Something that would be nice is just an indicator of how much damage you're doing to an enemy with an ability and at the end of turn, it can be kinda complicated to understand how much damage an enemy might take by performing an ability in a certain location and might help you from making bad decisions since there isn't an "undo" button for abilities (which I prefer). Also, it can be very hard to translate how much 63 stacks of poison is going to do on an enemy compared to other games where 1 stack of a damaging debuff does 1 point of damage. Having a system that says, "Hey, if you cast this ability here, you'd do 350 damage and they'll take 750 damage at the end of the turn => which means they'll die at the end of their turn." An indicator to whether or not they'll redirect their attack would be really nice too. It's very confusing just from watching what attacks will and won't redirect. Also a separate Health bar color for when you're taking damage immediately upon using a Binding from the current location would be really nice"
I mentioned in my feedback to the devs that Pacifism is brutal. Punishes you for doing what you are supposed to (killing enemies). I hope they rebalance that one.
Can anyone explain to me how movement works in this game? I can't seem to find any visual indication of how many actions the movement will take. I can't figure it out.
When you press to use an action it will lock you from using additional will to move so you can move around the edges of how far you can move in order to line up an attack better. You can wiggle around a small amount without using any will for movement which you can use to kind of stutter step in between attacks. When just moving you will place down a blue indicator on the floor that tells you that past that point you have used an additional will to move. After you use any action or pick up an orb, where you are standing will be your new starting position for your next action. The purple circles show the mob's attack range and if it's pink that means that you are standing in it and will get hit. The orbs will light up if you are in range to pick them up from your current position. I hope that all makes sense.
No, but they do have plans to release sometime in early 2023. However, if you go to their website you can sign up for their beta access and they may reveal more information on dates when they have their Twitch livestream on the 27th this Friday.
I am really looking forward to this game, but I do not like that battle pass and seasons aspect. Roguelikes has so many replayability in itself, that you spend many hours for unlocks, achievements, trying out different builds etc. There is no real ending, where you just finished game and it's your last run. So for that "fulfilment feeling" I like that I can get everything there to be done, like complete all achievements, in-game challenges, unlocks etc. With those battle passes and seasonal rewards it probably means we won't be ever able to achieve everything unless we play regulalry and spend money on BP. Unless it will be done like something that comes back, instead of being limited, but it will be probably like in all other games. You are either here now and collect that or you have to forget that. Might work for some online games where their lives are dependent on active community, but for roguelike game that can be played in single player I really do not like that attempt on trying to force you to play in a certain time frames, because you are a completionist. After all I will probably focus on unlocks that are there all the time and on the gameplay itself, but limited stuff bothers me anyway.
honestly insanely well designed game ngl loving the videos
Something that would be nice is just an indicator of how much damage you're doing to an enemy with an ability and at the end of turn, it can be kinda complicated to understand how much damage an enemy might take by performing an ability in a certain location and might help you from making bad decisions since there isn't an "undo" button for abilities (which I prefer).
Also, it can be very hard to translate how much 63 stacks of poison is going to do on an enemy compared to other games where 1 stack of a damaging debuff does 1 point of damage. Having a system that says, "Hey, if you cast this ability here, you'd do 350 damage and they'll take 750 damage at the end of the turn => which means they'll die at the end of their turn."
An indicator to whether or not they'll redirect their attack would be really nice too. It's very confusing just from watching what attacks will and won't redirect. Also a separate Health bar color for when you're taking damage immediately upon using a Binding from the current location would be really nice"
Poison build is like:
Omae wa mou Shindeiru!
I mentioned in my feedback to the devs that Pacifism is brutal. Punishes you for doing what you are supposed to (killing enemies). I hope they rebalance that one.
I felt the debuff should reduce or disappear each turn you kill nothing.
Miss playing this game already, it's a must buy for me i have to say, enjoyed watching your plays
I'm super hyped for this game but I really wish they had a playable demo or a sign-up for beta access.
They have a playable demo on steam
@@alekb9099 Yeah. My friends and I played it a lot. But at the time I posted the initial comment, they did not. :D
you got enough money after the first boss, you could have ran back to the 400 money ascension to upgrade something
running back isn't something the game ever tells you you can do, and it wouldn't make for enjoyable content anyway, prolly
YOU CAN RUN BACK?!
@@Gnagniel yea, the game doesn't make it obvious, but you can run back to the start of each zone as long as you dont leave after the boss
Recomended game for let’s try: Dungeon 100
Already did it a month or so ago!
@@Retromation nicee! I’ll check it out during tomorrow’s “Reto Break”
Can anyone explain to me how movement works in this game? I can't seem to find any visual indication of how many actions the movement will take. I can't figure it out.
Keep an eye on the will bar, as well as the light blue indicators on the floor. That will show path and each new arrow is one more will used
When you press to use an action it will lock you from using additional will to move so you can move around the edges of how far you can move in order to line up an attack better. You can wiggle around a small amount without using any will for movement which you can use to kind of stutter step in between attacks. When just moving you will place down a blue indicator on the floor that tells you that past that point you have used an additional will to move. After you use any action or pick up an orb, where you are standing will be your new starting position for your next action. The purple circles show the mob's attack range and if it's pink that means that you are standing in it and will get hit. The orbs will light up if you are in range to pick them up from your current position.
I hope that all makes sense.
Does this game have an official release date?
No, but they do have plans to release sometime in early 2023. However, if you go to their website you can sign up for their beta access and they may reveal more information on dates when they have their Twitch livestream on the 27th this Friday.
I am really looking forward to this game, but I do not like that battle pass and seasons aspect. Roguelikes has so many replayability in itself, that you spend many hours for unlocks, achievements, trying out different builds etc. There is no real ending, where you just finished game and it's your last run. So for that "fulfilment feeling" I like that I can get everything there to be done, like complete all achievements, in-game challenges, unlocks etc. With those battle passes and seasonal rewards it probably means we won't be ever able to achieve everything unless we play regulalry and spend money on BP. Unless it will be done like something that comes back, instead of being limited, but it will be probably like in all other games. You are either here now and collect that or you have to forget that. Might work for some online games where their lives are dependent on active community, but for roguelike game that can be played in single player I really do not like that attempt on trying to force you to play in a certain time frames, because you are a completionist. After all I will probably focus on unlocks that are there all the time and on the gameplay itself, but limited stuff bothers me anyway.
Hemm