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ive been playing this fantastic silly game for a long while now and i wish i could download this like an app or something to play, very cool stuff :D

what are the orange things??? that kinda look like me?

They're heretics, ie. enemies. They block you from moving.

came across a bug: the dash cell has already filled with a tile. But that tile still rendered at the hand cards area. Not sure how to reproduce, maybe I drag and drop too often

awsome game! I wonder are the levels random procedurally generated, or hand crafted?

They're procedurally generated.

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There's no way to proceed:

 

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Btw this had me laughing my ass off

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Can you add an option to disable anything score-related? (so that no score-related relics/potions show up, there are no Dynasty/Indulgence tiles/pylons, and you don't show up on the leaderboard)

(Update: I just realized score shops exist, so I guess score is important.)

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Strange thing. I chose my legacy - smite - and some time later started a new run, but there was no relic. I thought that maybe I refreshed the page and I'm starting clean. But no, there's no visible relic but heretics stepping on pope's blessing are still liquidated!

EDIT: Also the relic wasn't available when choosing legacy. I had only two other relic, both of which were available.

One of the daily relics today doubles your starting HP to 10, yet none of the descriptions mentions that.


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Yea it's "baby steps" as it would almost always kill you on second level without. I still don't really like that mod in actuality. I kinda wanted it to change the gameplay so that you'd have to move step by step but that most of the times doesn't really work like that.

It is great. I love the idea of relics having both positive and negative effects. It actually works in this case. I prefer shorter dailies than longer ones

The symbols for my legacies haven't been showing up. Down the line, can certain elements of the game be made optional (so that the game more closely resembles the early versions) or can there be a casual/endless play mode that has less curses/heretics but can't be on the leaderboard?

You mean after leaving a legacy and starting a new run, it just isn't given to you? It needs to be the same play session or it is forgotten (ie. can't refresh the page between). I guess there is no reason to add a custom game mode if such is wanted.

The legacies are given to me (like I'll see I'm starting with additional lives or given the ability to pass on rewards) but the symbol doesn't appear with my other rewards.

In today's daily, I got so far, and it looked like I could continue going indefinitely (you might want to ramp up the curse chests after some point to make things more difficult). I was looking for ways to intentionally finish the run. This gave me an idea: how about a level on which you need to defeat your own character. Let's say that after countless attempts to find the holy grail and after mingling with too many heretics, our noble hero lost their mind and need to be stopped. Maybe each step could deduct points instead of granting points. All boons and curses are still in effect, but the goal changes.

Additionally, one edge case: if you have red+purple wildcard ; smite and the bonus that stuns heretics when they step on purple - they cancel out. Nothing happens to the heretic when they step on red (no stun, no death)


My first "unique enough to mention" bug, yay  - v -

On today's (7/25) daily crusade, encountered Fibonacci and this happened:  We had 285 pts and when presented with the tiles below, we became stuck in his shop. Exit button and prices disappeared, along with score, health+username, deck, and gem hover descriptions. 

 

When I attempted to take any of the tiles it would make the sound as if we picked it up/couldn't afford it.

An insane amount of times overlayed over itself.

Indefinitely.

That is until we hovered outside its 'hitbox',  that's when it stopped. After clicking where the exit button would be I went to the next level, (no transition) where my deck was back but nothing else. We went to the first chest and everything was back to normal.. Cleared that level just fine, and died in the next with an exact 1k pts. No idea what could've triggered it!



Yup, the same thing happened to me now when I tried to play it. Seems to be an issue with Vanilla daily mod (no gems) and Fibonacci shop as it always has double gemmed ones.

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This issue is fixed now with Fibonacci being able to still offer (double) gemmed tiles even with the Vanilla modifier. It was actually ending up in a state where the offered cards had two gems but the first one wasn't really there which made the whole game end up in a completely weird state.

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Some bugs: 

1) I had a case where my tiles were getting duplicated when I was stepping on 2-3 penance gems one after another. My guess is that because I was at the end of the deck, the second penance started to shuffle before the first penance had finished "delivering" its shuffled tile.
This happened multiple times before I made the recording

2) I have cases where a gem from a pylon can get permanently added to a tile. I can't tell for sure when it happens. The one from today I had a tile with blue gem, a purple pylon added a purple gem to it and I was stuck with that for the next levels.


3) I tried the daily in a new browser - the pylon colors are not the same between runs


4) Placing a tile affected by green pylon generated a blank, without it, there would be an empty spot that would be struck by lightning. Instead of recognising the blank, the lightning still struck and reduced the hp (better watch the video)

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1. Kinda weird that it took this long to find since I think this has been there since the beginning. Now it's finally working correctly.

2. I think this happens when a permanent gem is added on top of a temporary one which then kinda "glues" the temporary one there too.

3. Seemed to be the case yes. Fixed now.

4. This was actually just happening on a case like in the video where your way was also blocked by a heretic. That triggered the "end check" to be ran earlier and didn't take pylon additions into account.

Thank you for your fixes. A few things that aren't really bugs:

1. In this boss battle, the level is wider than the game screen and the chest is not visible (it was on the left end below the boss position) ... Have you thought about zoom out / scaling down when the level gets above a certain size?

2. I believe that "amethyst resurgence" should be classified as a curse instead of a boon.

Oh yeah, forgot to fix that camera thing. It was already pointed out earlier by someone. I have these level size restrictions but I think pylons now break those rules a bit and make levels bigger than they should be. Zooming and panning the camera would be a good thing which would allow for bigger levels (allowing more disproportional ones too) but since I haven't built the game with that in mind since the beginning, it's a bit of a bigger overhaul of an addition. But indeed something I'd be interesting in adding though.

Filled the entire board on a boss level with blank tiles hoping to hit the cross, forgot that I had pylons set for all the blank tiles so now my game is stuck in an infinite loop with the boss trying to kill me but unable to do so and I can't go anywhere because everywhere is pylons.

Right right, interesting scenario. Didn't think of such combination at all. Guess I gotta figure out some outcome for when boss tries to stomp and reshuffle but all tiles are stuck due to pylons (or some other reason)...

This time the boss cut me off. There was a fragile tile, maybe it somehow affected it.

Also the cross still sometimes disappears.

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Hmm, I'd suspect that the pylon is to blame here and the boss "cut off" check doesn't correctly count those as non-usable squares. And what do you mean the cross disappears? Like completely vanishes and makes you unable to continue?

edit: Yup, that was it. Fixed now.

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I should probably say invisible cross, only the sparkles behind are visible. It happens rarely and to me for no discernable reason. I posted it some time ago, I'll try to find that screen

EDIT.

Of wow, that's weird. I guess I've completely missed (or somehow forgotten) that post. Does the cross stay invisible for the whole level or does it phase in/out?

Stays like this for the whole level. Next boss is back to normal.

Cool game and cool idea. Kinda feels lame when you have drawn nothing that suits. rotating 180 degrees would be cool 

Well yeah, of course it feels bad when you can't place a tile due to no fault of your own really. But allowing rotating would make it basically endless and would make tiles with three ways basically identical to the full ones. And of course it becomes less of an issue the further along you get as you have more and more control on what kinds of tiles you add to your deck and what sort of relics/potions you choose to help you out on these bad luck situations.

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Little thing, no idea how this happens. New run right after choosing legacy relic. It goes back to normal on the next level.

EDIT: also sometimes part of the board is out of frame. Can't tell if there's a chest or merchant or nothing.


The depth drawing issue of the starting tile is now fixed. Seemed to happen when dying on a boss level (after opening the chest ie. shuffling the starting tile back to deck).

The lack of room for bigger levels is annoying. There probably isn't anything there on the right side as the levels have max width and height so that it should be able to show everything. I guess in this case it should pan the camera left a bit to show the edge of that too because seeing even half of the yellow pylon here would be enough.

I've been toying around with the idea with removing the size limitations completely and making the camera movable by player.

That sounds interesting, it might somewhat counter the strategy of cutting off parts of the board and taking damage in late stage.

Right now I find the Khan Legacy pylons the biggest obstacle. If they appear in the middle of the board they can end a run early by cutting you off of large parts of the board. I'm sure there's a way to counter that, just haven't found one yet ;)

Oh yeah true, green pylons can indeed be a big roadblock. Didn't even think of it before but of course it can happen. Shouldn't be too common though luckily as it really requires a specific level layout and pylon next to a choke point.

But yes, there are some counters out there for it! Forgot to mention it in patch notes but blanks aren't as bad anymore (when they come to your hand) as they were before. But now that I know of this, I should probably think of more ways to combat unwanted pylons.

Bug? Report :

Add 4-way tile to sacrificed tile by potion is available at sight, but we can't pass through it. Maybe deleting 4-way tile is more kind than now.

Thanks. Yeah I don't think that potion should add it to sac spot.

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