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(2 edits) (+6)

Tips for anyone struggling, this should work consistently:

Upgrade priorities:

- Upgrade 1 red and 1 blue to gold to make early/mid easier

- Remove starter red/purp/red/purp/blue in that order. Be careful not to remove dice after you have this handled or you can throw a run. 

- If you are below floor 8, take healing over new dice. Never take a new dice before floor 8, they are always stinky and make you weaker.

- After ~12 you want to start fishing for some really good new dice. Anything Hollow/Heavy is better than anything not hollow/heavy. Just once good dice can carry a run. 

- Upgrading random stuff is usually good, but I prefer silver purples to gold purples, as 3 range can be awkward to make work. They are better, you just don't get as much value as you do from other upgrades IMO

Combat tips:

- Blue is most important, unless you can finish off an enemy.

- Try to save a green for the end of a fight when you have plenty of armor, then hit it with all purples for max value. Try to end every fight with full health. 

Easier said than done in many ways lol. Gotta take what you're given. I guess I have the absolute worst luck. I'm usually upgrading purples before anything and removing weak reds/blues later but I've found if you don't get a mirror die before floor 10 just give up and try again, you ain't getting anywhere. Mirror die essential.

I wouldn't say Mirror dice are essential, especially if you have enough other decent dice, but they make things a lot easier, especially if you score (and upgrade) a hollow Mirror. (And more fun—a Mirror die and a 2-3* Boost enable a bunch of simple yet satisfyingly potent combos.)

There's so many complicated situations especially with regards to dealing with the healing moths and shield beetles. And if you get a beetle and moth both, especially with another mob, forget about it. So yeah, sometimes blue is most important, sometimes not...

When two purple hooded 2-hit mobs are at you at once, you could have the tighest deck in the world all gold, but without a mirror die, and without killing at least one by your second turn, you will die, end of story.

Basically my strategy. But I'd like to add a few notes:

* Know your enemy! You don't need a detailed codex of every attack every enemy can do, but knowing their general damage range and (of course) their special abilities is extremely helpful—in particular, it lets you determine when to pile on more Block dice to protect your precious HP and when to start attacking.

* Prioritize high-damage targets, unless they're way tankier than the little mooks (e.g. a blocking-beetle with a couple basic flies). The idea is to minimize the damage you take over the course of the fight; this rule of thumb does that pretty well.

* It's technically possible to get great dice on low floors—I've had The Holy (6*6 Attack die) below floor 5 a couple of times. But it's extremely rare—I try to avoid it.

* Mirror dice can be incredible, especially when paired with a 2* Boost.

* Prioritize upgrading Heavy dice, if you have them. Upgraded Heavy dice not only have a bigger effect when you play them, but stick around longer.

* If you get a purple fly, red archer, and axe beetle at once, don't be ashamed when you lose.