Yeah so I’ve been able to beat it with Crusader and Bishop so far. Bishop was the easiest and I ended up unlocking all but a couple classes on that run. My deck was pretty cool lol Love it though great little time bandit
If I remember correctly I had a couple really good altars. I think the one that let me accumulate energy at the cost of 1 Max was awesome. I ended up with enough armor and hp gain to stay alive and I had a couple tomes that dealt damage for every card which was around 35 or so. Worked out pretty well. Haha could’ve gone probably many more...Speaking of that!?! An endless mode could be cool? You already have a “leaderboards” out there for people who chase that kind of thing (; Oh yeah and I had that card Horculum or something like that which give perm +4 damage if it kills something and I like I had that up to 56 damage or something. It was nasty. Ended up getting it early on and used it on almost every battle.
Well define “large”? The game is comprised of 10 floor runs which are randomly generated. As for weapons & items they are just a different card. I’m not sure how many total cards there are but I’d guess maybe 50 or so? @Linclonb can answer that question. There are also altars to help/curse your run. Which is fun to toy around with. As for monsters there might be 25-30 I’d guess each unique in their own rights. The game isn’t very long but can be tough if you don’t pick right with your deck as you build it. So far I’ve beat it with Crusader, Bishop, and Soothsayer. There are plenty of classes to unlock. Personally, I’m a sucker for card games so this is just bite sized enough for me to grab and play on a poo or smoke break and that’s all I ask for (; don’t get me wrong I’ve sat for over an hour or 2 just trying different champs. It’s worth my Big Mac
@lincolnb is there a way to add something to see who we’ve beat it with. Like a symbol on the picture or by the name?
Ah yes, an endless mode would be awesome ... unfortunately the game wasn't designed with that in mind and it would require significant retooling of the game engine to make it work. It's not 100% off the table, but we don't have any current plans for that. aconfusedkender hit it on the head. There are: 10 floors 8 characters 12 altars (one every three floors) 35 monster encounters (three every floor except boss floors just have one) 75 cards, but 8 of those are class specific and you can't pick them up (each class starts with a different special card) That would be a good idea for something to add -- i'll talk about it with my dev partner!
I just "beat" it but I don't quite understand the way it ended. It was my first play through so maybe what I'm asking is a bug, I don't actually know. On level 10, I fought a bunch of undead guys and won. They were tough, but it didn't say anything about it being the final battle so I don't think it was. Then I walked, just like normal, into a room that had a red knight looking guy. Instead of tapping on him, I tapped on a barrel in the room. He came at me but I assume I got to the barrel first. Then the message box came up saying I won, something like "by beating the final boss, you have won." But I never even fought the red knight, certainly didn't defeat him.
Yeah, it's a little ambiguous but you don't actually fight the red knight -- you just run into him to end the game. The final boss is the undead lord, who you defeat on the last floor.
Thank you for making this nice game. This is a brilliant card game. However, there is some issue bothering me. 1. Is it possible for the player to know what would the enemy do before using the card? 2. It would be better to have an option that speeds up the attack animation. 3. If the end round icon moved to the bottom, the game would be much user-friendly on iPad.
Thanks, glad you're enjoying it! 1. Yes kind of, if you tap on the monsters you can see a list of their attacks. Usually there are only 2 attacks, so they will just pick one of those two at random. It's not perfect like "Intent" in Slay the Spire, but you can sort of guess it most of the time. 2. Some other players have mentioned wanting a "fast mode" of some kind, so we are thinking about that. 3. I've heard that as well for iPhone X -- thanks for letting us know!
I’ve been playing this game some more lately, and really enjoy it. The card variety is pretty cool and that combined with the masses of enemies in a battle prompts you to think of the most efficient combo to take them all down or risk heavy life loss. We are given choices for new cards so often which is good because that’s the high enjoyment part of playing these kinds of games. However, something that I just can’t get past in thought is that exploring the “dungeons” feels kind of mundane and chore like. Basically all of the dungeons just go round in a circle, and basically it never feels like there’s any required choice or strategy to exploring rooms (because they’re in a circle more or less anyway). And as soon as you find an enemy it will chase you the whole may so may as well just run straight in to them and go for it. The dungeon walking is like a redundant nod to dungeon roguelikes. I feel like there could be an epic game here if there was A LOT more to the point of the dungeons. But I appreciate that would be a fairly sizeable undertaking due to balance of the game. What I’m thinking towards is more rooms, so it’s not basically a circle. (Think of a brogue map), colour some rooms such that the colours indicate the difficulty of the fight in there and give better loot in there in accordance. Make it such that some more difficult rooms are maybe optional for that floor, could really leave us beaten, but may give us an epic card, (though hopefully won’t destroy the balance of the game!). This is all just one kind of idea, perhaps there’s others more easily implementable. I hope my perception isn’t too harsh as the game is neat as it is. It just could be more, admittedly with a major change.
I literally agree with everything this guy said. As chef Ramsay would say... “THIS DUGEON IS DRY!!!!!” He’s never said that.... but whatever. It just needs some spice doig. And some more cards cuz greed is good. *poof*
Great feedback — we have thought adding more stuff to the dungeons but like you said it’s a pretty major undertaking, and we’re just two guys with day jobs That said, after a short breather we will start planning an update with some new content. I too think there should be more stuff in the dungeons but what form that will take I’m not sure — whether the dungeons are smaller (shorter hallways mostly) or whether there is just more content remains to be decided. But thanks for weighing in!
Main issues I have with the game : - The dungeons serve little to no purpose : Walk room / Kill enemy / Walk room / Kill enemy. Clicking on stuff to sometimes earn 1gp gets old pretty fast as well. - There are quite a few cards that are pretty bad and don't make much sense. - And last, it's too easy to trim your deck down to the minimum possible cards so that you get to the point where you can abuse the AP system. Otherwise, the game is great ! Edit.: I've unlocked & finished the game with all characters - If you like cardgames & roguelikes, it's a good game I'd definitely recommend
Not a dumb question at all, it's explained only briefly in the tutorial. Exhaust means that you can only use the card once per battle. It's like a less severe version of Consumable -- it will be available for use again in the next battle.