Games Achievements My Kong Sign In

Comments for Loot Loop Loot

« Back to Loot Loop Loot

Kazazoth

Jun. 01, 2020

Under rating threshold (show) Having 100% Cooldown Reduction is.... marvelous

+ - !

(1)

Developer response from PeachTreeOath

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.

unsuspisious83

Jun. 01, 2020

Under rating threshold (show) maybe a loot 5 items easy badge called "5 is a bunch" idk just saying it would be cool

+ - !

(1)

Developer response from PeachTreeOath

Oh yea I think badges would be pretty neat, I'm just not in control of setting those up. Appreciate the support for them though!

Kronos2234

Jun. 01, 2020

Under rating threshold (show) Every time this game updates, I lose all my progress. Just a tad bit annoying.

+ - !

(1)

Developer response from PeachTreeOath

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.

roomiller

Jun. 01, 2020

Under rating threshold (show) This is a great game and it needs badges! 5/5

+ - !

(2)

Developer response from PeachTreeOath

Thanks, my fingers are crossed!

squeakmaster

Jun. 01, 2020

Under rating threshold (show) The game is tough in the beginning, but it certainly gets better over time

+ - !

(2)

Developer response from PeachTreeOath

Thanks! There's a lot of newer concepts in this game but I feel like if people get past that hurdle they're likely to see something they like :)

xxerox

Jun. 01, 2020

Under rating threshold (show) I wonder how hard it would be to implement random maps :o

+ - !

(-1)

Developer response from PeachTreeOath

I think implementing SOMETHING wouldn't be so bad. However, implementing something meaningful would be very hard for me though. Balancing this map without even having random was a nightmare because of how many possible builds there are + RNG. I totally get the desire for it considering this is a roguelite after all and would increase replayability. Great suggestion and possibly something I can tackle in a full version!

ghklvertu21

May. 31, 2020

Under rating threshold (show) I just want to say that the fact that you reply to these is awesome and it reveals you to be more awesome than those who do not. Stay cool, and have a nice day.

+ - !

(2)

Developer response from PeachTreeOath

Thanks a lot :) You guys are spending the time to think up good feedback so I figure I should repay you with my time as well. Happy to chat with people!

Tuonetar

May. 31, 2020

Under rating threshold (show) This is really fun! I honestly love the growth aspect. It's fun experimenting with different builds, I always love being able to try a tonne of different ideas! Though I would kill for more maps!

+ - !

(1)

Developer response from PeachTreeOath

Really appreciate the feedback! Balancing all that was a nightmare but I'm really happy with how it turned out. I really wanted to make sure every build was viable, even if it's only useful in the early game or something. I'd love to add new maps in a full version, I think there's a lot of cool things I could do in that area :)

GLADVALAKAS

May. 31, 2020

Under rating threshold (show) Not bad for short game

+ - !

(1)

Developer response from PeachTreeOath

Thanks for playing :)

Nerdotik

May. 30, 2020

Under rating threshold (show) And i love a lot that you can choose the path, the game design is very clever, and how the equipments appear on the hero reminds me of old retro games. Well done, really a funny game mate! Porkin Yeeeah!

+ - !

(2)

Developer response from PeachTreeOath

Thanks for the feedback! I tried to push some design boundaries and wasn't entirely sure how it would turn out but I'm glad it all came together in the end and that people are finding it fun :)

Nerdotik

May. 30, 2020

Under rating threshold (show) Wow nice game, really love it mate! 5/5 Porkin Yeeeeeah!

+ - !

(2)

Rivalry

May. 30, 2020

Under rating threshold (show) My fastest time is 112 seconds – here’s my strategy. Adv Berserk, Adv Hail, and Adv Judgement. Judgement is OP. Focus on Intellect and Wisdom: 2/4 Water first, then 2/4 Wind, then 2/4 Fire sets. Earth is meaningless because Berserk buffs End. You need >100 Intellect to chain skills permanently. At 180 Int cooldowns become meaningless and you can spam Judgement multiple times per fight. Combining these short cooldowns with Judgement and high Wisdom means you can skip most fights and the boss. The bottom path is the best because the Void speeds you up 2x (this actually makes the 4/4 Earth set bonus a debuff). Choose pots over gear and again focus on buffing Int and Wis. Str is third most important stat because we can’t buff it with Berserk, followed by Agi for DPS. End doesn’t matter because Berserk buffs it. When choosing gear choose with sets in mind before stats. If you have 3/4 of one set it’s a sign your build is imbalanced – 3/4 set bonuses aren’t great anyway.

+ - !

(2)

Developer response from PeachTreeOath

Love the breakdown! 112 secs is super fast and I think my own record was something like 118 secs. Very interesting that you chose the bottom path, I actually didn't know it was viable because of the skeleton fights. I personally do the top path which also has a Void area for farming. I love the feeling of these kinds of runs because you need to absolutely be on your toes in the void area to get a good time. It's very fast and you might make suboptimal decisions but that's the name of the game, much like speed Chess. I think an interesting part of this strat is knowing WHEN to shoot towards the end. If you mistime it, your pots will run out before the boss and lose precious time so it's actually quite tricky. You must've done lots of runs to get the strat down pat, awesome job!

wqube

May. 30, 2020

Under rating threshold (show) It's a good game, a very good game. I would like an incremental mode, where it doesn't have a real "end"! You should keep the regular mode, though. It seems like some people enjoy the high-score and competition of it.

+ - !

(2)

Developer response from PeachTreeOath

Thanks for the feedback! Yea I've been thinking about how I could extend content in the future and there's 2 options that are kinda opposites imo: incremental vs having more maps. I think this game would be better off having new maps and such but I totally get your point that you'd like something now. This prototype has unfortunately wrapped up and I'm working on the next one now, and I'm hoping to make the new one endless via incremental mechanics. I appreciate the idea though and I'll absolutely consider it in the future :)

myjuj15

May. 29, 2020

Under rating threshold (show) Game is very cool! I will be happy if there will be new content!

+ - !

(1)

Developer response from PeachTreeOath

Thanks a lot! Sorry but I have to put this one on a shelf for now as I've started work on prototype #3. At the end of all this I'll be figuring out which game to make a full version of so stay tuned!

Groundal

May. 29, 2020

Under rating threshold (show) Ok dev, after you cheered me up I tried once more and managed to beat the game. There is a difficulty wall somewhere mid game, but overall had a good time, thank you.

+ - !

(2)

Developer response from PeachTreeOath

Phew, glad you tried again! Yea it ramps up but once you start connecting some concepts and getting some builds down it gets easier and sounds like you pulled that off. Thanks for playing!

Kahlfinsetter

May. 29, 2020

Under rating threshold (show) Current best time is 3m56s. I prefer Adv. Rage with Hail/Whirlwind. Get 2piece water with 2piece Fire/Wind for dps. With 101 int. you get perpetual rage meaning your agi/edu increases for the entire map giving you really good dps.

+ - !

(2)

Developer response from PeachTreeOath

Yep I think that's a fun build for getting massive stats, you really start attacking like crazy at that point which is something I used to love from WC3 custom games.

ncling

May. 28, 2020

Under rating threshold (show) Stack your intellect to over 200 will virtually reduce cooldown by 100%. Then spam Sword skill- whirlwind for easy win.

+ - !

(1)

Developer response from PeachTreeOath

Definitely a pro strat :) I couldn't figure out if Whirlwind or Judgment is best to spam in that scenario but either way, endgame speedruns are certainly dominated by maxing int!

HiUShallDye

May. 28, 2020

Under rating threshold (show) Maybe a special attack that does damage according to a stat, like having 100 endurance would make it do 33 damage or something

+ - !

(2)

Developer response from PeachTreeOath

Yea that's a good idea and not a bad way to bring up some more unused stats. There could also be some that are based on having low stats, so people might have to do kamikaze low Endurance builds for example. Could be fun!

HiUShallDye

May. 28, 2020

Under rating threshold (show) Sound?

+ - !

(2)

Developer response from PeachTreeOath

For me as a dev I'm currently blitzing through prototypes so that I can find the right game to spend all my time into fleshing out. Because of that I have to sacrifice some elements and that is sound in this case, so that I can put my time into just gameplay and art. At the end of my prototyping cycle I will choose a winning concept out of my games based on feedback. At that point you'll see way more features and sound if this is the game chosen :)

Groundal

May. 28, 2020

Under rating threshold (show) Had a quite nice time playing (2h ?), but I hit a wall. And now it takes too much time to go back through each path & try a new set of skills, so I'm giving up.

+ - !

(2)

Developer response from PeachTreeOath

Ah sorry to hear that but thanks for playing that long! If you still want to give it a shot, you can look for the Armory nodes on the map and try to gun for them and unlock them. Armory slots let you carry over pieces of your current run into the next run, which can shave off a ton of time when starting over. They are placed in fairly challenging zones though, so I understand if it doesn't help you get over the wall.

Lancetoren

May. 28, 2020

Under rating threshold (show) Excellent work. Only gripe is that some skills clearly outshine others. Execute vs. Berserk or Fortress. Mainly because skeletons.

+ - !

(2)

Developer response from PeachTreeOath

Thanks for the feedback :) The skills definitely have different scenarios where they're better at and you should definitely be a bit wary of using active skills if you're going to run through a skeleton route. Berserk in general I realized was being fairly unused which is why I made Advanced Berserk permanently give you strength over time. Overall though, I tried to have everything shine at least in some scenarios, and whether the player was in early/mid/late game so hopefully everyone feels like there's a lot of options!

jovedaume

May. 28, 2020

Under rating threshold (show) I love the game the ice land is very boring you do nothing in maby make the skills come a bit

+ - !

(1)

Developer response from PeachTreeOath

Thanks for the feedback! Yea it's definitely a spot that has more idle components. The best advice I have for the section is to maybe stack up Berserk/Hail and/or a bunch of Wisdom so that you can clear it faster.

RandaxKull

May. 28, 2020

Under rating threshold (show) I'm seriously dismayed at the lack of sound in a lot of games since the advent of idle/clicker/incremental games. That's not to say the game is bad or anything, but I have trouble getting interested in a silent game enough to be able to form an opinion on it in the first place. Perhaps that's just me, but I doubt it.

+ - !

(1)

Developer response from PeachTreeOath

Nah I get that and you're in the right about sound being important in games. For me as a dev I'm currently blitzing through prototypes so that I can find the right game to spend all my time into fleshing out. Because of that I have to sacrifice some elements and that is sound in this case, so that I can put my time into just gameplay and art. At the end of my prototyping cycle I will choose a winning concept out of my games based on feedback. At that point you'll see way more features and sound if this is the game chosen :)

Zapara

May. 28, 2020

Under rating threshold (show) The fire 4 bonus gives permanent 10 STR?

+ - !

(2)

Developer response from PeachTreeOath

Yep it gives permanent STR but only for that run. So the idea is you can utilize it to punch through some hard zones but have to be careful about using up your precious time resource too much.

xinco24

May. 27, 2020

Under rating threshold (show) more plz and thank you

+ - !

(1)

Developer response from PeachTreeOath

Hoping to revisit this someday myself, in the meantime look forward to some new prototypes soon!

trashyhoe

May. 27, 2020

Under rating threshold (show) i like this a lot, would love to see more of the same content

+ - !

(1)

Developer response from PeachTreeOath

Thanks a lot! I'd definitely be putting in more worlds/maps/skills in a final version so you'd be getting that for sure :)

malachi1616

May. 27, 2020

Under rating threshold (show) Not sure what was up, but disregard me previous comment. I refreshed and now it is working as expected.

+ - !

(2)

Developer response from PeachTreeOath

No prob, thanks for giving it another shot! The issue is the way I represented it in the UI. When something says 0/4 fire pieces, that means if you pick up that piece, your # of total equipped pieces will be 0. So if you're wearing Earth gloves, and an Earth helmet drops, it'll say 2/4 earth pieces to indicate you'll have 2 if you choose that item. Sorry if it was a bit confusing but I hope that helps!

malachi1616

May. 27, 2020

Under rating threshold (show) I think there may be something wrong with sets, or maybe its just my understanding of them. I'll equip a pair of gloves with 1/4 fire on it, then later see boots with 0/4 fire, if I equip those boots, I go back down to 0/4 fire pieces. It consistently works like this and I tested it over and over. Sometimes I'll have 2/4 fire bonus and I'll see multiple items in the loot of different types (chest and gloves for instance) and both will say 0/4 fire. Equipping either makes me lose all my fire bonus.

+ - !

(1)

Totuus

May. 27, 2020

Under rating threshold (show) I beat the game without seeing the final boss at all because I killed the last enemy before it with the second sword kill that gave me extra victories. With wisdom 101 I had -5 victory requirement so I guess those two were enough to get me enough victories straight away. Would be nice if there would always be at least one boss victory requirement so that you would need to beat it (or her or him or them? Don't know ;))

+ - !

(7)

Developer response from PeachTreeOath

Nice job and 100 wisdom will definitely carve through the zones like crazy :) Judgment was intentionally made to allow a boss skip actually because it was a very unused ability at the time. Now that a lot of people are discovering it I'm seeing this comment pop up, but ultimately I'm fine with the player having a lot of options for beating the game, that's what's most important for me right now. In a full version I'll probably take it out though. Thanks for playing!

Xonerix

May. 27, 2020

Under rating threshold (show) Game doesn't load up, gives me an error: "An error occurred running the Unity content on this page. See your browser JavaScript console for more info. The error was: Cannot read property 'length' of null".

+ - !

(2)

Developer response from PeachTreeOath

Hmm, I've seen that error in other games but I didn't think this game was victim to that. Atm it loads up for me as seemingly a lot of others as well. Does it give you that error on other browsers too?

VilkasP

May. 27, 2020

Under rating threshold (show)

+ - !

(-4)

Developer response from PeachTreeOath

If you're thinking it's a bug, it's not. Cave zones block info so a ? will appear over the loot. I implemented several zones with different mechanics to challenge the player in different ways, so for the cave zone the player is forced to make even quicker decisions while going through the zone, or risk making suboptimal ones. Hope that clears things up!

Denjanjeau

May. 27, 2020

Under rating threshold (show) So my best run is 2:56 and all advances are taken (unless I get bonuses for completing). What now? There is talk about a high score list (cause if I choose "slow" I'm not in it :D ), but other than that I guess I had may enjoyment? Btw... fun little game. Too fast to make good decisions sometimes, but I guess that's the point.

+ - !

(1)

Developer response from PeachTreeOath

Thanks for the feedback! Yea the high score list is just referring to Kongregate high scores and I don't really have a replayable endgame built in as this is a prototype and I was trying to see if a loot decision game even made sense and if people wanted to play it. And yep you hit the nail on the head. The game gets very fast later on and you have to make sacrifices on optimal play, so it's very much like speed-chess where you have a general idea of what to do and have to just gamble on certain decisions.

Redking344

May. 27, 2020

Under rating threshold (show) Finished the game thrice, 1st and 2nd time genuine 3rd time used 200+ intellect and fought everything in under 10 mins (went back and fought the grey nodes, only trouble were the icy areas, which were taken care of easily as well) I hope they fix this easy-to-do exploit soon. Take care, stay home and stay safe -Redking344

+ - !

(2)

Developer response from PeachTreeOath

Awesome job and that's very fast for a full run. I love the 200 Int build myself and during design I intentionally calculated it so you could achieve it endgame. It may feel like an exploit but if you think about it, different stats are valuable at different stages of the game. Early on, survivability and pushing through nodes are more important so stuff like Earth set is pretty nice. Thanks for the feedback!

BlackWaltzX

May. 26, 2020

Under rating threshold (show) Interesting. The power ups weren't mundane either. I would like to see a "Filled inventory slot" especially for late game with how hectic it is.

+ - !

(2)

Developer response from PeachTreeOath

Thanks for the feedback! Yea it can get pretty nutty later on so a few more warnings here and there could possibly help, though it could possibly add to the info clutter even more..

Redking344

May. 26, 2020

Under rating threshold (show) May I suggest music to be added to the game? It feels very bland without it.

+ - !

(2)

Developer response from PeachTreeOath

The game could definitely use some music but I'm just focusing on gameplay and art for these prototypes, a full version will absolutely have that sort of thing. In the meantime people can play their favorite medieval music playlist to fill the gap :)

jarodmmm

May. 26, 2020

Under rating threshold (show) It was so good , i like every aspect of the game , i hope there will be a second of the same type in the future !!!

+ - !

(2)

Developer response from PeachTreeOath

Thanks so much! I have a few prototypes I'll be kicking out and picking a winner to finish out from that pool based on feedback. Comments like yours definitely adds another vote to this game :)

alehop

May. 26, 2020

Under rating threshold (show) I don't usually write reviews, but I really liked the game! Good job! Maybe the only fault is that Fire 4items buff is too overpowered? Had a lot of fun!

+ - !

(1)

Developer response from PeachTreeOath

Thanks for the rare writeup! It's funny you mention that because another recent commenter mentioned Fire4 is underwhelming :) I'm glad players are coming up with different strategies and seeing different values in items and upgrades, that was very much my intention. I'm glad you enjoyed it!

pkripper4

May. 26, 2020

Under rating threshold (show) Generally a pretty good game, although it does have its faults, I feel the options for which way to go could be a little more prominent, and intellect could do with a little balancing. Once you realize 200 intellect allows you to instacast spells progression gets out of hand and you can rush the game in under 2 minutes, possibly faster. Generally its pretty fun though and an interesting take that I haven't seen done before. Hope to see more :^)

+ - !

(1)

Developer response from PeachTreeOath

Thanks a lot! In terms of balancing I wanted to make the game have a dynamic feel to which stats/builds are important in what phases. It's definitely true Int is one of the most important stats for an endgame speedrun, but leading up to that point it's not as valuable because you can't reach 200 Int for a long time. So I really like the idea of builds for progression such as utilizing Earth early on, but transitioning to something else later. I'm on the path to kick out some more prototypes that are hopefully just as unique so stay tuned!

Theworldgamer

May. 26, 2020

Under rating threshold (show) Great Game

+ - !

(1)

Developer response from PeachTreeOath

Thanks for playing :)

Kelbey

May. 26, 2020

Under rating threshold (show) The game doesn't save on Mac... Shame.

+ - !

(1)

Developer response from PeachTreeOath

Another person mentioned this in the past but it ended up being a browser issue (Firefox in their case) so maybe try a different browser?

Justhalf

May. 25, 2020

Under rating threshold (show) Cool game! My strategy was to increase wisdom to 100 (-5 kill reqs), and with advanced judgement I can skip multiple levels in one hit. Beat it in 3m55s in my best run! =D Also advanced reflect kills all enemies very quickly.

+ - !

(2)

Developer response from PeachTreeOath

Great strat, wisdom isn't as sexy as the other stats but it is very effective. I'm really glad you played with adv. reflect, I made sure to beef it up because no one was talking about it so I figured they weren't using it haha

jdlparsons

May. 25, 2020

Under rating threshold (show) Awesome game, I played through the entire thing in one sitting. Fire 4 piece and earth 3 piece set bonuses are really underwhelming imo, as is Int and the entire water set. Some quick recommendations: One attack block per stage or something similar would work better for the Earth 3 piece, maybe something like a kamikaze, kills the enemy that killed you and lets you advance (disabled for the final boss obviously) type thing for the fire 4 piece, water 4 piece bonus should be the 3 piece bonus, then maybe make the 4 piece bonus something that gives you an extra bit of time to pick gear or something like that. Then buff Int by 50%, it kinda didn't feel like it did a lot in general, even more so in the ice stages where its basically useless. All in all, fantastic game though. I'm really hoping for more content soon, this was amazingly fun.

+ - !

(1)

Developer response from PeachTreeOath

Thanks for the thorough feedback! Some sets are indeed stronger/weaker than others, but I've heard some cases for the ones you've mentioned or used them myself. Earth in general is not much of an endgame set but can push through certain zones early on. The topmost swamp area is one where I normally need Earth4 to get through, but once I get a few more upgrades, Earth3 is enough to push through it early if I want to sprint through it. So that's just an example I've encountered. In terms of your suggestions I think they're pretty creative and definitely along the lines of my design tastes, especially the kamikaze idea. I think a full version would add more sets so I can squeeze in more stuff like that, along with new map layouts to test the player's knowledge even more. I'm still working on getting some new prototypes out but comments like yours really gets my mind spinning on what is possible :)

adek183

May. 25, 2020

Under rating threshold (show) So far the game has been fun but once more stats appear on screen it becomes so difficult to judge the item on time that you often just end up taking whatever has the most green. Especially in warp areas it's really annoying that you can't even take a good look on the item before next appears.

+ - !

(2)

Developer response from PeachTreeOath

Thanks for the feedback and definitely, that is the main concept of the game: to focus on and test the player's ability to perform loot selection under various challenges, including high speeds. Warp areas are definitely quite hard, so my suggestion for those is to only zero in on 1 or 2 stats you're really looking for rather than the most green (such as focusing on Int so that you can spam spells). Alternatively you can turn on slow mode in the map preview screen to slow things down. Hope that helps!

sakiruyonaki

May. 25, 2020

Under rating threshold (show) The final boss can be skipped with Adv. Judgement. That takes a good chunk of time off the game.

+ - !

(2)

Developer response from PeachTreeOath

Yep, it's an intentional effect I kept in there since Judgment was unpopular in the beginning. It's still quite effective even in speedruns.

wwwmonmon

May. 25, 2020

Under rating threshold (show) Ok so it's a pretty fun game, but I saw a little bug when using the most op skill which is judgement against the very last ennemy just before the boss, "winning" the game without seeing it.

+ - !

(2)

Developer response from PeachTreeOath

Thanks for playing! Nah that's not a bug, Judgment intentionally is made to skip the boss because I wanted a few options to clear the boss. That strat probably won't stay in a full version but it's in this one. But yea, Judgment is rather strong because early on, no one used it but me so it kept beefing it up :)

snayls

May. 25, 2020

Under rating threshold (show) after beating it all, I then made a challenge for myself of beating all the maps in a single run through. took me 8 min and 28 seconds. This was a fun game. Wish there was ways of making it even more challenging after beating "boss". def 5/5.

+ - !

(2)

Developer response from PeachTreeOath

Haha that's awesome, I actually wanted to code that in as a separate challenge but I honestly wasn't sure if anyone would really care for it. 8.5m is BLINDINGLY fast though, that's way under what I thought would be the time to do that. I think it's an interesting challenge because it involve knowing what's the best path to take and when, which is not a skillset tested in the normal game. You're definitely a tactician, if I make a full version of this I'll definitely have to make sure the challenge modes test you :)

Toffork

May. 25, 2020

Under rating threshold (show) Sadly less than an hour of playing to finish it ! Give us update and keep going on it's really a good game with a lot of fun

+ - !

(1)

Developer response from PeachTreeOath

Thanks I appreciate it! I have a lot of ideas on where to take this game but unfortunately it'll have to be on hold for now. I'm sprinting to get these prototypes out so I don't really have time to update a game too much, but once the prototypes are over I'll be selecting a game to finish out based on feedback. If this game is selected you'll be seeing new maps, skills, everything :)

Ghostduckie

May. 25, 2020

Under rating threshold (show) Fantastic game! I loved the different paths with different bonuses and stats. Hopefully you'll be adding more to do in this game. If not then maybe a sequel? With more zones and things to do!

+ - !

(2)

Developer response from PeachTreeOath

Yep that's correct, this game is a prototype to prove that the concept even worked in the first place since it was a bit of a gamble (a game focused mostly on loot decisions). But now that I know there's a demand for this type of thing, it's definitely a candidate to have a full version made. I'm looking to do a few more prototypes before I make that decision though so stay tuned!

yagaodirac

May. 25, 2020

Under rating threshold (show) Would you please consider the procedural map gen algorithm?

+ - !

(1)

Developer response from PeachTreeOath

I've thought of this before for sure, but it's not a trivial task. Even with non-procgen this game was a nightmare to balance, so to have an alg that can make something worthwhile would be quite challenging. Ultimately I'm not against the idea and I think in a full version it's something I may tackle. But right now I'm still in a prototyping phase so I'll have to keep that idea in the backlog for now. Appreciate the suggestion!

Guille

May. 25, 2020

Under rating threshold (show) I really liked the game concept 5/5 easily (you don't need 3D amazing graphics to make a good game) it's also not as long as I thought it would be and there aren't really any hard walls.. Initially I thought it was an idle game but luckily it seems not to be.. One point of feedback is that the dark caves just feel bad there's no strategy except taking only potions or being quick enough to grasp all the -s and +s, would suggest making the downside of that you have a miss chance so you would want more agi in those areas. Also would like some variety between nodes of the same area they are all the same and it's quite disappointing, I liked the no healing zones encourages strategy.

+ - !

(2)

Developer response from PeachTreeOath

Thanks for the feedback! Yep even though the game has autocombat, it's not to make it idle, but rather to shift the core gameplay to loot decisions and management. Trying to come up with interesting zones was a challenge, I didn't want to just have combat effects happen in them and see what I could do outside that box. The caves ended up being a mechanic to force even quicker reactions and a bit on theme. With a full version of this game I'd like to not only have more zone and map effects, but variety in nodes as well. You're right on that one, I actually have it that way only because I wanted to save dev time so I hope to revisit that one as well!

  • add a comment
Developers Players Support YouTube TikTok X (Twitter) LinkedIn
Join the conversation Join Discord
Terms of Service Privacy Policy Code of Conduct
© 2025 Kongregate