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Beolach

25
Posts
A member registered Oct 17, 2022

Recent community posts

What browser is it?  If it's Brave w/ Shields Up & "Aggressively block fingerprinting", that will give the blank black game issue.  Changing that to either "Block fingerprinting" (not aggressively) or "Allow fingerprinting" works for me.

Whales + Elemental Beasts are an obvious synergy.  But adding Game Developers + Journeyman Thieves to the build is a less obvious but very powerful synergy.  Thieves drain the Elemental Beasts down to 0 base damage; then Game Dev boosts their bonus damage & they can get huge damage.  That was a fun win.

Aegis + extra health (and capacitor) = I'm immortal now.  My berserkers & holy cow feel a little redundant.

I don't think the new IA Office works correctly - everything I try to dismiss just comes back the next round.

Is it intended that 3 Apprentice Thieves = no choices at all?

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The Green Hands (w/ Aegis to keep it around) - Archer's bonus from being further back becomes additional base damage.  Same for Machine Gun.

Fun new (to me) build: Aegis + Green Hands + Archer + Machine Gun.  Also Barbarians, but meh.

Darr and/or Hypercharger would have also been awesome in this build, but I never got them.  I did get a Tax Accountant, but it was too late to really help, and I had to let it go poof so I could hope for medkits at the end (got a capacitor instead).

I've noticed the Venus Mantrap is shown as a Monster, and wondered why it's not a plant anymore.

Another possible way to reduce the need for save scumming w/ a post-Victory screen: repeat the normal Add Militia 3 choice screen, once for each remaining health - so if a fight goes down to the very last health left, the player will have gotten 8 choices during the fight, and 1 after the victory (assuming normal health); while if the player has a nice build that wins on the first shot (maybe an Ascetic goes poof), they won't get any choices during the fight (same as now), but they do still get 9 choices from having 9 health left.

Sometimes it hurts badly to win a fight too fast.

The Cloning Chamber description says "Adds an exact duplicate ..." which I would interpret as the new unit having the same stats as the cloned unit - e.g. if it clones a Priest / Paladin / Death Worm / Monster Hunter that has already boosted attack, the clone should start out w/ the same boosted attack.  Currently it doesn't - the new, cloned unit starts out w/ the normal starting stats of the unit type.  If the current behavior is intended I would suggest removing the word "exact" from the description to be more clear.

I've seen this too.  A Tax Accountant drafted normally starts w/ "Uses: 5", which counts down to 0 before it starts trying to self-destruct; while one created by a Mad Scientist starts w/ "Uses: -" and immediately tries to self-destruct.

I wish to append to my previous statement: Venus Mantrap is indeed now awesome, but Venus Flytrap sucks - 30 deployments is  way too many.

My previous comment was after getting a Mantrap directly from a Recruiter; when I attempt a seed -> Flytrap -> Mantrap build it's a lot more painful.

Darr + beasts + Vampires do NOT scale like I was hoping... not that Vampires need any more boosts anyway....

Not as broken imba as Paladin, but Mimic + Succubus & Vampires scales really well too.

Rat King also doesn't get 0x damage when it should.

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Another bug: if a Secret Chest is deployed on a winning (Victory) round, the boost to Add Militia is lost - the first Add Militia piece choice screen in the next fight does NOT only have rare or very rare.

  • Venus Mantrap
    • Was not always transferring base damage over correctly.


Can confirm Venus Mantrap is now awesome.

Slight bug on Phoenix: description says "Picks a ... piece with at least 1 base damage" but it can pick a piece w/ 0 base (and bonus) damage; I've seen it pick both items w/ 0 base damage normally (Cockatrice Egg), and units that normally do have a base damage, but have had all their base damage drained by Journeyman Thief.


Cockatrices are also slightly  buggy: say "Multiplies each adjacent human's damage by 0x" but they don't (adjacent humans do normal 1x damage).

My suggestion to reduce the need for save scumming: have the Victory button lead to a better rewards screen giving more control over building synergy, before moving to the next boss.  Some options:

Let the player choose a category & then show the 3+skip (4 w/ cornucopia) Add Militia w/ options only from that category

Show a wider selection of Add Militia - say 9 options (3x3 grid) + skip, w/ the middle column showing the icons + description as the normal Add Militia screen, but the two outer columns only showing the icons (mostly just to make it fit on the screen, but also to encourage learning the icons)

An option to remove members from the militia - maybe including duplicates (e.g. sheep or replicating spiders that end up being dissynergistic)

Or maybe just the normal Add Militia screen, but w/ better odds of the rarer levels

New personal best w/ my favorite synergy (Succubus + Convention Hall + Paladins): 947376 total damage.  So close to 7 digits....

Nuclear Bomb seems to be buggy - says it should be "adding all their base damages to its bonus damage", but it has 0 bonus damage. :-(

Succubus + Convention Hall + Paladin = Win

Hell Portal is way OP compared to everything else.... should maybe have a 10% chance to self-destruct (like water)?  Just had another easy win w/ early Hell Portal (and Tax Accountant helped a bit, but he didn't last long before getting eaten by a mutant).

Excellent game, I'm looking forward to more updates.


I've managed a successful win twice so far (in v 0.5) - my first win was super lucky.  I got an early hell portal / hell hound / demon slayer combo; also managed to use Internal Affairs & a Trash Collector to clean up the other stuff in that run - that build Just Works (tm) - if you can get lucky enough to get it.


My second win was super save-scummy.  Got a Paramedic, then a Siren, then got a Mad Scientist & save-scummed the Mad Scientist deployments until I got 2nd Paramedic & a Tax Accountant (also a couple Thieves & others, but the Tax Accountant is what actually matters); then I save-scummed every deployment to make sure the Tax Accountant stayed in range of the Paramedics so it didn't destroy itself, just kept ramping everything up.  I did mess up towards the end & lost the Tax Accountant, but I had enough damage that I was able to finish the win (w/ a few more save-scums to make Pacifist trigger blocking damage).


Anyone have any other successful winning builds?  I also had a good grey goo + gold goo run, but I didn't get it going early enough, so I died on the 2nd to last boss.