Michael Brough's games never get old! That's the great thing, such a genius. Simply brilliant gameplay concepts. Hack is my favorite game ever... Maybe was! I loooove Imbroglio.
https://twitter.com/patashu0/status/735604667606958081 I managed to fill 14/16 of the tiles and 2/4 of the gates with monsters. Oops!
It seems so exceptionally rare to reach the point where your deck is getting exciting, realizing its potential synergies, and doing fun and powerful things. For me, 95% of runs involve getting to about 100, where the deck is just starting to get interesting, feels slightly better than vanilla, then getting stuck in the maze and dying. Don't get me wrong. I love this game and can't stop playing it. Probably I just need to get better, or play more, so those rare runs, with the fun payoff of witnessing synergies and abilities in action, are encountered more. Anyone else feeling this way?
Good layouts + good tactics get well past 100 consistently. Reflect on what kinds of mistakes you may be making both a strategic and tactical level. Obviously you can always lose due to bad luck, but just like in other RNG-heavy games, every board layout choice and every move is a risk vs reward tradeoff that you can tune to your liking.
Thanks for the feedback. Maybe I'll watch that video of yours again to see how I can improve my tactics.
This game is great! On the leaderboards I'm currently: #7 for Count Harry IV #3 for Masina Rebel Queen #1 for Vesuvius Bob #1 for Johnny of the Birds #1 for Fey Sorceress IXXTHL If anyone has any questions I'll try to answer them.
Hi vivafringe, great work! If you want to record one of your runs, you can use the 7 day trial of Reflector 2 ( http://www.airsquirrels.com/reflector/ ). I'd be interested in seeing some high level gameplay.
Hmm. Off the top of my head: - Your most important resource is often not XP, or life, but TIME. Monsters regularly enter based on steps you've taken, and also ramp up over time. If you waste turns, you're not going to get a high score. Move efficiently, and don't waste too much time saving HP or managing XP. - Figure out ahead of time what weapons you want to prioritize giving XP to. Often you don't have to kill a monster immediately, and can just lead him onto an important square to powerlevel. Again, try not to waste more than 2 turns doing this, though. - Use your hero power aggressively. It's tempting to just use it as a panic button when you're about to die, but if it saves you a lot of turns, it can be worth it even if you're not in any real danger. Vesuvius Bob is a great example, here. You should constantly be watching for when you can save a lot of turns by bypassing a key wall.
Thanks! I've definitely wondered how the game would feel if the monster spawn rate increased by # of monster kills instead of by total moves made.
The difference is feeling pressured to never monster-dance, or backtrack, or mis-swipe, because by doing so you are "moving inefficiently" and making the game harder earlier. Sometimes I'll even restart a run if a particularly bad instance of the above happens before ~15 gems.
I'm wondering if it would be beneficial to have some sort of meter displaying the increase in monster spawn rate as a result of your moves. It might just be good to know, so you can see at say gem 15 what your spawn rate is, and think about how that compares to previous, and then look again at say gem 38 and think about it again. An aesthetically yet meaningful meter of course. like I said, it's just an idea. May or may not actually help at all.
But think about it - those turns you spend making extra moves will cause the next monster to spawn earlier, meaning relative to gem progression you have killed more monsters than you would have otherwise, which means relative to gem progression the monster spawn rate is higher than it would be otherwise - which is exactly the same result you get under the current system. I would like this a lot. I guess not having a turn counter is an aesthetic decision?
Patashu, I see what you mean. The appropriate contrast would be current system vs. system where spawn rate is tied to gem count. My point was that pressure to move efficiently leads to the feelings I described above, including the idea that killing a run after a particularly inefficient opening can make sense.
The problem with spawn rate tied to gem count is that it would make weaker boards a lot better, since you could kill many more enemies per early gem for as long as you don't need to regenerate the resources (and stuff like vampiric spears would help a lot for example). Tying spawn rate to turn count is a necessary evil to make sure every decision is important.
(Spoilers) Something interesting happens when you reach 256 points: https://twitter.com/vivafringe/status/736351087792263170 https://twitter.com/vivafringe/status/736351264124981249 https://twitter.com/vivafringe/status/736352106420932612
Wow! Good job Maybe something happens if you get to 256 a second time? Or if you get 256 with all characters? Just a random guess though.