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Bertie690

32
Posts
A member registered Mar 10, 2022

Recent community posts

Also managed to snag a win with game developers and a few cloning chambers that duplicated them several times over. Ironically my developers were dealing quite a lot of damage by themselves comparable to my water pieces (despite the latter all receiving an effective 4x damage multiplier due to being buffed by all 4 game devs at once) simply due to the absurd amount of assorted buffing items I had heaped onto them.

(Also Trevor was completely accidental and actually hurt the build by transforming water into whisky that didn't benefit from focus shrine; I simply didn't get the chance to remove him in the end)

Arack build is REALLY hard to get off the ground (I ended up using mayday on boss 1 just so he wouldn't kill me), but if you manage to get a few of them their exponential damage scaling means you can pretty much nuke bosses 6-12 instantly. 
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In other news I think we have even more bugs...(This is from console FYI)

OK apparently using the lightweight grip to spawn exp in the target range and picking up the drop pod that spawns will instantly crash the game...??? 

I came up with an idea for an underbarrel series focused around turning dashes into an offensive weapon. 

IDK how to balance stuff though so feedback would be appreciated.

Tier 1: Roll-up Underbarrel (yes this is a pun on barrel roll)

+1 dash charge

-75% dash duration 

x0.33 dash cooldown time

You are now invulnerable while dashing.

-50% effect penalty to all other augments' on-dash triggered abilities 

Tier 2: Encased Underbarrel

+15% damage

+25% movement speed

-20% dash cooldown

Dashing through enemies grants you a momentum stack per enemy passed through granting +15% global damage dealt per stack (additive with itself, multiplicative with everything else).

Momentum stacks decay at a base rate of 0.3/sec, increasing by 0.1/sec per second since you last gained a Momentum stack

Tier 3A: Rotary Underbarrel 

+10% weapon damage

-20% dash cooldown time

Dashing now fires your weapon's projectiles down your flanks for 50% damage.

Tier 3B: Sword Barrel

+15% ability damage

+15% dash size 

Dashing through enemies deals 5% base ability damage to all enemies and stuns them for 0.5 seconds.

I kinda want to see the drone do dashes at mach 10 with this thing equipped. Would be fun to see happen at the very least.

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Great game! IDK why some weapon augments have crossed out text though. 

Also, it'd be really nice for you to be able to view all a weapon's augments in the pause menu/hub world.

(P.S: Please add the ability to change keybinds and effect quality in settings.)

(P.P.S: Is a mobile build planned for this game?)

Thanks for responding! 

To clarify, by "screen effects" I meant the CRT-esque screen bending effect (looking at corners hurts). Having another option to disable some visual effects (like the stuff that splatters out from dead enemies) would also be nice though.

(P.S. I forgot to add this in my last post but the ability to rebind controls to different keys would be neat.)

(P.P.S: The player should be able to equip Legs equipment to affect their movement speed & dash distance.)

(P.P.P.S: Melee weapons like a sword or pike would be a neat addition.)

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Also rename "fire rate" to "fire delay" to more accurately match its in-game function

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Game looks really promising. 

Suggestion: Ways to upgrade/exchange weapons of the same type/rarity (would probably need to make default gear exempt tho)

Also an option to turn off the screen effects 

Cool game, a bit short but still lots of fun.

Also WHY DO I GET SO MANY GLITCHYS?????

Oh OK then. 
Either way a very fun and engaging game, even though I always end up dying due to my bullets obscuring my entire half of the screen.  

Very fun & addicting game, gun crafting system is both simple and deep and allows for creation of some busted builds. There were some quirks here and there (like Pi & Fra saying "reduced by X" which gives the impression of a flat reduction rather than division), but testing allows to iron out quirks and test different combinations of items.

Some suggestions/stuff that would be cool to implement:

1. Add autofire pls my fingers hurt from holding down left click

2. Make it clear that status effects DON'T STACK. I was really confused as to why my gatling burn pellets started sucking hard come level 15 until I realised that reapplying burn does literally nothing for you except reset the duration (hence why my 6 dps burn was taking a while to kill 200+ hp enemies).

3. Add more stats to the stat breakdowns of each gun (stuff like bullet radius, bullet speed, etc) as well as individual stat breakdowns for any submunitions created by modifiers like Tra or Fra. 

4. Add more graphic customization options (turning down explosion/spark graphics, decreasing player bullet visibility, etc.). Turning off bloom barely helps at all when I have tons of exploding homing rockets that obscure literally everything, and also kind of makes the game look dull and sad. 

5. Add different gun types (maybe unlockable/choosable at start of run). Maybe a bulky gun with higher modifier cap but reduced firerate & bullet speed, or a laser gun with drastically shorter base bullet lifespan but fires a continuous stream of energy pellets instead of 1 big bullet. 

This was supposed to be a sheep + Red Dragon build... until I found an ascetic. 

(Also props to the recruiter demon for spawning an extra life that got protected by my aegis 3 turns in a row. I didn't really need all that extra life, but who am I to complain?)

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Great game! Certainly has a lot of potential for a prototype made for a game jam.

Here's a couple things I noticed while playing:

1. The invulnerability time after getting hit is very short, meaning you can go from full to dead in the span of around 2 seconds if you're unlucky. 

2. Certain enemies (like the triangle ships and those big circle things) can telefrag you very easily without warning. Maybe add a warning indicator for a second or so before they show up to give the player time to get out of the way?

3. It can be quite hard to tell when the free revive upgrade triggers as it just refills your hull without giving any indication of it happening. Maybe add a slowdown effect + some visuals before resurrecting?

4. For some reason, the in-game music seems to randomly stutter and cut out at times. No idea if it's a problem with my device or not tho.

TYPO: Empty Canister is spelled “Cannister” in-game. 

No problem. :)

Happened to me too. 

It appears to happen anytime 2 or more adjacent books are each next to 2 books themselves, as they all destroy each other before one can transform.

A couple possible configurations where this can happen (B = book, X = Not a book):

| X | B | X |

| X | B | B |

------------

| B | B | B | 

| X | X | B | 

------------

| B | B | X | 

| B | B | X |

Etc etc

Nessa shouldn’t be D tier.

She cheeses earlygame like a champ.

She absolutely hard counters all forms of permanent debuffs like poison, sunder, etc.

She serves as a way to trigger on death effects without taking wounds (Woad can literally make near infinite food with her lmao)

She heals AND deals dmg with her active, something nobody else does without some sort of evolution upgrade.

She supports debuffers like Wyrmlet & Pyris.

She works god tier with ring of power & bone ring for various reasons (RoP makes her into an eternally healing tank that also does a lot of dmg from flames; BR works well with her revival as she full heals on hatching.

Yeah her healing isn’t as much as hydrim and only works on 1 unit normally (& also relies on the enemies being alive), but she is definitely usable and has interactions with a ton of stuff.

Mudgill is actually quite flexible with a ton of items:
OFFENSIVE:

Bonebiter. (Shit ton of boss dmg with chunk, def shred/penetration & max hp% dmg)

Unerring Arrow. (Oneshot EVERYTHING in infinite with 6 fully tempered arrows)

HARVESTER (Ye olde brokeen combo)

Tenacious Synergy (Str scaling from thrash)

Pretty much any “on attack” item ever created (self explanatory lmao)

SUPPORTIVE:

Banner of Energy. (Nonstop attacks that mana battery everyone adjacent)

Plague Blade (Supports debuffers like Nessa Wyrmlet & Pyris)

Etc etc…

I disagree with half of that. 
Alchemize is a decent ability in and of itself as while slightly increasing the stat scaling of food may not seem like much, it adds up over the course of a run, especially in infinite.

Replica, meanwhile, isn’t purely dependent on the item also working on Chip as it allows you to save money on normal runs by letting you temper 1 item a bunch and have it buff the tank as well. Additionally, if you somehow get multiple chips in your team (wink wink) you can effectively use replica to hyper focus on a single mon in infinite mode and give them significantly more items than they could otherwise hold at once. (Parra w/ 3 wind slicer & 7 spell vortex go brrrr…)

Druid + Cadavers + Robe of Gore  = A lot of blood dmg 

(I used vile staff & Vine Scythe for most of my run - took it off by accident towards the end)

BUG: On mobile, your gun will not reload if you stand still (only starting to reload once you move)

No problem - I have a keen eye for these sort of spelling errors and like pointing them out so that they can get fixed. :)

TYPO: The upgrade that gives 6 ammo upon being hit misspells damage reduction as "recudtion"

BUG: Reversal Stock's back facing shots do not gain any bonus from charging up with a bowstring or similar. 

Plasma Storm

Beware - Potential hazard to Device and Kart

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Amazing game!

Only thing I'd want out of this is more variety in upgrade choices (and possibly a reduction of the upgrades' massively scaling costs)

Yeah, enemies gradually ramp up in strength if you take too long to kill them (possibly to stop you from endlessly farming free items from reorganizing). 

There have been some past issues where people have been essentially softlocked by a certain toad mage in the deep caves who heals all enemies every single turn as well as either shielding themselves or occasionally attacking you. Since healing numbers used to scale over time like with block and damage (IDK whether they changed it or not), players unable to kill the mage before it ramped up would be in a very bad position without some sort of damage scaling. At that point, the only way out is by either dying, throwing the run or refreshing the page. 

However, one thing to note is that passive scaling sources, whether it be archangel armor's haste application or stopwatch's damage scaling are almost always able to outspeed natural turn-based scaling by a fair margin (assuming you actually know what you're doing), as long as the enemy can't poison you. As anyone who has tried to tank snake poison on endless mode has known firsthand, once the poison numbers exceed your maximum HP, you're just dead. :)

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Suggestion: Make the Lighting Bolt use itself at the end of your turn instead of at the beginning. In its current state, the lighting item is unable to benefit from any temporary bonuses that last for a single turn (Belt of Knives, Wheel, etc.), as the item only gets used at the start of your next turn, by which point said buffs would have long since gone away. 

I know this change isn't really all that necessary per se. I just think changing the ordering to make buffing the lighting bolt's damage a bit easier could potentially make it more viable and easier to use in an actual build. 

EDIT: I know there are still a plethora of ways to buff lighting's damage in various ways. I just think it'd be nice to make it affected by more types of things just to make the big numbers even bigger. :)

Who needs stats when you have summons?


(That, and a pretty mean Honey Badger.)

SUGGESTION: Please remove the decay rate for dodge and have it persist until used up. Currently, the rogue's mask effect of giving you 1 dodge at the start of each combat does absolutely nothing if the enemies don't attack you on turn 1, which (in my opinion) has made it nearly useless and almost not even worth giving up an inventory spot for. Having Dodge work something like the buffer effect in Slay the Spire (i.e. preventing the next X times you would take damage) would probably make it (along with the effects that grant it) significantly better and more viable. 

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There's currently a glitch involving the vampirism stone and weapons with effects that activate on kill (like the golden shiv or the assassin's dagger), where killing an enemy with the vampirism effect will cause the effects to proc twice. I'm not sure if this effect is balanced or not, but just thought I'd highlight it here as I can't find much mention of it elsewhere.

Love the game so far and am eagerly waiting for more! :)