Under rating threshold (hideshow)
Step 1- acquire advanced skill spot and equip berserk
Step 2 - Get high enough int that berserk finishes recharging before it runs out
Step 3 - realize that if you cast berserk while it's still active, it resets the timer, but your stats don't reset to base since you never left berserk mode, and thus they continue climbing to insane levels as long ass you keep berserk on
Step 4 - Win
Under rating threshold (hideshow)
this game isnt exactly my cup of tea but i can see the skill and love put in to it. keep going, your track record of games is amazing and i hope to see more content put out in the future. <3
Thanks a lot and I appreciate the open-mindedness :) Your words are encouraging and I do have a 3rd game in the pipeline. It's a bit ambitious so it's taking longer than usual but I'm hoping to keep showing players new kinds of stuff!
Under rating threshold (hideshow)
Surprisingly addictive! The speed at which you have to make decisions made this game a lot less relaxing than I would have liked - but I still really enjoyed playing. Thank you!
Great strats! I wanted to have some interesting late game tactics so I allowed the player to go past the cooldown cap as a reward for getting so far. Not all players catch onto it though so good job figuring it out :)
Under rating threshold (hideshow)
Managed to have a build with int, made me have 490 agility by the end of the run. what normally happens is berserker is supposed to return your agility back to normal. However, with high int, you can chain it with another berserker and another and another. Since the berserker never ends you get to have infinite agility so you attack as fast as the time exists
Under rating threshold (hideshow)
not gonna lie i hoped that the final boss would be a lot harder,
having earth2 fire2 wind2 and strength + agility pots completely destroys it
Totally hear you, some players find it easy and others hard. Ultimately I leaned towards everyone being able to complete it with light strategy because I wanted people to see the entire game concept as this is a prototype. Certainly in a full version I'd like to add in challenges and give those strong strategic players a way to test their mettle. Thanks for the feedback!
Under rating threshold (hideshow)
I liked it but for it quality and graphics and determination to make the game better I give it 3 stars at worst. Not my kind of game but I play
No prob thanks for the feedback! This game is very much a prototype to try out new ideas so my main concern was putting it out there. I'd certainly approach a full version with more polish in mind, but that's for a future date :)
Under rating threshold (hideshow)
Very good game, found a "cheese" strat tho.
Adv Berserk (Or just Berserk) increases your stats while the buff is active for 1min. But if you got enough INT (Cooldown Reduction) and with the use of the ADV shield that resets cooldown you can chain them giving you massive buffs.
Great find and good use of the mechanics :) There's actually a number of strong strats in this game. I wasn't too concerned with making it super hard and wanted to give players plenty of flexibility in finding something that gelled with their playstyle. Thanks for playing!
Heh yea that was something I was aware of when designing the shield skills - that the skill would lower in usefulness as the player got stronger. That's why with the advanced versions I gave them more offensive capabilities to help balance that out.
Haha appreciate the enthusiasm and I'm glad the rapid looting concept gelled with you! I'm still in the process of knocking out prototypes but I think this game has a lot of legs and would be a good candidate to turn into a full version in the future :)
Under rating threshold (hideshow)
psst use judgement, get to the 2nd to last stage, get to enough wisdom to have -4 stage kills, get the final enemy to low hp and use judgement
Under rating threshold (hideshow)
I love this game it is so good. I found myself having a complete water build with 2 stone and using judgement reflect and beserk. and focused on get to -3 or -4 with wisdom using potions. This allowed me to skip 3 levels with one judgement. In the end I didn't even see the final boss because I skipped his whole level with a judgement on the final part of the previous one. So I managed to Instant kill the Uninstant killable haha.
Oh nice I actually haven't heard people use that build but I can see that working for sure. It's like a super defensive build that can plow through all the way to the end. And yea, the judgment skip trick is an intentional feature so you developed a solid strat there!
Under rating threshold (hideshow)
So I went with 4 fire and 2 water. With the water bonus, I was able to maintain a constant Berserk status which allowed a 300%+ attack speed as it steadily climbed the whole game. Then, Fire kept my Strength climbing as well. Strangely, I noticed my Endurance steadily climbing, too. So, by the end, I had +350% attack speed, 100+ strength, and 450 HP.
Conclusion: Pwned. :-)
Yup, after a while you unlock advanced skills which are variants of the original ones. Advanced berserk grows both you AGI and your END. I like your total stat boost build, those are some crazy numbers :)
Thanks for playing :) I wanted to experiment with loot selection as a skill that the player got better and better with over time so I'm glad that gelled with you!
Under rating threshold (hideshow)
wow this game is AMAZING! I had so much fun just getting all of the costumes for the adventurer, like the pajamas or the king, but my favorite part was when I stumbled upon a high intelligence build, I stockpiled three intelligence potions, drank em' all and spammed justice on the final boss defeating him in less then 10 seconds! this was the most fun I have had in a long time!
Glad you liked it! Most people discuss the gameplay so I'm glad you highlighted the art pieces, we put a lot of work into those too. I really enjoy games with lots of possible strategies so stuff like the INT potion was intentional and I'm happy you managed to ride that crazy speed to the finish, it can be like a rodeo once the speed gets fast. Thanks for playing :)
Under rating threshold (hideshow)
A very fun game with a cool concept! On top of that your active responses are greatly appreciated by players. 5/5 without a doubt. Sometimes it's so fast paced that I don't know what's happening (maybe because I hit so goddamn fast with Berserk haha) but I somehow managed to kill the last boss with just 2 skills (Whirlwind + Berserk) and I don't even have any complete equipment set. One suggestion: Since it's so fast paced and we have to decide quickly, it will help if the stats on equipments are clearer so that we can see everything with just one look. (Or maybe I just shouldn't use Berserk + Whirlwind xD)
Thanks for playing and those are good points. One big design issue I had was figuring out how to fit all that info into a tiny Kong window. If I ever make a full version for Steam or something, that extra real estate will go a long way in making things more legible. Yep the game can get very fast paced as you move forward, and I'm glad you managed to handle it! And as always, I appreciate all your comments just as much. It helps guide me to become a better dev so I don't mind replying to people.
Yup very much so! I think there's still plenty of new places for incremental games to go so I'd like to prove that statement. I normally stick to a 5-wk dev cycle but I have to learn a lot of new things for the next game. So expect maybe 1-2 months for that one to come out :)
Under rating threshold (hideshow)
With regards to the comment "click a node to auto proceed" that you said was too close to "idle game", I think an anti-idle take on that would be "click a node and at forks the arrow in that direction will flash".
Thanks for the suggestion! That's actually a good middleground I hadn't thought of. I hope in a full version I would have more interesting map mechanics (such as roaming bosses, think Hammer Bros), or shifting levels that would encourage more on the spot routing. Admittedly this version is relatively static though so it's a good point :)
Yea, when I made the game I didn't plan to have an infinite endgame, but those kinds of mechanics certainly would've worked. Or even just gaining +1 to stats every clear or something. The armory system does automatically choose up to 2 pieces of armor for the next round though. In a full version I'd love to play around with more mechanics like this.
Under rating threshold (hideshow)
Amazing game. So far the best speedrun strat i've come up with is 4 Earth (negative effect immunity) + 2 Water (+50% intellect), Snipe Fortress Whirlwind. Key is to stack boosts in Intellect and Wisdom so you can spam Whirlwind and fly through levels instantly. Higher intellect = Whirlwind more often, essentially killing all enemies on screen instantly, while higher Wisdom = fewer battles that you need to win to move onto next area.
Nice! I rarely see Snipe mentioned and I did have a bit of trouble finding ways for it to stand out. Stacking Int is indeed one of the stronger late game strats and you found a really good combo for building that up :)
Under rating threshold (hideshow)
Pretty fun game!
I like the art and cute atmosphere.
All the graphics are quite impressive and interesting - I really love pixel rogue-likes!
Replayability is insane!
All the numbers are easy to understand and help you specialize for the way you want to play.
My favourite is maxing my WIS to just plow through levels - it's so satisfying!
Some challenges are sprinkled all over the map - they're pretty fun puzzles actually. Like, how to overcome hordes of enemies when you can't heal yourself or use skills.
I also love how you can just see yourself getting stronger. I really enjoy rogue-likes in which your actions have meaning and influence the begginging of the next run.
Overall, I can easily recommend this game for anyone who seeks that kind of challenge.
Thanks I'm really glad you broke down the gameplay that way! You're right, conceptually the game is almost like a puzzle game, where each route/zone is a different puzzle of sorts. And you have to not just figure out a good build, but a way to develop that build to overcome it. I hope it's been a unique spin on the genre and thanks for playing :)
Under rating threshold (hideshow)
lots of flexibility and lots of fun, managed to get to 5 minutes with only slight effort.. wonder what the fastest clear is
Thanks for playing! The fastest legit time I've seen is 43 seconds. I only know the general gist of the strategy but it involves taking the bottom path and using judgment. Advanced judgment can penetrate the skeleton's skill immunity so it may be a good bit of luck getting Int items and spamming the skill like crazy.
That's a good idea, I was actually considering a feature where you could view all your items you've gotten, with bonuses as you collected more and more of them, but I ran out of time!
Under rating threshold (hideshow)
I really liked it. My only complain is that the numbers were sometimes too tiny. I finished the game and I am still not sure about what is a 3 or what is a 8 lol
I agree with you actually :) I was sticking to the Kong minimum specs of 800x600 and the game just has so much info to deliver to the player. In a full version I'd have so much more real estate to work with and it'll be way less claustrophobic.
Under rating threshold (hideshow)
Nice and good old school Kong still alive, no fancy no money grab no idle, just intelligent idea, well done execution, fine gameplay. Miss old pre kreds days, dev makes justice to the best on kong. Tx for this 5/5
Thanks a lot! I'm really bummed about Kong closing its doors to new games because I was hoping to keep proving your idea is right: that there are still LOADS of untapped game ideas out there and people just need to execute on it. Whatever platform I continue on I hope to keep that going :)
Under rating threshold (hideshow)
Thanks for the reply. Yes resetting the game actually brought up the tutorial screens that did not show the first time i loaded the game.
Under rating threshold (hideshow)
i don't get it. I was trying to figure out what I was looking at on the screen because there's no instructions. All of a sudden I get a "you ran out of time" message. Was that the game? What the hell...
Hmm, you may want to click on Settings > Hard Reset to redo the tutorial cuz it does cover the basic mechanics. It's understandably easy to skip though so I'll give it a shot here: the game has autocombat and the core mechanic is picking gear to make your character stronger. However, each run has a time limit, and when you run out of time you start over with no gear. As you get further and further along the routes, you unlock more permanent upgrades that persist between runs (this is a roguelite). The heart of the game is figuring out the different builds and strategies to get through all the different routes and reach the end. Hope that helps and the comments section is filled with plenty of good advice!
Omg I didn't think about that. I.......made the final boss a shadow version of the main character due to time constraints. But since this IS a time loop game, turning into the tyrant every time actually fits!
Not for this version since I'm currently still working on new prototypes. A full version would definitely have new maps with unique mechanics for each!
Under rating threshold (hideshow)
(5/5) This is a game that uses RNG in a way that creates a positive experience. Having poor RNG doesn't tend to make or break the run, while having good RNG can help you get farther than you might normally ought to, but shouldn't shoot you too far out. So excellent job on that!
My one complaint is that there is too much to keep track of toward the end of the game. My last run I missed grabbing a couple good items early on because I killed the enemies too fast. I couldn't see the +/- item sets AND read the +/- stat changes before the items would disappear. I ended up watching ONLY for the item set I wanted and totally ignored the stat changes. I felt as though I was being punished for being too strong. Instead of having the cards immediately disappear after you've killed another baddie could they instead stay visible for a flat amount of time, e.g. 5 seconds? This would prevent a new set from popping up until you've chosen a card or discarded the set of three.
Thanks for the breakdown! Glad you saw the RNG as an element to control and overcome rather than an annoying obstacle, I was really trying to prevent that. That's a good perspective on feeling like you're being punished for being too strong. That's something I've felt in other games where progression just felt like a treadmill, like when enemies scale with your stats and it doesn't feel like you're getting stronger at all. I know it can be a lot of things thrown at the player but I was trying to figure out how to up the difficulty w/o just upping the stats of the enemies. I'll certainly take another look at this stuff if I make a full version of this, so I appreciate all the feedback :)
Under rating threshold (hideshow)
This is solid. Roguelites are a soft spot, always have been, but this takes a very simple premise and delivers. A bit of resource management/idle undercurrent to it, but at the core of it, the player still has a lot of control of the outcomes. Fire set kamikaze does help you push farther when you have some spare time in the bank. Fire4/Wind2 is a really good match for tearing through later stages. Berserk and Arrow barrage are wonderful. As much as there is an element of "on the fly" have a basic plan. The skills heavily influence where progression is best and if your run is stonewalling, you can always backtrack and try to nab some passive bonuses before the end. Game was fun. A very simple concept performed very well. Cheers!
I'm glad you were able to pick apart the game design like that :) You're right that even though it comes off as an RNG looting game, the player actually has quite a bit of control over how they make it through the map. Great breakdown of the systems and thanks for playing!
Thanks and no doubt about that. All my games will be prototypes so I'm mostly focused on innovating on gameplay concepts and seeing if they work rather than total polish like sound and stuff. I absolutely will put in that kind of polish in a full version though!
Under rating threshold (hideshow)
not a bad game but very reliant on RNG and skill selection. i was expecting a quick death at one point, like many before, and then suddenly i beat the boss without even really thinking about it.
Thanks for playing! The game does indeed revolve around RNG. Personally as a player I actually like RNG because I enjoy dancing around trying to control the randomness, but I can totally see it having weird effects like you just gunning towards the boss on a lucky run.