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eternityg9

5
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A member registered 20 days ago

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Got a chance to run the same build in standalone and you were right, lag was only happening in browser version (which is understandable).
I'll confirm if Duelist keeps dying in standalone when I reach that number of Dancers, but yeah, once you get it going and can clear fights without risk of dying and putting Dragoon traits on everyone, then you can make 10x Dancers that attack twice and a Duelist that attacks twice and gains double stats to reach the cap on the first attack cycle of each fight.

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that one is also very cool! I love seeing the Duelist bop a million times but this one has legs too!


EDIT: one optimization that comes to mind is putting the Obelisk + Reaper at the front and then making all Dragoons have the Dancer trait, that way instead of attacking with the lower attacks at the front the will all make the Familiar attack instead of them, essentially making them all the highest attack in your band.

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Okay, so my Duelist died from a health overflow, I guess... lol

I don't know what is the maximum number it can reach, but I have 10x Dancer traits, all with 2x attack (except the 0/2 basic one), and the Duelist died in the first attack cycle. It started with 223 health and I don't think the Dancers attacks were over when it died.

I kept playing and reached depth 500. Decided to end the run there because I was essentially infinite and also the lag was quite bad.

Tried to rebuild a Duelist to see if the big health was the issue, but one with 144 base health that attacked 24 times also died due to the overflow or whatever. I noticed that when you start seeing decimals (above E+07) then the operations are not quite correct. 15 attack transforms into 20 health, then into 23 attack, 32 health... I'm guessing that is the same problem that makes the Duelist die sometimes (sometimes it dies and then the next combat it gets +2 health and then doesn't die for a while).

When you accumulate Dancers you can start feeling the lag. Not sure if it's because everyone had the Dragoon trait or the Dancers themselves, but battles were slow.
I had 2 dancers and summoned another 3, each of them with x2 attack.

Lost my run on depth 241 due to an out-of-memory error (although I expected it).

Found the true infinite build (relicless, at least) and had it almost 100% complete, but I flew too close to the sun and added the Crow trait onto my Familiar which was reaching exponential numbers of attack.

Also, before that, my battles had a bit of lag and you could feel the FPS rate dropping.

For anyone interested, this was the build:

  1. Reviver
  2. Cycle spot
  3. Beekeper (summon a 1/1 copy)
  4. Helhound (summon a 1/1 copy)
  5. Dancer (can have 4 traits, can attack twice, summon a 1/1 copy x2)
  6. Dancer (can have 4 traits, can attack twice, gain the same stats as adjacent followers, when it receives damage deal damage equal to remaining health)
  7. 3/1 that swaps attack and health (can have 4 traits, can attack twice, gain doble stats, +1 health each combat)
  8. Familiar (can have 4 traits, gain doble stats, revive once each fight, on attack deal random damage equal to attack)

I was also planning on improving the bee summons with Dragoon traits so I could stall attacks even more. I can't come up with improvements for the Reviver, but I hadn't reach any point where it ability would activate, maybe around depth 350 or so I could see it happening, depending on how many summons I have to stall.

Anyway, probably should have a way of disabling battle animations to avoid huge amounts of random damage to crash the game. Oh, I was playing on browser, sorry I can't provide the crash logs.