I found out the Goblin Priest is a bit mislabeled. The way it works is, it makes each goblin and bugbear fire a fireball every time they attack, so for example since goblins have combo, they would fire 2 fireballs each round.
I am really enjoying both watching and playing this game, so thanks Reto for introducing it to me. One of my favourite thinks about it is the run length which is short enough to play while I am wait for something to cook or whatever and is short enough that if it all goes South near the end I haven't invested too long in it. This might be the rare roguelike I complete every level (I'm on 19). ALSO- The other game that currently does that quick run itch for me is Dave the Diver which is neither truly roguelike or -lite but has enough of that that I would love to see Reto do a series on it.
I will say, if the game has any detriment it's that once you understand it it's maybe a bit too easy? I think I got the level 20 challenges done on like my... 2nd try? (No rings, no rerolls, no removals) and after that and a few rounds of endless I was kind of like "... Mnnhn, dunno what there's left to do here." Granted, I think it's just part of the "roulette" games. With so much RNG involved they can't be *that* hard or else they become frustrating. Fhtaghn Simulator had a similar thing for me where once I got a handle on it it felt pretty solvable too.
@@thaddeusgenhelm8979 Yeah, that's fair. But I play a lot of games, they don't all need to be ball busters. It's going to take me a while to get level 20 without rings, refreshes or removals and by the time I have done that I will have definitely seen all the game has to offer and that's no bad thing
@@LastielionOh, sure, nothing wrong with a bite sized game from time to time. Given the price tag and concept, I don't feel like there's not enough game there or anything. I just wish there was a mode with a little more teeth other than getting 35+ layers deep on endless when you start having like, more adventurers on the board than monsters. Apparently pushing to wave 99 of "endless" (which isn't exactly endless, as it turns out) does take a bit of luck and time, but I just wouldn't mind something that actually was like "Yeah, use all your rings, use all your tools, you're going to need them" difficult at the tail end for people who like to push themselves like that.
I had a slime build that worked decently well. The important relics are the relic that make slimes crit, the relic that makes crits guaranteed, and the relic that makes crits do more damage. Past that, it was a matter of getting minions with big attack values on the board. I ended the game with my slime sitting at over 100 attack value and doing a crit on every attack. The main issue with slime build is that its single target damage, and also that it is anti synergistic with high value cool down minions - and by extension it is anti synergistic with a lot of legendary minions who frequently do more damage than just their raw attack value.
Yeah that is kinda what I fear though. If the best the build puts out is a single even _200_ attack slime with guaranteed big crits, it isn't reliable to have all your value on one melee unit. Hopefully a relic will be introduced to widen a slime build. E.g. every x turns your highest value slime splits into two (the % attack they get is up to balance interpretation). Or even just a relic that makes them ranged.
Loving this style of game. This one in particular is a real gem and works very well in the 'Luck be a Landlord' style while doing enough to be its own game. And it does one thing that most roguelikes don't do enough of: early ascensions are EASY. Later ascensions get HARD. Most of them start out at a high bar to clear for a first run and just scale harder. Its great for people who want that sort of experience... but those people can also do the first several clears with their eyes closed (lookin at you Reto!) and get to the high difficulty they are looking for. Not to mention that makes more room for higher ascensions, so you can have the best of both worlds with a longer list of difficulty for people who truly enjoy the game. Hoping support sticks with it to see the whole ascension climb!
Since you asked, you make a slime focused build by not getting rings that boost minion rarity, committing to Slime from the first Slime you get, and otherwise focusing on attack boosting stuff and not caring too much about the minions you get other than for their attack value. As for Time Hound, its special relic isn't the Ancient Fang, it's the Dark Potion (a legendary treasure), which generates lots of Accelerate and Vulnerability based on how much Poison Fog and Thunderstorm you have (one extra per 7 of either). So you get a build that focuses on one or both of those to the point of building up a stockpile, grab the Dark Potion if it comes up, then laugh maniacally as your Time Hound attacks 99 times a turn!
I found out the Goblin Priest is a bit mislabeled. The way it works is, it makes each goblin and bugbear fire a fireball every time they attack, so for example since goblins have combo, they would fire 2 fireballs each round.
Baby Dragon on round 1
I can already tell this is gonna be A RUN
Streamer luck 🍀 hahahaha but fr he got so many legendaries I haven’t yet seen I’m actually stunned 😳
Nobody puts baby in a corner, but when that time blue hound goes in the corner, it sure does pop off!
They were gonna add a baby, but a swayze turning up breaks the game
Goblin Shaman triggers on each attack, including combo. It needs a little support to take it from good to great, but it gets cracked in a hurry.
Now that I have a keyboard I want to say thanks for continuing this series - there's more depth here than first appeared.
I am really enjoying both watching and playing this game, so thanks Reto for introducing it to me. One of my favourite thinks about it is the run length which is short enough to play while I am wait for something to cook or whatever and is short enough that if it all goes South near the end I haven't invested too long in it. This might be the rare roguelike I complete every level (I'm on 19). ALSO- The other game that currently does that quick run itch for me is Dave the Diver which is neither truly roguelike or -lite but has enough of that that I would love to see Reto do a series on it.
I will say, if the game has any detriment it's that once you understand it it's maybe a bit too easy? I think I got the level 20 challenges done on like my... 2nd try? (No rings, no rerolls, no removals) and after that and a few rounds of endless I was kind of like "... Mnnhn, dunno what there's left to do here."
Granted, I think it's just part of the "roulette" games. With so much RNG involved they can't be *that* hard or else they become frustrating. Fhtaghn Simulator had a similar thing for me where once I got a handle on it it felt pretty solvable too.
@@thaddeusgenhelm8979 Yeah, that's fair. But I play a lot of games, they don't all need to be ball busters. It's going to take me a while to get level 20 without rings, refreshes or removals and by the time I have done that I will have definitely seen all the game has to offer and that's no bad thing
@@LastielionOh, sure, nothing wrong with a bite sized game from time to time. Given the price tag and concept, I don't feel like there's not enough game there or anything. I just wish there was a mode with a little more teeth other than getting 35+ layers deep on endless when you start having like, more adventurers on the board than monsters.
Apparently pushing to wave 99 of "endless" (which isn't exactly endless, as it turns out) does take a bit of luck and time, but I just wouldn't mind something that actually was like "Yeah, use all your rings, use all your tools, you're going to need them" difficult at the tail end for people who like to push themselves like that.
I had a slime build that worked decently well. The important relics are the relic that make slimes crit, the relic that makes crits guaranteed, and the relic that makes crits do more damage. Past that, it was a matter of getting minions with big attack values on the board. I ended the game with my slime sitting at over 100 attack value and doing a crit on every attack.
The main issue with slime build is that its single target damage, and also that it is anti synergistic with high value cool down minions - and by extension it is anti synergistic with a lot of legendary minions who frequently do more damage than just their raw attack value.
Yeah that is kinda what I fear though. If the best the build puts out is a single even _200_ attack slime with guaranteed big crits, it isn't reliable to have all your value on one melee unit. Hopefully a relic will be introduced to widen a slime build. E.g. every x turns your highest value slime splits into two (the % attack they get is up to balance interpretation). Or even just a relic that makes them ranged.
So each time a goblin attacks,when you have the chief, it launches a fireball so you can imagine the synergies
Love to see more of this!!!
Time hounds are CRAZY POWERFUL , especially when you can increase it's attack by 4 possibly every 3 turns
Would be sad to see the series go, just letting you know in the comments down below.
Loving this style of game. This one in particular is a real gem and works very well in the 'Luck be a Landlord' style while doing enough to be its own game. And it does one thing that most roguelikes don't do enough of: early ascensions are EASY. Later ascensions get HARD. Most of them start out at a high bar to clear for a first run and just scale harder. Its great for people who want that sort of experience... but those people can also do the first several clears with their eyes closed (lookin at you Reto!) and get to the high difficulty they are looking for. Not to mention that makes more room for higher ascensions, so you can have the best of both worlds with a longer list of difficulty for people who truly enjoy the game.
Hoping support sticks with it to see the whole ascension climb!
This game is just so entertaining to watch you play
Since you asked, you make a slime focused build by not getting rings that boost minion rarity, committing to Slime from the first Slime you get, and otherwise focusing on attack boosting stuff and not caring too much about the minions you get other than for their attack value.
As for Time Hound, its special relic isn't the Ancient Fang, it's the Dark Potion (a legendary treasure), which generates lots of Accelerate and Vulnerability based on how much Poison Fog and Thunderstorm you have (one extra per 7 of either). So you get a build that focuses on one or both of those to the point of building up a stockpile, grab the Dark Potion if it comes up, then laugh maniacally as your Time Hound attacks 99 times a turn!
i enjoy this series, keep it up 😁
love this game, im gonna be sad if u dont continue but im def gonna buy it
I binged all the episodes today, this game looks sick
This is an awesome build.Congrats.
Hehe 9:27
Retro: that's where all the buffs went* pause* JESUS
I guess u could say
SATAN
Get it because it's a demon he's talking about 😅
This game can really support some sick builds.
Man, these are so entertaining. Really love this game. :)
The phrasing sometimes isn't clear but it does seem that "if" is usually "each time". Haven't tested everything tho so might depend
Great game. Need more.
I love dragons, who doesn’t love dragons?
The accelerate was going off there at the end. I mean Im not sure we noticed, but doesn't like 9 accelerate just instantly proc everything?
More of this
Goated series
.
dear lord, Time Hounds are so broken lmao
I cant wait to see a thunderstorm or blood arrow build
One like, one cloned old viewer, duh.
coommment