In case you didn't find it but still want to, its Meydän - Cerf. Had to shazam it since this one is not in credits and its cool:)
Phoenix_Light
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Pretty impressive how it still manages to progress even past magma core+ without a single forge on the way. The only source of haste is an armour, no rage generation, no damage scaling except the initial boost with the ring and at least damage doesn't decay because I've finally found rare shield around floor 14 (using legendary before :D). Queen cleaver appeared approx. the same floor as the shield:)
P.S. Wouldn't be possible without whetstones, saved my run pretty much.
I'm quite confused with Extraction craft. It says it extracting current Boost Bonus and orange crafting effect. Even if by Boost Bonus it assumes third purple craft button I haven't unlocked yet, I do have orange crafts on my items. But when I try to extract them from one item, it destroys the item (to be expected) and then I have no idea how do I actually transfer it onto new item:)
Purple button is also pretty weird to me, but its probably should change when I'll start getting shards for it to actually use;)
Well either you or me do not understand the definition of word "dodge". In my mind, dodge means that the hit that should cause damage, and, as result, the damage it should cause, would be avoided, aka not taken. And I'm having hard time trying to word what is happening from your point of view to consider damage be taken but also not:)
Think with the current wording, Elder Mage boss in The Swamp shouldn't receive Dodge from the hits he is dodged. Because his description says "on take damage, get 1 dodge", if he dodge the hit he doesn't take damage and therefore should not get the dodge. I know he was working like this all the time, but either change the wording or the mechanic, please:)
Bosses do not have big curses; in fact, the only boss I remember having a curse is a queen bee, which is also the least tanky boss in the game. And she does harmless small curses that aren't that bad.
Monsters with curses are indeed annoying, and while the most recent patch moved their curse move onto the second turn instead of throwing them at you right away, there is still some leftovers that aren't good. And adding a curse to the first turn Salamander in the swamp in my opinion was the worst change in this patch:)
It isn't as unplayable as you describing it though; first 9 floors that are considered the actual game (and the rest isn't supposed to be very balanced as its called endless mode and will outscale you anyway) can be beaten on a lot of setups and curses are only bad if you deal very low damage, dont have any sources of life recovery and have your entire inventory occupied with useful items, none of which you can discard. It also should be all at once, because otherwise you can either kill enemies quick enough, outheal the damage taken instead of curse (yes thats an option and it is specially good against big curses) or just take a curse and use it right away if you can neglect its effect on use. I'm not even mention a legendary that destroys adjacent curses since it also require a bit of healing and some luck to find. But overall, curses aren't that bad, specially for the 9 floors of the current game.
You probably missing something then, because first 6 floors are pretty easy to beat even if your setup is far from being any strong. You may experience problems in magma core on many build that found not enough power on the way, but also it isn't that hard to beat magma core as soon as you get some experience with the game, items and combinations. I'd say I was beating 9 floors on about 80% of my runs, then usually dying to magma core+ on the most of them:)
EDIT: Admittedly, game received an update recently and people say it became harder for the main part. Have to try it myself yet, as I was a bit busy lately:)
I don't think this is exactly a solution. Because yes, curses, poison and burn are not a problem when you have a "good build" (op enough to kill enemies in one turn). But that feels a bit wrong, to purely rely on glass cannons only as defences are pointless for certain fights, specially when you continue in endless (I mean it makes sense for endless to eventually trade defences for more damage, but not feeling the need to start without any def right away). So you both got some point, you can play around bad mechanics but also "playing around" as for now is mostly restricted to get as much damage output as possible:)
Well since I've only played demo once in a full playthrough, maybe that was something very specific, but I did lag upon picking up every coin in that room every time I reached it (which is like 5-6 times to then buy everything relevant).
Okay I just checked it, it causes very short fps drop upon picking up actually any stuff in the hall - coins, salt etc. It is just more noticeable in the final room because of the amount of pickups. Maybe its particles or something else, I'm not really sure but its very noticeable:) If there is some information I can provide, let me know:)
Now what I mean by the modifiers text problem - It goes behing the note line(s), thats true. For me it was just a bit distracting first when the text appears, as you usually focused more on the area where you actually need to hit the note (unless its easy to maintain the rhythm and you don't have any bad modifiers, than you can look at anything of course :D), and text pretty suddenly appears on the left side of exactly that area. Second part if worse, because when it goes behind the note lines, it speeds up very quickly and doing that bright flickering to be removed from the screen, and to be honest it failed me a good few tries to get my SS rank on some songs:) It isn't because the text is covering something, but because it is distracting you right in the place you're looking at, specially with harder mods:) So it's not about certain scene, sorry if I caused misunderstanding there.
Potential "fix" to that would be, for example, moving this text to the middle of the screen instead of being on the bottom. Flickering there will be not as bad, except for that one modifier that changes notes hit position:) Or maybe just add it to the options to set the position of that text or even turn it off completely:)
Glad you checking comments here, hope mine will help to make something even better than it already is:)
Can confirm its a complete nightmare with cleaver build and I reorganized to only have main / few cleavers to get triggered before this fight to not wait forever.
I'm not sure what exactly you've used to deal 2 hits in one turn, as I said weapons with vampirism miss the main hit and deal damage from vampirism but thats pretty much all that goes into my head. Although I kinda remember on some multiattacking build I've seen like 2 hits out of bunch hitting the boss. My best guess is that pure vampirism weapon (there is dagger with just 2vamp and self-poisoning halberd) may remove dodge without triggering next one? Because around that time I was rocking Shield Spirit setup with one of my weapons being that vampiric dagger:)
As for the scratch, I never really used it so not sure how this one interact with boss dodge mecnahics. Should actually try it next time I meet him:)
Its not a bug, and any weapon will remove dodge stack and place a new one. The idea of this boss is to either do one hit per turn, stack poison or get vampirism (it applies because weapon hit removes dodge, then vampirism deal damage, then new dodge stack appear). However vampirism would only be useful for floor 6, later he'll have too much health to be able to get enough vamp:)
"Using a weapon will dispel dodge without replacing it with a new one." - literally didn't happen with any weapon I ever had in my runs when encountering this boss. Always worked like that, you only can reliable hit once per turn:)
An amazing quality even if it was a full game, let alone the demo. Only two things I could mention as something I'd like to see changed/looked at (unless its already done):
Witch coins at the end of the Haunted Hall are extremely laggy on pick up. Not sure about single ones, but final room is pretty bad in that regard for some reason:)
During the scenes, when modifier is reached and applied, its text goes right into your notes hit zone, which is pretty distracting sometimes. Not sure how exactly it can be changed but would be nice if it changes somehow:)
Thanks for your job and good luck with full version release!
You definitely can, but second magma core is a big build test, specially if you find some snakes or a lot of triple gecko fights. Actually every next magma core is an actual challenge while first two areas are pretty weak in comparison, so when you pass another magma core you can just look for new upgrades to your setup for 6 more floors:)
So I just did my luckiest run ever with shield spirit+cleavers (stopped at floor 62), and here is little collection of bugs I've encountered on my way:)
First, you can change between backpack and the map while attacking in combat (cleavers take quite some time to do their things), and when you do so, "End Turn" button disappears. It will return if you go to the map and back again once you finished attacking though. By the way, I can't even tell for sure how many times I've accidentally clicked End Turn instead of actually making my turns, can't help but click this sneaky button sometimes, not even sure if its positioning or its look or what else:)
On the floor 40 I somehow got scammed for my key, opening a door on Floor 39 and expecting The Swamp on 40-42 segment, but got into the Caves instead. Maybe that was my missclick although Im almost sure I picked the right one, but maybe.
SFX volume option resets after refreshing the page, while still showing the old position of the slider. So things are getting loud until you move it back and forth a bit:)
There is also a bug I've mentioned here before, with relics sometimes stop applying their effect after reorganizing during combat.
Sometimes map can generate a healer (I don't think I've seens the chest like this but might also be the case) with a locked door you don't have to open because there is a free passage from one of the other sides:)
Now a couple thoughts, of course everything in the endless run is not supposed to be perfectly balanced but it still shows some flaws imo.
Poison has mediocre effect when used by players, even if you manage to find multiple poison arrows in an archer build, but completely destroys players with no reliable way to counter that (other than OTK anyone with poison). The fact it stacks and doesn't really go away means pretty high numbers eventually, but for monsters and their life pool its far from being effective compared to direct hits of certain builds, and for players its 1 to 3 turns before you die even with max life of 200 which takes like 50 floors to build:)
Burn is something players don't even have access to, but also destroys a lot of builds that are not block-heavy or have too much damage to care:)
Character max life in general seems pretty weak as you progress, even in regular magma core its already pretty non-existent with monsters damage numbers in there, you yet again need high block or damage. Ways to recover life are also a bit limited, but there are some in case it would be relevant at some point:)
Vampirism counts as a separate hit on weapon use, so you take damage from spikes twice. This feels pretty bad in general, there is not too much sources of this stat and it would be nice if it ignored spikes like the arrows do.
I'd really like to see some gold-based weapon at some point (to scale your damage by hoarding more gold), even without piggybanks and other stuff you eventually have hundreds of gold:)
Swamp area is good because you have a chance for badger forge events here, which otherwise you can only find later in the magme core. But it is pretty frustrating sometimes to not have a single one in multiple swamps, like it took more than 40 floors for me to find second rage upgrade for a weapon and it wasn't even a swamp :D Would be nice if you'll have a guaranteed forge once per swamp if you decide to go there, as its also has harder enemies than the caves imo.
Overall game is great, can't wait to see and try more stuff (and I still have plenty to experience, game just doesn't allow me to become a mage yet for example :D).
You definitely can "win" (beat regular 9 floors) with more than just cleavers or bow. In fact thats what I was doing most of the time, and usually breakpoint was Magma Core+ (F16-18) for most of the setups. Yes you can get unlucky with either drops or the enemies / events, but thats how the game work.
Regarding poison and burn, I agree. Poison is simply cannot be survived after regular floors anymore, burn can be mitigated by block but on high values you also start having problems (like you cannot build more than 999 block for some reason and will die eventually).
So you went full offense and it is still enough on floor 90? I'm currently at F60 playing shield spirit version of the cleavers, not sure how I'd pass some fights with only one dodge per combat:)
Edit: yeah with +4 rage and 9 triggers per use it should be doable, I literally got 1st rage uprade in first swamp and then second at the floor 52 :D
Central cleaver got 2 golden whetstones and +2 rage which translates into +12 per shield use, shield has +3 haste.
So lucky that saves got fixed just when I was able to make such a setup. Never got past F25 before:)
It seems like sometimes items can lose effects they receive from relics, very likely on reorganizing during combat. Just lost Shield Spirit effect on my shield and Frog Totem on the wand at the same time, was wondering why my weapons stopped trigger after reorganizing. It isn't critical for my particular setup as I was able to reorganize again and received stats back, but might kill many people otherwise by demanding 3 extra energy to fix it.
Also I've only noticed it now but it happened few times with wand and fluff relic before, I just had no idea why sometimes wand recovers 2 mana on use and sometimes it doesn't.
Yes, there is only so many saves/loads you can do before game cannot save anymore, and can even corrupt your last save like it happened to me when i loaded game with half of the inventory shown and being unable to do anything.
I was able to run new games though, no problem with progressing the floors normally. It just keep saying "Save failed" so I kinda have to do it in true roguelike style :D