and green. But game have one exploit .You can win without beating boos just using Judgement skill on Undead Utopia 4
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After beating the game and seeing the discussions, I must say it is not only enjoyable but good work on the dev for being so supportive.
My two cents would be to not show previous and next set equipment state when it would not change. That is, when the new lootable item belongs in the same set as the one equipped.
Thanks a lot! The set item display was indeed challenging for me to come up with a good solution in such a small space. You make a good point as that is extra information in a game where information parsing is precious. I still wanted to show what kind of set it belongs to so maybe I can just have more obvious text and graphics that show it's the same set so the player's eyes can gloss over it. Great feedback :)
Happy to hear the feedback but I hope you also hear me out. While the game features autocombat, it actually plays very differently than an idle game. It's a game focused on loot selection which is not a mechanic I've seen in a game before. The game focuses on developing strategies and building your character to overcome the challenges of each route, rather than grinding and leveling up. I hope you give it another shot and look at it from a fresh perspective :)
Yup that is definitely possible and a built-in strategy :) I wanted lots of builds to be viable so I was a bit loose on letting some builds get pretty strong. Good job finding it!
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Skipped the final boss by using advanced judgement after accidentally plowing through every enemy when I was preparing for the final boss.
The game is very fun and interesting, and it's quite fun learning different strategies to beat enemies, though it would be great if there were more maps or more enemies
Totally agree with you :) I'm glad people have been really latching onto this game and I think a full version of this game would definitely have more enemies and maps with unique mechanics on them to test that strategy-making even further.
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I absolutely love the game, but I soon discovered an OP way to just quickly beat it. I tried to max out my int for very fast cool down, and then I use arrow hail + berserk, and try to keep the berserk chain going before it runs out and resets my speed. Basically there is no limit for speed, and by the time I got to the final boss, I had a good +500% and I absolutely decimated the boss. I just kept hitting and hitting and hitting.
Haha yep, I really wanted reward players who could figure out the systems and use it to their advantage and you definitely figured out a good combo there, so while it may be OP, it's a gift for those players that tinkered around :)
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If you want to reduce the importance of INT for speed runs, instead of making a flat 0.5% cooldown reduction, you can make it a 0.25% reduction + squareroot(INTx4), of course, change the numbers as you see fit, this is just a suggestion. I enjoyed the game, but dont really have the desire to play it multiple times to get highscore.
Not a prob and thanks for the suggestion :) When I designed this I actually liked the idea of having different stats having different values throughout the game phases. So while Int is quite strong for endgame, I did build it in that way so that players can let loose with skills at the end as a treat for getting that far, rather than having a total balance throughout all phases. Totally understandable about the speedrun thing, it's definitely not everyone's cup of tea, and if I had more time to spend on this game I would have more maps and challenge modes for players to continue with.
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Love the game. My biggest complaint is that there's just TOO much going on with loot eventually. My problem mainly is that my so-far successful-ish strat is to go straight for the 3/4 Fire bonus and wisdom, so I can plow through levels and pump my strength hella high. The problem is I barely have enough time to check if my fire set will be damaged or not by taking an item, let alone if it's an upgrade I want. Can we get a feature like "lock set" and any item that would reduce the set below it's locked level is auto-trashed? I want to stay at Fire 3 all the time.
Thanks a lot and I definitely agree with the sentiment that there is too much going on, and even more so when you're in a warp zone. I hope this doesn't sound dismissive but the loot selection is designed to be skillbased in the sense that you can only analyze so many stats at once, might like how in Starcraft you CAN field 10 separate armies, but you're better off doing only a handful until you get better at micro. I've been in your situation and I'll usually look at the set first, and then mayyybe get to check out 1 stat before I make a decision. So sub-optimal decisions are definitely going to happen much like speed chess. Again, I definitely hear you and it sounds like you did a great job finding workarounds, but I tried to avoid features like locking and auto-filters to keep the design as such.
Thanks for the feedback :) This game follows the roguelite convention of having limited runs and small progression between them. I understand the stat reset can be frustrating to you but I think it creates an interesting dynamic in terms of gameplay, rather than fully feeding into players motivated by pure power progression.
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Is there a speed up button? If not, I find it to be the biggest infuriator in the game. Otherwise, really interesting and thoughtful game. Just my decision-making circuits aren't being stimulated quick enough; it gets slow very quickly. I'm being forced to play an active game but the enemies are dying way too slowly.
Very impressive! I never thought to have a speed up button because if you look through the comments, most people actually wanted a slow down/pause button haha. I totally understand your pov though since I am used to the game at this point and my circuits are well tuned like yours as well. I think in a future version, the game would resemble a TD in the sense that there is a normal mode (possibly with no time limit) so more casual players can get attuned to the stage, and the challenge modes would unlock on completion to feed the more hardcore crowd such as yourself.
Thanks I really appreciate that :) Unfortunately the path I'm on means no new content soon. My goal is to quickly knock out a few prototypes before deciding which game I want to make into a full version. So in order to do that I can only spend so much time updating one game. I hope to keep cranking out cool games for you guys though so stay tuned for that :)
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Have some more strategy tips after playing a bit more (new fastest time 77s). The top times are (I think) mostly legitimate and are set by hitting 200 Int as fast as possible; 200 Int gives -100% cooldown (ie no cooldown) and then you can spam Judgement for immediate completion. It's therefore just about how fast you can hit 200 Int and this is largely RNG. This strategy also lets you use the bottom path (the fastest - it has 1 fewer ice stage than top and 1 more void area) since Adv Judgement ignores skeleton spell immunity. The Whirlwind strategy is okay but slower because you still have to fight every stage, whereas by using Judgement you can skip 3 fights for every one you complete.
Thanks for that breakdown! I actually wasn't sure how people were getting close to the minute mark since I'm a little under 2 mins myself. I was wondering how people were clearing the skeletons so fast but I didn't realize people were able to hit 200 Int before reaching them which makes total sense in retrospect. When you put it that way, I can't see how you can do something faster than that, and it'll come down to RNG giving you Int pots early and often. I could see players needing to grind up an Int set prior to running this too, which reminds me of how Realm Grinder works where you need build up runs. Very cool to see the game broken down like that!
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What could be a great idle game is ruined by time limits and constant loot collection. It's not idle if I have to babysit it.
You're right, it's not an idle game and wasn't designed as such :) It's a game with autocombat so that the player can focus on something else: active loot decision-making. The game is more like a puzzle game or roguelite where you try to navigate the routes with strategy rather than grinding. I hope you give it another shot from a different point of view!
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Seems the most ridiculous route is to go max intell, try and get 2-3 waters asap. Starting items to already be 2x water items with decent intel. Spam whirlwind all the way through using the top row. There's 1 ice section which your other stats should deal with, rest should be easy. Best i can do in 2 and a half minutes but i haven't grinded it too hard. This also allows you to be on the leaderboard for highest number of stats, as 4k is easy to beat seeing you can spam the +1 strength skill over and over i went 2,2k and got bored. I can see how this got completed in under 90 seconds using this method. Some of the lower all time scores i'm more suspicious about. Great little game and i enjoyed messing with it for 2 hours. My favorite part is the item system. Hope you do some other games with some other system like it. Finally, lovely to see the devs responding to all the comments.
Thanks for the breakdown! That's very similar to my approach as well in terms of taking the top route w a max Int build. Definitely agree that ~90 secs is possible, I saw a recent score around that and they took the bottom route. I'm learning a lot from these prototypes and whatever full game I end up making I'll probably pick and choose the best parts from the games so I'm glad you highlighted the item system :)
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Great game, A Bit short like but good for about an hr/two and lets not forget this was a game I could play for free on Kong, So thanks for your time developing this and sharing it with Kong, and not sticking it on mobile with IAP's I hate those. If you have a donate page let me know
Thanks that kind of recognition is rare and much appreciated! I chose Kong as my first option to place my games because I have a strong affinity with the site too. I've been on here for many years through other accounts. I'm planning to knock out a few more prototypes that push design boundaries so I hope to keep giving you guys interesting games to play. No worries on donations right now, but I do have a Discord that's linked in my profile if you want to keep up to date on my games in the future :)
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just finished this, its definitely a good game! I can definitely see myself playing this again quite a few more times too, its a weird mix of relaxing yet fast paced when you start getting closer to the end, and I'd DEFINITELY play a sequel or anything! great job on this!
Haha thanks for playing and that's a good way to describe it :) Since the core gameplay involves loot selection which is not a common skill that is tested, once the speed gets cranked up it feels like a strange type of speed run game. Glad to know you're on board for future versions, this is definitely a game I'm considering to make into a full version and I'll be deciding that after I make a few more prototypes.
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Cool, fun, and short! Love it. Lots of replay value as well. Never thought picking loot would be such a challenge. I personally don't like the darkness effect in the cave levels, as my tendency is to not pick anything while going through them (I can never read the bonuses quickly enough) and the game kind of becomes idle during these sections, which I don't think is the intent. That said, these sections go by so quickly that it hardly matters.
Thanks, appreciate the feedback! Yea I wanted to have zones that did more than just affect combat so the cave indeed is a zone that really cuts down reaction times. I totally get your point though and you're right, this game is intended to be active rather than idle, but I'm happy to see you rolling with the punches and figuring out strategies around that obstacle. That's always a good sign in a gamer and I'll definitely revisit these things in a full version :)
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ooh i have a suggestion, maybe a puse button so you can compare the items you have and the ones from the chest, also maybe a setting to activate it.
I did consider this but one thing I tried to push for this game was the idea of the player getting better and faster at making loot decisions over time so that is core to the experience. If you do need extra time to analyze the cards though, you can either turn on Slow Mode on the map preview screen, or mash left and right to delay the enemies from spawning. Hope that helps!
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This was a great game and came in a great time where this site is pretty much filled with mindless clicking games. :) Good job, dev!!
Thanks so much :) I truly think there's a lot of unexplored territory left in incremental games so I hope to keep putting out more interesting concepts for you guys.
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Wow,this was a great game! There is non-trivial decision making (note which skills work well against which enemies; don't just take equips that have the largest number of stats etc.); graphics are great; different zone effects are creative. (You will die in swamps but that is ok). It is not even a grind-y roguelike (like Dead Cells say); every run you are (ideally) aiming for a different path.
Minor suggestion to the maker: Maybe you can clarify how the stats scale when you hover over them? It is not a big thing, but I was frustrated in the beginning wondering when the heck wisdom would start working (it is one point every 20 Wisdom)
Tips for mid-game: Warp and swamp are hard. Skeletons are hard. I think the fire set 4/4 is great; it will make sure you are never actually stuck (you might run out of time but even death serves a purpose). I love upgraded arrow (it makes a lot of the ghost fights trivial, and can kill bombs in the final stage); and judgement is also neat.
Thanks so much and you make fair points! Having more tooltips is probably something I'd like to do in a full version, it's just that I had such a hard time fitting all that info into such a small resolution that I left it out to be safe since initial comments mentioned the UI was very cluttered. I'm super happy to see you dissected the game design like that though. You're absolutely right that you shouldn't just look at how many green stats there are, it's only a guide. Really you should have an idea of the stats you need for the routes you want to take. I like the feedback you gave on your strategy too, I love hearing how players are using the skills and the builds they come up with :) One option for clearing swamps is the Earth set, both 3-piece and 4-piece can help a lot!
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i love the amazing fact that the developer replies as much as possible, really makes my day,im not saying KEEP ON REPLIYING though i am in a way that i thank you.
Thanks! I actually love seeing the comments so I don't mind spending time shooting comments back at people :) Really happy to see people engaging with me and the game.
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So ummm, Don't know if it is supposed to happen but with enough wisdom and judgment you can basically skip through most of it and even skip the end boss
Yep that is intentional actually. I put that in there because judgment was very underused at the time so I wanted to give it a bit of a boost. Seems like people caught onto it though so it's definitely a pretty strong skill. Nice work discovering that!
Hah yea, if you can keep up with the speed of the loot it's a wild ride, even I have trouble when the loot cards are flying by me so fast at that point :) Glad you found that though, it was something I built in and thought it'd be really fun to play with.
Ah, sorry to hear that and it sounds really annoying, though I haven't updated this game in over a month. It could possibly be a browser issue so it might be worth trying it on a different one.