So, lore speculation, what are we, the player? The "core health" mechanic is rather esoteric, and the fact that we can't fight is also strange. plus, the fact all of our followers revive on death after each excision, even though the only other way to do that is with a Incarnator and even that can't fully restore someones health. and also I should mention that our followers are extremely loyal and don't seem to mind being killed or replaced. none of it made sense of me, until I remebered that the Adjudicator of the Hunt called us a "traitor". So, basically, my theory is that we are a boss monster that enthralls other followers, like the Fireworks Master or the False Sun, and we have abadoned the dragon to maraude across these wastes. Maybe we're like a "Core of False Hope".
on a unrelated note, It would be cool if there was a small random chance that instead of the normal encounter you'd fight your team from a previous run at that depth, with a "core" at the back that has zero attack and health equal to your core health from the last run.
I finally made the ultimate build with scaling and stupid amounts of damage. The number is too big and it crashed. Just a suggestion but i dont think crow needs to display more than 100 arrows, just cut off the loop after 100 count.
I got to lvl 180, then manually exited the game (with still 3 core health remaining and strength to do another cca 10 levels I think). Combats got quite lengthy: - Although Crow is much faster than in previous versions, it still took few minutes to resolve attack 5k. - Since lvl cca 160, enemies stopped to scale exponentially...why? - Also shops stopped appearing after lvl cca 160...I was still looking for one specific follower :).
Except the last lengthy levels, it was very enjoyable run :).
Appreciate the report! That's a lot of things going wrong and I have no idea why any of them are happening...but also I'm kinda surprised the game didn't just explode at that depth.
seeking incarnator(wanted to put mirroring aspect into this)
;lost on depth 106 by hobgoblin,this first was gonna be a faith build but after it was leaning towards a summon build turning into a mix of faith/summon build (only got incarnator on deapth 90)
there where sometimes though where hound was incubating more than it should when near obelisk it was making 6 summons(4 tentancles and 2 hounds)but sometimes it would spawn a "extra" tentacle for some reason.
Thanks for at great game, and great update with endless mode :)
I experienced that the game just stopped at lvl 122. I had a summon heavy build but it seemed to have worked fine on other floors and I don's see anything particular that happened to have triggered a complete freeze of the game (played it just in the browser).
The game was just frozen at this point and more attacks happened. It was still possible to click toggle buttons (2x speed, and pause, but they did not do anything).
This was the comp, The first dog, was adapted with the bee keeper, the gate with summon 1/1 copy, and the last dog adapted with trigger all on death effects. (the remainder were just double stats)
If I remember correctly the time it froze it was only going through the first revive cycle, and in previous battles it had managed at least two. Of course it was slow looping trough all the dead bees at time, but this time it just completely stopped attacking.
Noted; appreciated the reported. Yeah there is possibly a bug related to having too many followers created and destroyed throughout a run, but I have yet to identify it...
just one question:there was a moment(other run) where hound was supposed to gain stat from the flabearer but it gained nothing was it caused it losed -2 attack from other troop?
- When I have Aspiring Prospector, its attack boost at the start of the combat doesn't increase attack of non-adjacent Familiars - but Prospector should be adjacent to all, so he should boost all Familiars I think.
- When I have a Crow with high attack (4300, see screenshot), random damage dealing becomes extremely slow (like 2-3 arrows / second), and the game is unplayable. I suggest changing the mechanics of random damage dealing, for example like this: There can be maximum of 30 (or choose other quantity) arrows from one source. Damage of these arrows will be be approximately [Attack/30] (their sum will be Crow attack). For example if Crow attack is 40, first 10 arrows will do 2 damage and next 20 arrows will do 1 damage. If attack is 300, there will be 30 arrows with 10 damage. For attack <= 30 nothing changes. Edit: With this change there can be an imbalance with that enemy which takes only one damage at a time - crow won't be so effective against it.
yeah i did a run with crown too(300 dmg) and it takes a while even in low amount of damages worse when with the follower that let the next follower attack in its place.
I love this game, the only thing you need is to be able to save, I lost a breaking run because I needed to close the game. Other than that it's a great game, I'm also interested to see what the whole relic thing is about.
Somehow I ended up losing a run for no appreciable reason? Floor 88 of endless mode, I had a set of Mirrored Sculptors & Mirrored Obelisks along with an Adaptive Paladin with several hundred attack and HP. Ended up in a battle against some mostly-regular enemies with a Free Company Palisade at the very end. Near the end of the battle, with my Paladin as the last one standing, turns took excessively long as the game seemed to check every single one of my dead followers before getting to my Paladin's attack, which would deal 1 damage to the Palisade, then likewise the Palisade would deal 1 damage to the Paladin. After turn after turn after turn after turn of this, the Palisade was finally down to 2 HP while my Paladin still had 233 health left. Then the "Excision Failed" message suddenly popped up, ending both the battle and my run. What happened?
Oh wow. I looked into my code and found out that after 20 turns of no one dying the game will force player to lose to avoid infinite loop. I must have coded it years ago when this feature made sense, and just forgot about it because it never triggered. Sorry about that...
Last run, full core health. Reaper was boosted by Artificier when summoned. Familiar got +16/+16 each combat (temporary attack around 2k during fights). Mostly mirroring, aspiring and adaptive traits on familiars.
My squad: - Mirroring Incarnator - all followers are resurrected twice. Beekepers' bees get multiplied by this a lot - Undying Beekeeper- cannon fodder - Mirroring Beekeper - cannon fodder - Sacrificial Obelisk - generates another Beekeper and triggers Stranger's ability - Adaptive Stranger - consume 3 faith to gain +1/+1 permanently (x2 for adaptive, x2 for Obelisk) - Adaptive Familiar - gets +8/+8 each battle, damage dealer - Aspiring Initiate - damage dealer - Charging Familiar - damage dealer
If I could find second Aspiring trait, I would probably change Undying Beekeeper with another damage dealer and move it to last position - Aspiring Crow (a lot of random damage), or Aspiring Prospector (to boost itself and both Familiars - I hope prospector's ability works this way, haven't tried yet). The damage output would be much higher with this and fights quicker :).
I really enjoyed this run.
One feedback: Combats got quite lengthy at the end (because of a lot of bees :)) - x3 or x4 speed boost would be nice, but current x2 is bearable. I'd like if speed boost would apply to travelling between levels, too.
There seems to be a bug with Beekeeper and the Adjudicator of the Hunt that when Beekeeper is slain by a enemy, creating Bees, and then Adjudicator of the hunt attacks right after Adjudicator hits the Bees instead of the backline. I've only seen it happen in Endless and after a "retrigger all death abilitys on death" triggered, but those might not be related.
no, there is definatly something happening. I just fought the Adjudicator of the hunt, and after my Beekeeper got killed the Adjudicator attacked the Bees instead of my backline
Appreciate the report, I believe that it's indeed a bug and I'll definitely investigate and fix it.
I was just saying that this bug happens probably because when bees are being summoned, adjudicator has already (secretly) started their turn, at which point the bees are not registered in the follower list yet and their "aggro" value still extremely low. So, when adjudicator is choosing their target, they thought the bees are the back-most followers based on their aggro value, even though the bees are actually in the front. Probably all because I forgot to add a delay on beekeeper's death to stop adjudicator acting to early or something like that.
My favorite build is the "sea of bees." It's simple, Mirroring Beekeeper(s), Hellhound(s), and a incarnator then you have a wall that can survive anything
A well-made auto-battler. The mechanics are simple but the depth is amazing.
My only real complaint is very high random damage can take a while to resolve. Either it needs to speed up exponential the longer it goes on or a single damage split should be calculated.
Not sure it if I hit unimplemented content but I'm guessing failsafe is as far as I can go for now. Clicking start battle doesn't do anything. Twas a good run, R.I.P.
The team
Diligent Emissary - Early game follower. Buffs faith farming.
Noble Duelist - Early game follower.
Aspiring Refiner - Best faith farmer.
Adaptive Familiar - The GOAT, what others aspire to. Scales very well in endless.
Aspiring Hoarder - Early game follower. Buffs HP.
Aspiring Crow - Main damage dealer. Reliably kills Palisade and lower HP threats. Closest thing to AOE you can get.
Archivist-buffed Mirroring Sanctuary - 2x +2/2 buff, good chance to buff Adaptive Familiar and reduces team's weakness to Fireworks Master.
Mirroring Incubator - Required due to one-shot nature of endless but reviving at 1 HP means it is countered by Fireworks Master.
Endgame goal was to replace the Duelist with an Aspiring Prospector and the Emissary with an Aspiring Paladin.
Other notes
If my run is anything to go by, Aspiring is the most effective way to scale damage in endless.
Dragoon is not worth the Faith cost. With Aspiring and Charging totals to 18+6+18 = 42 faith. An Aspiring Ranger does the same and costs 10+6 = 16 Faith, almost 1/3 the cost for the same damage output. It just doesn't feel viable to use to me.
Oh wow. Failsafe is when the game can't generate enemies that meet all the requirements. I never tested it this far down because I thought it's impossible...
This is INCREDIBLE. The mechanics are quick to engage with while maintaining a depth for endless play. I defeated the dragon on my second run, and by no means was it easy. Something I really appreciated was how I wasn't necessarily severely punished for experimenting with Combat aspects -- however something I did not enjoy was how certain aspects did not function with whomever they were assigned to. I only wish for incompatible abilities to not be allowed.
The Maze is your best inclusion yet…! It appeared during endless mode with a handful of other baddies, and my jaw dropped.
I like it so much because it completely shakes up a build that depends on synergies between units in order to work as well as it does. This build was soundly trounced when the Maze scattered it all over the place.
This game is so well done. When can people start throwing their money at you as thanks and/or encouragement to continue development? …Asking for a friend.
This is a super game! Audio and visuals are well designed and do well to set the mood for the game.
Minor suggestion: I think the Winemaker's combat trait should be updated to read "After taking damage, give another random follower +1/+1 until end of combat". As currently implemented, it seems like the Winemaker cannot give himself the bonus, so rewording the trait for clarity would be helpful.
Absolutely in love with this game. So clean and polished, love the colors too. If anything, it'd be nice to have some more varied starts and a way to speed up at least the start
i had the sculptor summon a copy of himself, twice, and each of those made 2 statues per support card. the dragon's second fight with me only lasted 1 turn. the fight before that, i didn't have the sculptor copy.
Are there only 3 forms for the Dragon boss? After noticing that it changed if you didn't beat it first try I locked the follower who gives you a free carp encounter so I could end up at depth 58 with 1/5 core health, and I bought/used it right before getting to that 3rd form, but after that point the Dragon stopped changing, and I'm wondering if that's just the stopping point or if adding a Carp encounter mid-final-battle broke part of the encounter.
Are you playing the download version? If so, can you send me the logs at C:\Users\username\AppData\LocalLow\DefaultCompany\HolderOfPlace\Player.log right after the death effect failed to trigger? Someone else reported this bug earlier but I think it has something to do with PC settings. It'll be super helpful if I can take a look at your logs!!
Is everyone attacking simultaneously in your game? If so, that's not the intended behavior. Can you try if the build in this link https://zittacheng.itch.io/uploadtext (password: REDACTED) fix the problem for you?
OMG that is exactly what's happening. This build wonderfully fixes pretty much every issue I've come across playing the game. Funnily you caught me in the middle of me writing a list of them which is now redundant.
Only pointers that actually stay relevant with that build:
I noticed summoning a lot of followers through stacking start of turn effects slows down the game a lot before attacking or after killing all targets. Not a big issue but it might run into scaling issues with your plans for endless mode or just a longer game in general. (Browser, Firefox)
Hunts would do better if you could give chase. As it stands they're not really a dilemma and more of a stat check. Either you can beat them and you get free stuff or you can't. There'd be a lot more decisionmaking if it was more about how much damage one can afford to take chasing after them. What might also help is more "power-now" followers with drawbacks for the lategame. That niche could definitely broaden the possible strategies a lot.
That build (both web and PC version) should theoretically fix the problem, but I can't be sure because I can't find a PC with the correct culture setting to test it...If you have the time, can you check real quick whether the build works for you? You've been a great help, thanks for still sticking with this game!
Great game! The first time I beat the dragon, I ended on three sculptors, one of which would copy itself. This time, I ended with every single follower of mine being a summoning type. Also, I mirrored the follower that gives summons +2 dmg and hp. I love this game
Honestly I was surprised to learn how recently this game was uploaded. I played multiple games of this and was hoping to find a full release version but then I saw how recent everything was and can I just say wow. This was an incredible experience. Let me summarize my experience first time playing this game first. Initially I skipped tutorial because its more fun that way (lol) and so I accidentally made a faith build without understanding what faith did because I am very unobservant. Then I kept going until I lost simple enough and I had just assumed it was endless. Played a few more runs and made it finally to the “dragon” thing at the end and beat it with a hound tentacle obelisk double start of effect build that just is so fun to do. Honestly for every who says the in between loading is too slow I think aren’t in the atmosphere of the game because my takeaway was that it was supposed to feel like a long journey and a sort of a battle of attrition of sorts. I think the sounds in the game are a bit basic and each attack having different sounds wouldn’t be necessary but would be nice. Also if whoever's turn it currently is has their art displayed would also be cool. I absolutely love the titles that give followers an ability and it would be a great if there were hidden ones you can get from successful hunts or recruiting a follower when you have another specific follower. Im so interested in the lore of this game though. Like my initial reaction when playing and not reading anything was me assuming we were miners or something because of depth and designs but even after reading everything I still wonder about some things. Who am I playing as exactly? What is faith and why is it harvested from dead enemies? Whats with the pink faith faction and the red fighting faction? What is the core? Why do my characters revive after battle? Some of these may just be for gameplay purposes so you can ignore those but overall I mean to say I would love a story going on as you play. You could do what darksouls does and add lore through follower descriptions and item descriptions because right now when you click on them they are sort of blank except for what they literally do. This may make it easier for the average player to appreciate the lore of this world. Lastly if there was a system where a character is either ranged or melee damage then that opens up possibilities for traits like “if hit by ranged attack reduce incoming damage to 1” or “Upon death to melee, do 5 damage to attacker” etc. This makes abilities that would otherwise be too powerful become a specialty instead. Ive ranted long enough and disregard my feedback if its stupid or isnt what you are looking to do with this game. Whatever you decide I think this is an amazing work and support what you do with it.
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i realy appreciate that such good game is free and playable in the browser
Im suprised how well this game is made because there is so much good strats and game is very replayable
i have just a tiny suggetion:make a list of what followers/aspects you have encoutered so far through the playthroughs.
it would help remember what followers/aspects are in the game.
So, lore speculation, what are we, the player? The "core health" mechanic is rather esoteric, and the fact that we can't fight is also strange. plus, the fact all of our followers revive on death after each excision, even though the only other way to do that is with a Incarnator and even that can't fully restore someones health. and also I should mention that our followers are extremely loyal and don't seem to mind being killed or replaced. none of it made sense of me, until I remebered that the Adjudicator of the Hunt called us a "traitor". So, basically, my theory is that we are a boss monster that enthralls other followers, like the Fireworks Master or the False Sun, and we have abadoned the dragon to maraude across these wastes. Maybe we're like a "Core of False Hope".
on a unrelated note, It would be cool if there was a small random chance that instead of the normal encounter you'd fight your team from a previous run at that depth, with a "core" at the back that has zero attack and health equal to your core health from the last run.
I finally made the ultimate build with scaling and stupid amounts of damage. The number is too big and it crashed. Just a suggestion but i dont think crow needs to display more than 100 arrows, just cut off the loop after 100 count.
Nice one :).
tried the desktop version instead of the web version, it crashed. Will be waiting for the update =).
I got to lvl 180, then manually exited the game (with still 3 core health remaining and strength to do another cca 10 levels I think). Combats got quite lengthy:
- Although Crow is much faster than in previous versions, it still took few minutes to resolve attack 5k.
- Since lvl cca 160, enemies stopped to scale exponentially...why?
- Also shops stopped appearing after lvl cca 160...I was still looking for one specific follower :).
Except the last lengthy levels, it was very enjoyable run :).
Appreciate the report! That's a lot of things going wrong and I have no idea why any of them are happening...but also I'm kinda surprised the game didn't just explode at that depth.
2 core health(from 50-106)
vanguard speaker(i will explain if asked)
mirroring speaker
seeking obelisk
mirroring beekeeper
incubating hound
charging reaper(75/78)
charging familiar(102/103)
seeking incarnator(wanted to put mirroring aspect into this)
;lost on depth 106 by hobgoblin,this first was gonna be a faith build but after it was leaning towards a summon build turning into a mix of faith/summon build (only got incarnator on deapth 90)
there where sometimes though where hound was incubating more than it should when near obelisk it was making 6 summons(4 tentancles and 2 hounds)but sometimes it would spawn a "extra" tentacle for some reason.
Thanks for at great game, and great update with endless mode :)
I experienced that the game just stopped at lvl 122. I had a summon heavy build but it seemed to have worked fine on other floors and I don's see anything particular that happened to have triggered a complete freeze of the game (played it just in the browser).
The game was just frozen at this point and more attacks happened. It was still possible to click toggle buttons (2x speed, and pause, but they did not do anything).
This was the comp, The first dog, was adapted with the bee keeper, the gate with summon 1/1 copy, and the last dog adapted with trigger all on death effects. (the remainder were just double stats)
If I remember correctly the time it froze it was only going through the first revive cycle, and in previous battles it had managed at least two. Of course it was slow looping trough all the dead bees at time, but this time it just completely stopped attacking.
Noted; appreciated the reported. Yeah there is possibly a bug related to having too many followers created and destroyed throughout a run, but I have yet to identify it...
got to 71 depth without Incarnator. I think there should be a no-incarnator infinite challenge
Hopefully reliquary will be able to fulfill the role of this kind of challenges...
just barelly did better with a 73.
why my mirroring familiar only get one of the stat buffs?
Yes. Currently familiar can't trigger each other. It's mostly a technical constraint.
just a ideia for a aspect:defensive aspect take -1 damage from all sources of damage(cost:10)
ideia for enemys:every depth has a chance to have a enemy with a random trait.
just a question do you pretend to put other languages or just stick with as it is?
my summon build: (depth:94) from left to right
mirroring flagbearer;
mirroring beekeeper(2/5);
incubating hound(1/8);
leading hound;
adaptive familar;
adaptive reclaimer;
and two incarnator; :) (forgot to printi)
i losed cuz mazed appeared and shuffled my troops
just one question:there was a moment(other run) where hound was supposed to gain stat from the flabearer but it gained nothing was it caused it losed -2 attack from other troop?
Yes. Chaser can lower someone's attack damage to below 0.
Hi, I got some additional feedback:
- When I have Aspiring Prospector, its attack boost at the start of the combat doesn't increase attack of non-adjacent Familiars - but Prospector should be adjacent to all, so he should boost all Familiars I think.
- When I have a Crow with high attack (4300, see screenshot), random damage dealing becomes extremely slow (like 2-3 arrows / second), and the game is unplayable. I suggest changing the mechanics of random damage dealing, for example like this: There can be maximum of 30 (or choose other quantity) arrows from one source. Damage of these arrows will be be approximately [Attack/30] (their sum will be Crow attack). For example if Crow attack is 40, first 10 arrows will do 2 damage and next 20 arrows will do 1 damage. If attack is 300, there will be 30 arrows with 10 damage. For attack <= 30 nothing changes.
Edit: With this change there can be an imbalance with that enemy which takes only one damage at a time - crow won't be so effective against it.
yeah i did a run with crown too(300 dmg) and it takes a while even in low amount of damages worse when with the follower that let the next follower attack in its place.
Very cool autobattler
I love this game, the only thing you need is to be able to save, I lost a breaking run because I needed to close the game. Other than that it's a great game, I'm also interested to see what the whole relic thing is about.
The bee strat 1.0(aka could be better). (Aploggies forgot the names for some units)
Somehow I ended up losing a run for no appreciable reason? Floor 88 of endless mode, I had a set of Mirrored Sculptors & Mirrored Obelisks along with an Adaptive Paladin with several hundred attack and HP. Ended up in a battle against some mostly-regular enemies with a Free Company Palisade at the very end. Near the end of the battle, with my Paladin as the last one standing, turns took excessively long as the game seemed to check every single one of my dead followers before getting to my Paladin's attack, which would deal 1 damage to the Palisade, then likewise the Palisade would deal 1 damage to the Paladin. After turn after turn after turn after turn of this, the Palisade was finally down to 2 HP while my Paladin still had 233 health left. Then the "Excision Failed" message suddenly popped up, ending both the battle and my run. What happened?
Oh wow. I looked into my code and found out that after 20 turns of no one dying the game will force player to lose to avoid infinite loop. I must have coded it years ago when this feature made sense, and just forgot about it because it never triggered. Sorry about that...
Last run, full core health. Reaper was boosted by Artificier when summoned. Familiar got +16/+16 each combat (temporary attack around 2k during fights). Mostly mirroring, aspiring and adaptive traits on familiars.
Great game, thanks for update!
I also got to the last level 137.
My squad:
- Mirroring Incarnator - all followers are resurrected twice. Beekepers' bees get multiplied by this a lot
- Undying Beekeeper- cannon fodder
- Mirroring Beekeper - cannon fodder
- Sacrificial Obelisk - generates another Beekeper and triggers Stranger's ability
- Adaptive Stranger - consume 3 faith to gain +1/+1 permanently (x2 for adaptive, x2 for Obelisk)
- Adaptive Familiar - gets +8/+8 each battle, damage dealer
- Aspiring Initiate - damage dealer
- Charging Familiar - damage dealer
If I could find second Aspiring trait, I would probably change Undying Beekeeper with another damage dealer and move it to last position - Aspiring Crow (a lot of random damage), or Aspiring Prospector (to boost itself and both Familiars - I hope prospector's ability works this way, haven't tried yet). The damage output would be much higher with this and fights quicker :).
I really enjoyed this run.
One feedback: Combats got quite lengthy at the end (because of a lot of bees :)) - x3 or x4 speed boost would be nice, but current x2 is bearable. I'd like if speed boost would apply to travelling between levels, too.
Feedback: please add confirmation or 'are you sure you want to reset run' on restart run button
There seems to be a bug with Beekeeper and the Adjudicator of the Hunt that when Beekeeper is slain by a enemy, creating Bees, and then Adjudicator of the hunt attacks right after Adjudicator hits the Bees instead of the backline. I've only seen it happen in Endless and after a "retrigger all death abilitys on death" triggered, but those might not be related.
Hmmm noted. Could be that adjudicator selected their target before bees are properly registered in the correct position
no, there is definatly something happening. I just fought the Adjudicator of the hunt, and after my Beekeeper got killed the Adjudicator attacked the Bees instead of my backline
Appreciate the report, I believe that it's indeed a bug and I'll definitely investigate and fix it.
I was just saying that this bug happens probably because when bees are being summoned, adjudicator has already (secretly) started their turn, at which point the bees are not registered in the follower list yet and their "aggro" value still extremely low. So, when adjudicator is choosing their target, they thought the bees are the back-most followers based on their aggro value, even though the bees are actually in the front. Probably all because I forgot to add a delay on beekeeper's death to stop adjudicator acting to early or something like that.
unrelated question, what are Bees? are they like tamed Cinder Flies because they look kind of simaler
Good observation. But the answer will have to wait until we update codex and write each follower a short story
I think Adjudicator is just broken, because I had no summons, nothing weird, and Adjudicator attacked the frontline anyway
that's really weird indeed...
Unrelated, but "Seeking Seeker" is a funny name.
My favorite build is the "sea of bees." It's simple, Mirroring Beekeeper(s), Hellhound(s), and a incarnator then you have a wall that can survive anything
put a mirroring flagbearer in the front and you have a perfect build
A well-made auto-battler. The mechanics are simple but the depth is amazing.
My only real complaint is very high random damage can take a while to resolve. Either it needs to speed up exponential the longer it goes on or a single damage split should be calculated.
Not sure it if I hit unimplemented content but I'm guessing failsafe is as far as I can go for now. Clicking start battle doesn't do anything. Twas a good run, R.I.P.
The team
Diligent Emissary - Early game follower. Buffs faith farming.
Noble Duelist - Early game follower.
Aspiring Refiner - Best faith farmer.
Adaptive Familiar - The GOAT, what others aspire to. Scales very well in endless.
Aspiring Hoarder - Early game follower. Buffs HP.
Aspiring Crow - Main damage dealer. Reliably kills Palisade and lower HP threats. Closest thing to AOE you can get.
Archivist-buffed Mirroring Sanctuary - 2x +2/2 buff, good chance to buff Adaptive Familiar and reduces team's weakness to Fireworks Master.
Mirroring Incubator - Required due to one-shot nature of endless but reviving at 1 HP means it is countered by Fireworks Master.
Endgame goal was to replace the Duelist with an Aspiring Prospector and the Emissary with an Aspiring Paladin.
Other notes
If my run is anything to go by, Aspiring is the most effective way to scale damage in endless.
Dragoon is not worth the Faith cost. With Aspiring and Charging totals to 18+6+18 = 42 faith. An Aspiring Ranger does the same and costs 10+6 = 16 Faith, almost 1/3 the cost for the same damage output. It just doesn't feel viable to use to me.
I look forward to future developments.
Oh wow. Failsafe is when the game can't generate enemies that meet all the requirements. I never tested it this far down because I thought it's impossible...
This is INCREDIBLE. The mechanics are quick to engage with while maintaining a depth for endless play. I defeated the dragon on my second run, and by no means was it easy. Something I really appreciated was how I wasn't necessarily severely punished for experimenting with Combat aspects -- however something I did not enjoy was how certain aspects did not function with whomever they were assigned to. I only wish for incompatible abilities to not be allowed.
The Maze is your best inclusion yet…! It appeared during endless mode with a handful of other baddies, and my jaw dropped.
I like it so much because it completely shakes up a build that depends on synergies between units in order to work as well as it does. This build was soundly trounced when the Maze scattered it all over the place.
This game is so well done. When can people start throwing their money at you as thanks and/or encouragement to continue development? …Asking for a friend.
Good boy <3
Love your work, looking forward to more!
You guys should find a way to port this into mobile! I would love to play it during a long trip or so
This is a super game! Audio and visuals are well designed and do well to set the mood for the game.
Minor suggestion: I think the Winemaker's combat trait should be updated to read "After taking damage, give another random follower +1/+1 until end of combat". As currently implemented, it seems like the Winemaker cannot give himself the bonus, so rewording the trait for clarity would be helpful.
good point
Absolutely in love with this game. So clean and polished, love the colors too. If anything, it'd be nice to have some more varied starts and a way to speed up at least the start
I wonder what's the LORE of this game... Why are WE the one to banish the dragon?, are we the chosen one?, if then why?
I love the game, its has a lot of replayability.
you want to have a shitton of fate and deal fuckton of Random damages? Its possible!
you want to have a party of wanderers and still win? Yes you can (I fucking love traits!)
I love the part when beating the dragon!
i had the sculptor summon a copy of himself, twice, and each of those made 2 statues per support card. the dragon's second fight with me only lasted 1 turn. the fight before that, i didn't have the sculptor copy.
i was near......
Are there only 3 forms for the Dragon boss? After noticing that it changed if you didn't beat it first try I locked the follower who gives you a free carp encounter so I could end up at depth 58 with 1/5 core health, and I bought/used it right before getting to that 3rd form, but after that point the Dragon stopped changing, and I'm wondering if that's just the stopping point or if adding a Carp encounter mid-final-battle broke part of the encounter.
Yes, in the current version dragon only have 3 different levels. However it'll get a small rework with the upcoming update...
There a bug that Unit that have "Death give Faith" does not give faith at all
Are you playing the download version? If so, can you send me the logs at C:\Users\username\AppData\LocalLow\DefaultCompany\HolderOfPlace\Player.log right after the death effect failed to trigger? Someone else reported this bug earlier but I think it has something to do with PC settings. It'll be super helpful if I can take a look at your logs!!
In online play, it's actually every single upon death effect that doesn't trigger.
Is everyone attacking simultaneously in your game? If so, that's not the intended behavior. Can you try if the build in this link https://zittacheng.itch.io/uploadtext (password: REDACTED) fix the problem for you?
OMG that is exactly what's happening. This build wonderfully fixes pretty much every issue I've come across playing the game. Funnily you caught me in the middle of me writing a list of them which is now redundant.
Only pointers that actually stay relevant with that build:
Nice. Glad it works.
Solid feedback on hunt. I'm also not too satisfied with it yet...
Actually, in your game, is there any delay between followers and enemies' attacks? Or are they just sort of attacking simultaneously?
actually simultaneosly
YES!! Then I know what's wrong! Will fix it with the next update thanks!!
both on dowload and web version(finally i be able to do summons build =) )
I uploaded a new experimental build here! https://zittacheng.itch.io/uploadtext (password: REDACTED)
That build (both web and PC version) should theoretically fix the problem, but I can't be sure because I can't find a PC with the correct culture setting to test it...If you have the time, can you check real quick whether the build works for you? You've been a great help, thanks for still sticking with this game!
Great game! The first time I beat the dragon, I ended on three sculptors, one of which would copy itself. This time, I ended with every single follower of mine being a summoning type. Also, I mirrored the follower that gives summons +2 dmg and hp. I love this game
Honestly I was surprised to learn how recently this game was uploaded. I played multiple games of this and was hoping to find a full release version but then I saw how recent everything was and can I just say wow. This was an incredible experience. Let me summarize my experience first time playing this game first. Initially I skipped tutorial because its more fun that way (lol) and so I accidentally made a faith build without understanding what faith did because I am very unobservant. Then I kept going until I lost simple enough and I had just assumed it was endless. Played a few more runs and made it finally to the “dragon” thing at the end and beat it with a hound tentacle obelisk double start of effect build that just is so fun to do. Honestly for every who says the in between loading is too slow I think aren’t in the atmosphere of the game because my takeaway was that it was supposed to feel like a long journey and a sort of a battle of attrition of sorts. I think the sounds in the game are a bit basic and each attack having different sounds wouldn’t be necessary but would be nice. Also if whoever's turn it currently is has their art displayed would also be cool. I absolutely love the titles that give followers an ability and it would be a great if there were hidden ones you can get from successful hunts or recruiting a follower when you have another specific follower. Im so interested in the lore of this game though. Like my initial reaction when playing and not reading anything was me assuming we were miners or something because of depth and designs but even after reading everything I still wonder about some things. Who am I playing as exactly? What is faith and why is it harvested from dead enemies? Whats with the pink faith faction and the red fighting faction? What is the core? Why do my characters revive after battle? Some of these may just be for gameplay purposes so you can ignore those but overall I mean to say I would love a story going on as you play. You could do what darksouls does and add lore through follower descriptions and item descriptions because right now when you click on them they are sort of blank except for what they literally do. This may make it easier for the average player to appreciate the lore of this world. Lastly if there was a system where a character is either ranged or melee damage then that opens up possibilities for traits like “if hit by ranged attack reduce incoming damage to 1” or “Upon death to melee, do 5 damage to attacker” etc. This makes abilities that would otherwise be too powerful become a specialty instead. Ive ranted long enough and disregard my feedback if its stupid or isnt what you are looking to do with this game. Whatever you decide I think this is an amazing work and support what you do with it.