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Mads1050

24
Posts
A member registered Apr 30, 2022

Recent community posts

finally got a good cleaver build going! getting fairly unlucky with the chef hats, however i got 4 duct tapes within the span of like 20 floors so that's pretty cool tbh

sadness

at this point my poison hourglass berserker's club build is so laggy that it takes almost like 40 minutes per battle because doing 2300+ hits with 1 hit per second if i only use poison and dont let them try with any spikes or anything

idk if it's because of the limitations of google or what but not having some kind of steam version is killing me and not being able to donate to the kickstarter due to money issues is :(

jaspel if you read this, please make a free downloadable version of this that's as outdated as the web version for the sake of lag and removing memory limitations

the hourglass likes to do this fun thing where the numbers glitch out after a few thousand and i just think the thought of pressing this 332 million times is hilarious

steam version

it's intended, any negative affects applied to the beserker's club, or anything that normally deals self damage, will always go both ways

pov: berserker's club strats

i think around 13k with arrows post-nerf

are you talking about save scumming? p sure they fixed that

e-stone applies to WEAPONS...

is a brick a weapon (in this context)?

no

doing this with the candle could theoretically create an infinitely lasting build, although time consuming.

interesting idea, i'll update later on if i get this combo

This archer's wand build is incredibly fun and powerful! Next to zero lag considering it's primarily mana, and I only failed because I ran out of mana. 350+ damage per energy and it worked as early as floor 4, doing like 120+ damage per energy cause of that sexy bomb relic

i believe itll be like this for likely a while, as it *does* do as intended, it adds +1 poison

nope. and there likely wont be, a 0 cost item producing item could honestly be like cleaver type breaking stuff, even if it's a 1 use per turn thing

imagine you have 3-4 spices, ~150 max hp, and a 0 cost 1 use per turn item that produces something like a consumable...

it'd be pretty difficult to die in that scenario, before the tougher endless floors anyway

poison sucks but for burn just build better shield

press m on loading menu before starting game

burn can be countered by shield

poison by self healing and that rag thing which is way underpowered compared to the snakes

curses are just instant damage, which can be dealt with by self healing

and stuff like weak, slow, etc can just be countered by waiting or not giving a frick

tho spikes are busted and the only way to stop them are shield which sucks and archery which was massively nerfed

just because damage is negated doesnt mean it was never taken in the first place, the wording is fine

its all just a math game with curses

do you take the curse or lose backpack slots and/or items?

is it worth to lose the slots over 13 damage or take the damage over losing a critical item

they're not that bad unless it's the fucking fire geckos

press M on the loading menu before starting or continuing any game

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king's spike stacking is a total dream crusher for cleaver builds oh my-

im just strolling along with shield hero, cleavers, and a once per turn 20 dmg weapon, i even have chain knives, and no matter what i do his spikes are just way too much for me, and if i just use the once a turn thing with my shields, his regen becomes too much to out-damage and is 100% game killing

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This game is probably one of the best free web games currently on the market, and one of the better ones released this year, and it's still almost a full year until it's steam release. However, the huge RNG aspect makes it so runs either go to floor 5 and get stomped 20 times in a row, or make it to floor 30+ easily.
I'm not suggesting a change to it cause it's what makes the game fun and challenging, but I do want a way to see builds at their full potential.

Either a sandbox mode or some way to dictate what weapon(s) you want to find more often through some kind of random event on f1-3 would honestly make this game be really interesting, allowing builds that have never been seen before, and allowing floor maximums that have never been seen before.

The sandbox mode can obviously disregard any kind of leaderboard you may set up, and the random event idea would be like "Which offensive path do you find yourself going down, young one?" then the player picks one (melee, archery, magic), and then those weapons or items relating to them (ie shield for melee and arrows for archery) would show up 20% more often or however much.

actually this was covered a few patches ago, cause it used to. now they only trigger eachother once, so green cleaver (gc) A is used by player, gc B gets activated, which activates gc A. But that 2nd activation for gc A doesn't reactivate gc B.

idea: don't use cleavers.

they were nerfed for a reason, they were busted. archery is still pretty good despite also being nerfed, block/spike is still pretty good for getting past magma, and there's still plenty of synergies.