Wow thank you so much for playing! It's honestly an honor to have you play!! =] And sorry about those deafening explosions, I'll be fixing that one ASAP.
Also that Sacrificial mod really messed Toughguy up for you. Sometimes it can be really good, but that was a brutal spot for it to spawn, ahaha! I'll probably do as you mentioned and lean into the skill tree a bit more!
@@ShenHibiki I actually just pushed an update so you always have at least 2 paths to take! I'm considering a "pass" option, but I'm going to think / test that a bit more first. Also the update has a fix for the deafening firebombs (I hope anyways!)
@@pinnyo_ Yups, or go a different route and give a small heal OR the ability. Could tie it to different kind of characters as passives, one that can pass a few times, one that can heal by destroying an item and one that can reroll.... There's also the option to make something like the sacrificial upgrade a toggle so the player can choose when to use it. Or explicitly make it not take the last hp. Or make it not cost the hp if it kills.... Choices choices :D
This seems to be a game to help people get over their elixir syndrome. Use items as efficiently as possible, u can't save anything for post final boss.
Definitely would watch more of this. Especially since you unlocked another person that you can play. I like the resource management and tactical thinking, plus the nice twist that you picking your upgrades changes the dungeon too.
This is really neat. It's really all about giving the player info, so it's not like "is that a mimic?" More "oh, when do I wanna fight the mimic?" Which is really interesting, but then you're right, you should be given an alternative for sacrificial. Or relabel it as a curse, but even then... It would kinda suck to be unavoidable.
Seems alright, maybe just some balacing with resources maybe? Like having limited resources is okay but they either need to replenish more by; having a space where you could choose health or replenish bits or at least after a boss fight it is a full heal and replenish. Maybe solve two issues in one by having the skip an upgrade/talent be the replenish and have an extra layer of having to think about if you want to take a talent or if you want the full replenish
I actually was using your two in one solution for a while but found it was a little too good and people often picked it over an upgrade, if that makes sense? Definitely something I'll have to tinker with again!
I felt bad about how your mouse was jumping back and forth over and over to different game objects. It felt erratic. But worse was when the whole game board kept shifting a bit to the left and right whenever you needed to pick and action. This was the first video of hundreds where I felt this way.
Yeah, there actually is an option to have actions be more contextual. If you right click you unit the menu pops up right beside your character (it just doesn't have as much information). I'll have to consider changing this to be the main action menu.
It seems like you overlooked that you had the ability to attack again with your main attack while using your B actions, was that possible? It seemed it was because the color of the main attack changed to white after the first action on a turn
Hmm, that's not necessarily the intent, but it is designed to kind of force you optimize every ability/item usage you have. (Also when you run out of main actions something happens). By the end of a successful run you'll either barely win and be running out of everything, or you'll have gotten super OP build and be cruise'n.
Wow thank you so much for playing! It's honestly an honor to have you play!! =]
And sorry about those deafening explosions, I'll be fixing that one ASAP.
Also that Sacrificial mod really messed Toughguy up for you. Sometimes it can be really good, but that was a brutal spot for it to spawn, ahaha! I'll probably do as you mentioned and lean into the skill tree a bit more!
@@ShenHibiki I actually just pushed an update so you always have at least 2 paths to take! I'm considering a "pass" option, but I'm going to think / test that a bit more first. Also the update has a fix for the deafening firebombs (I hope anyways!)
@@ShenHibiki That's a neat idea, very boardgamey: "you have three of these special tokens you can use to pass or uhh.. use on something else"
Hey do you need an artist on board? Would really help with the game’s aesthetic
@@pinnyo_ Yups, or go a different route and give a small heal OR the ability. Could tie it to different kind of characters as passives, one that can pass a few times, one that can heal by destroying an item and one that can reroll....
There's also the option to make something like the sacrificial upgrade a toggle so the player can choose when to use it. Or explicitly make it not take the last hp. Or make it not cost the hp if it kills.... Choices choices :D
This seems to be a game to help people get over their elixir syndrome. Use items as efficiently as possible, u can't save anything for post final boss.
I gotta say, the title has me very interested
Looks like a great use of the asset pack. The skill tree as a dungeon is a neat idea.
Definitely would watch more of this. Especially since you unlocked another person that you can play.
I like the resource management and tactical thinking, plus the nice twist that you picking your upgrades changes the dungeon too.
This is really neat. It's really all about giving the player info, so it's not like "is that a mimic?" More "oh, when do I wanna fight the mimic?" Which is really interesting, but then you're right, you should be given an alternative for sacrificial. Or relabel it as a curse, but even then... It would kinda suck to be unavoidable.
This looks so cool! I'm interested in playing this myself now.
Seems alright, maybe just some balacing with resources maybe? Like having limited resources is okay but they either need to replenish more by; having a space where you could choose health or replenish bits or at least after a boss fight it is a full heal and replenish. Maybe solve two issues in one by having the skip an upgrade/talent be the replenish and have an extra layer of having to think about if you want to take a talent or if you want the full replenish
I actually was using your two in one solution for a while but found it was a little too good and people often picked it over an upgrade, if that makes sense? Definitely something I'll have to tinker with again!
I had this idea a few weeks ago 😂 Super cool to see someone else has done it!
first one here! love all of your vids and i look forward to seeing more and continuing to enjoy your content!
I felt bad about how your mouse was jumping back and forth over and over to different game objects. It felt erratic. But worse was when the whole game board kept shifting a bit to the left and right whenever you needed to pick and action. This was the first video of hundreds where I felt this way.
Yeah, there actually is an option to have actions be more contextual. If you right click you unit the menu pops up right beside your character (it just doesn't have as much information). I'll have to consider changing this to be the main action menu.
wait a goddamn minute *_I've seen that knight sprite before on a scratch game!_*
0:25
12:35 rip headphone users
26:40 The knight had 2 moves left. Can't he just run?
It seems like you overlooked that you had the ability to attack again with your main attack while using your B actions, was that possible? It seemed it was because the color of the main attack changed to white after the first action on a turn
You can only do 1 A and 1 B action a turn. (Unless you get a perk that changes it)
The game seems designed to drain resources faster than they can be obtained by chests. Is this intended?
Hmm, that's not necessarily the intent, but it is designed to kind of force you optimize every ability/item usage you have. (Also when you run out of main actions something happens). By the end of a successful run you'll either barely win and be running out of everything, or you'll have gotten super OP build and be cruise'n.