My favorite build of the demo (actually a bit tryhard cuz you need a lot of pieces) is a low life Bell build where your Bell damage scales with your max Life and your max Mana, then you go full Conviction and some life regen just to keep spamming the bell with bonkers amount of damage
it looks good but there a few issues with it that I immediately see but its just based on observation and may not be truly be this way for the remainder of the game. 1. I not sure why anyone would want to take 4 different skills, seem like since we know it makes it hard to get any one particular skill to be good, by the time you get to the deeper floor, your dmg will be severely lacking less the relics had already set you up but that's a different story. 2. I notice they do a indicator on the minimap for elites/power up but not for chests, that feels like a odd design choice to me as it would've help to determine if side paths are worth doing, you on the clock after all. would say the same for the statue but it seem like they on the pathway so there no reason to bring that up. 3. Melee looks fun but rough, if something shotguns or point blank quickly enough, seem to lead to getting obliterated (doesn't help some enemies ignore shielding) so maybe each melee skill could have something that makes it easier to dodge or block out some dmg during use, but not too much, don't want it to be the go to skills. As far as the clock goes, it seems fine, long as there a way to go even more faster and back to where originally were, otherwise it'll lead to some "grind grind grind" till you win situation. skipping floors is a good step and seems to be a way to do so it seems?
Devs said that they are still balancing the clock and also teased a "enraged" mechanic that activates when you're fighting a boss or a horde floor, and they also also said that the next playtests will have ways to "counter" the clock ie: defeating a boss will restore 30 seconds to it.
If you're looking for another incremental game I really suggest you Digseum. The base mechanic is based about that excavation minigame in Pokemon diamond/pearl solid 9/10 game of that genre
Great video
My favorite build of the demo (actually a bit tryhard cuz you need a lot of pieces) is a low life Bell build where your Bell damage scales with your max Life and your max Mana, then you go full Conviction and some life regen just to keep spamming the bell with bonkers amount of damage
I don't really understand how many floors there are but I'm excited to keep playing and getting further. Hope you keep making more of these too.
14 for now, the devs said that they forgot to update the pop-up that appears in the main menu
Man I'm really enjoying these videos, wonder what kinds of builds you can come up with
Is so refreshing to see someone doing content that is not poe2...and with a grate game to.
it looks good but there a few issues with it that I immediately see but its just based on observation and may not be truly be this way for the remainder of the game.
1. I not sure why anyone would want to take 4 different skills, seem like since we know it makes it hard to get any one particular skill to be good, by the time you get to the deeper floor, your dmg will be severely lacking less the relics had already set you up but that's a different story.
2. I notice they do a indicator on the minimap for elites/power up but not for chests, that feels like a odd design choice to me as it would've help to determine if side paths are worth doing, you on the clock after all. would say the same for the statue but it seem like they on the pathway so there no reason to bring that up.
3. Melee looks fun but rough, if something shotguns or point blank quickly enough, seem to lead to getting obliterated (doesn't help some enemies ignore shielding) so maybe each melee skill could have something that makes it easier to dodge or block out some dmg during use, but not too much, don't want it to be the go to skills.
As far as the clock goes, it seems fine, long as there a way to go even more faster and back to where originally were, otherwise it'll lead to some "grind grind grind" till you win situation. skipping floors is a good step and seems to be a way to do so it seems?
Devs said that they are still balancing the clock and also teased a "enraged" mechanic that activates when you're fighting a boss or a horde floor, and they also also said that the next playtests will have ways to "counter" the clock ie: defeating a boss will restore 30 seconds to it.
If you're looking for another incremental game I really suggest you Digseum. The base mechanic is based about that excavation minigame in Pokemon diamond/pearl solid 9/10 game of that genre
Would you play Bazar?
Wait, the dub is in Portuguese?! 🤯🤯
how many people didn't read the 3rd L of the game title...