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io.sabretooth

9
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1
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A member registered Feb 21, 2022

Recent community posts

Is that the Wizard's Cap on the bottom, next to your boots? That removes one energy point, in exchange for mana (at least it did in the previous updates, probably still does), if so it's not a bug

Pets and things land on keyboards all the time, holding any key to reset everything would be a disaster.

But, putting a reset game buried in the options, with a confirmation window too, might work. But just reloading the page/game also resets it...?

The Dumbbell locks out weapons with anything adjacent to them now, so the Shield Spirit doesn't work together with them anymore...

Feature request: Show the TOTAL ARMOR you'll start a battle with somewhere on screen! Would be so much easier than checking & counting 5 or 10 different armor items, with every reposition.

Barely got to floor 17, the previous floor boss (floor 15 or 16?) was TOUGH!, new 1200 health enemy every 2-3 turns. After, managed to defeat that Fox and get his fox sword below (on R outside).

Still almost impossible to find the exact items you really want, maybe too random. Would be great to have a wider variety of items available to buy, and for a little cheaper.

The Ring of Doom still can be really powerful, with a Wizard's Robe to keep increasing it. Combined with a Golden Whetstone x1.25 bonus, and the Barbell x2 bonus together. And a weapon like the Tilted Sword and the Stopwatch that both increase damage with each use. Ended up doing about 200 damage per hit after 3 or 4 turns, eventually ramping up to +1000 per turn.

2x Forges adding +2 haste to the shield kept defenses high enough, almost.

Made it to floor 17 before getting a little beat up and poisoned (as usual, it's almost always poison if you can get your armor and attack damage increasing).

Interesting that the Barbell takes precedence over the Shield Spirit, a disabled weapon won't even activate with a shield. And those pink "wall" defenses don't seem as strong as regular armor, until the impossible task of finding 9+.


Still great! I can only imagine how hard it is to balance with so many moving parts.

In previous versions, bow's were tricky to figure out total damage. A jewel or stone would indicate on the bow that it would do extra damage, and it would, but selecting/activating the bow and then highlighting an arrow would not indicate the total damage. You'd have to count the enemy's health and watch for the "double attack" numbers. It might still be doing that?

Or maybe a plain bow with zero additional damage would still really do zero times 1.25 = zero additional damage. Definitely needs clarification.


A bug related to the "double attack" was, IIRC, using an arrow would make you get hurt by spikes TWICE. If anything, arrows should be immune to spikes, they're a long distance weapon after all...

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No need to nerf the Wizard's Hat, if anything the hat and Wizard/magic armor should create even more mana. Because...

Your Ring of Doom now only works once per turn. Not my decision...

There are two little pockets on the side of the backpack after all, so keeping gold & mana in those would even look appropriate... maybe?

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Super! Played a lot, got lucky with this run in the screenshot. First playthrough had feather hat & 2x angelic armor, and whetstone + hatches/shivs. Collected couple Berserker's Rings to sell but never saw another merchant... beat normal game.

Infinite, Lucky Blade found more Berserker's Rings so just went crazy with NO armor. Beat Infinite King, took a lot of mana, but 11 energy + Necronomicon kept it up. Screenshot attached.

Idea: Of course add more story. And make the map a lot bigger, like the current map for each floor could become a smaller "area map", and these areas are all connected on a master "world map", where you can take different directions on the small (current) map to head N/S/W/E to a new area with different classes of enemies, maybe some dead end maps, different routes to take...

[Below comments were also in the hotfix 4 page, fyi]

For item interactions, permanently showing a little overlay saying "+1" (in different colours for different effects) right on the border would be excellent. Figuring out how things like armor and helmets interact can get very confusing, but seeing little +1's and +2's on the borders should hopefully make it much clearer.

Maybe making merchants STAY PUT so you can come back and buy & sell stuff later would be great too? Same for those mystery hallways and statues, they definitely shouldn't be wandering away...?

Was just playing version 2 hotfix 3 (says V0.5 in corner), there was a bug where one of the slime curses' (a two square sized one) description said it should have disappeared after combat, but killing all the enemies, in the same turn that the curse arrived, the curse STAYED there after combat was finished. Didn't see that mentioned in hotfix 4's changes...


Also, holding an item then shows the dashed border on other affected items is good, but I was thinking permanently showing a little overlay saying "+1" (in different colours for different effects) right on the border would be even better. Figuring out how armor and helmets interact can get very confusing, but seeing little +1's and +2's on the borders should hopefully make it much clearer.


Maybe making merchants STAY PUT so you can come back and buy & sell stuff later would be great too? Same for those mystery hallways and statues, they shouldn't be wandering away?


PS. people aren't going to be happy about the Ring of Doom being limited now... one use is extremely low, maybe at least limit it to the amount of energy originally available per turn, or 3? I hope the whetstone isn't in line for the same nerfing, but it's limited by available energy anyway...


Great game! Made an account just to comment