Managed to get a singing girl into my head + the umbrella ability. So constant singing + umbrella meant always able to fly until I encountered that suppressing effect.
eecee
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I eventually got to some kind of city where a bike was driving in the metro tunnels. Couldn't figure that out.
First thing that confused me was how to add those dudes to my head. Took a strong while to figure that out.
Got lucky sometimes, so I could start figuring other things at the same time.
I think if it would start with an easier "first" level to ease the player into how things work it would help. Still now, it feels like we're being thrown into the chaos to figure it out.
It's really annoying that those guys can cut my inner connections as well. It makes me uncertain that I'll be able to have the necessary skills to complete future puzzles and made me restart multiple times.
The lever that drops down to the "graveyard" also wasn't correctly working for me I think. Might've been a skill issue on my part / luck when it did work, but either way it was an annoying thing which I already completed in previous tries but just couldn't at random times. Maybe related to rope that's too long?
I think I just basically hyperfocused and got stubborn about wanting to succeed at this game. I can image a lot of people just get stuck and think the game is still minimal and buggy, and never discover all the work you already did.
So here's how I figure things work:
- Enter dolls with Q. If you see a circle below them, that's the visual cue. Otherwise you'll enter your own head. "Shielded" means you can't enter them.
- You can capture other dolls and put them in your head. They need to be around your head (so a bit above you usually) and then you can mouseclick (or E) to put them there when you see a circle appearing.
- In your head you can put them somewhere to get or upgrade abilities. Put a jumper somewhere and you can jump. Add another, you can jump higher. Same with a cutter and a roper.
- Jumpers are easiest to capture because they already jump to that height.
- You can enter other dolls. They might have other dolls in them. You can cut their ropes (abilities). Cut "Core" and they die. Always exit at the top.
- Colored circles indicate that there are dolls in other dolls.
The tooltips help a bit, but this game certainly assumes way too much insight from the player.
- There is some kind of knitting machine. I've gotten it to work, but have no idea how it works.
Bug?. In some way my "smith" got Exhaust. I think I only upgraded it with "attack 3".
Edit: tried it again. "Attack 3" upgrade adds exhaust.
Edit2: something else. Maybe it's because of me clicking fast, but the "draw 2 if only basic cards in hand" card sometimes fails for me. Might be because the curse card is still being discarded or something.
Another unlimited issue:
Scarecrow + [on hit: gain 1 coin].
First of all, it can make a softlock.
Second.
Javelineer + scarecrow + alchemist + arbalist
The effect of the scarecrow becomes bigger and bigger and bigger until it gets ridiculous.
Edit: arrgg, the knight with spikes finished my guys off and I was actually hardlocked.
I played previous versions, so I'm really happy with the "unlock all" button.
I already won ascension 12 with the fighter & paladin.
Upgrading the smith card is very good, it probably should be a bit more expensive.
The "draw 2 cards" for 0 energy should probably at least also be tricky or exhaust. Haven't abused it, but it's doable to use (multiple) of those cards to just play your best attack 4 times in 1 turn.
I was surprised how good paladin was, the "1 extra turn" from fighter is seriously strong just for getting extra gold / farming more upgrades.
1 problem with the design currently I think is, "just upgrade your attack, maximise gold, upgrade smith & buy relics" is a good enough strategy. Which kind of undermines the deck builder part.
Really love this game by the way, I hope my criticism comes across as constructive.
Nice update! Some thoughts:
- There's a bug. "Slash" triggers all the "start of turn" relics it seems.
- Ascension 10 feels impossible now (might be skilll issue).
- The -2 draw on turn 1 feels like a serious debuff. (In a weird way it is a buff for Innate + Hammer though)
- Card play mechanic is really nice. To be honest, it doesn't feel like that should be the current focus of the game. I get why you want to improve it, but better "game content" would improve the game so much more. I'm was more looking forward to playing another character than this improved mechanic. Either way, nice job!
This seems very interesting! The flavor bonus is brilliant.
I was wondering, shouldn't the main spell casting ability of the druid be WIS?
Now the class gets +2 WIS, but it's INT-based.
And shouldn't spell DC be 10 + INT?
Found this today, and we'll be playing this pretty soon when introducing new people.