- Jul 26, 2020
- 366
- 919
They can't, it's a Patreon founded project.we need some kind of bestiality here
They can't, it's a Patreon founded project.we need some kind of bestiality here
Not familiar w/ the rules, but is it fine to have an "unofficial" patch thats posted anywhere that isn't patreon, or are you screwed if they find any external connection?They can't, it's a Patreon founded project.
Hm, that far i do not know, but i remember "Bones Tales: The Manor" having different versions of the same game in multiple platforms to avoid that. I guess it all depends on the devs to judge if it's worth the trouble to add ONE more fetish.Not familiar w/ the rules, but is it fine to have an "unofficial" patch thats posted anywhere that isn't patreon, or are you screwed if they find any external connection?
Yeah, I can't say I was ever thrilled to get the sewing needle. It would probably be worth bothering with if having clothes gave a small bonus to Stamina Def.Whoa another review claiming the game isn’t a roguelike because there’s no progression.
Lots of complimenting art in order to then call the game shit without giving constructive criticism other than "game hard"
Let’s talk about progression and where it does/doesn’t belong but first some quick history:
The original Rogue, where the term Roguelike comes from, is a completely randomized turn based strategy game with NO progression and permadeath.
Now ask yourself, how can a core element of the genre be missing from the game that defined the genre? In my opinion, no, that's ridiculous. That means you'd call Rogue itself not a rogue-like.
Progression was never the point of Rogue and it’s not the point of this game (or lots of other roguelikes) either. The roguelike the devs have stated multiple times inspired them is Enter the Gungeon, and that game also doesn't have power progression
People invented a separate category for games that take the “beat everything in one run” approach but have progression and called those Rogue-lites.
It's easy to gather that they don’t want to make a game that eventually beats itself for people who can’t, and from observing the community they're not going to. The game as it is and even moreso when finished, should be a very short 1-2 hour challenge with lots of side content, surprise events, and variety for people who want more challenge and want to spend more time with the game
You are climbing a tower covered in spikes and spinning blades, if you slip you fall back to the bottom. The tower isn’t there to help you climb it, it won’t magically build you a bit of a ladder every time you fall down. But it’s something you can potentially climb by learning it’s ins and outs, finding which stones are slippery and which are footholds. There is a natural form of progression, it’s called knowledge, and it relies on you learning and adapting to things to make it to the top.
That is the essence of rogue.
That is the appeal of difficulty.
Knowing YOU overcame something through effort and learning and not because the game rewarded you for losing so much that you can win with less and less effort.
Sometimes though it will rain and you can't get your foot on the foothold and you can't climb but that's always been the case with Rogue-likes and Rogue-lites alike especially things like Isaac god forbid
This post isn't me saying this game is perfect, because it's far from it. Just an explanation to why "there's no progression" and "game is hard" or "this game has random elements in it" don't count as constructive criticism when they're entirely unexplained.
If you want to drop some feedback, then please go into some detail.
What abilities are good/bad? What items are good/bad and why? Be specific. I know I deeply loathe Broadhead and think that ability is steaming trash and genuinely a loss of an ability slot or that the sewing needle item is less than worthless and getting one in a treasure chest is the worst punishment for going for a chest drop.
Criticizing in general terms is not critique especially when the general things you are criticizing are core elements of the genre.
That’s already in the game…It would probably be worth bothering with if having clothes gave a small bonus to Stamina Def.
Sorry, I never noticed. Dev man already had it and I was too blind to see it.That’s already in the game…
Thanks for making this feedback I really appreciate it
normally i'd just look at and then move on, but hell nah have you put vengeful cry in D tierI made a skills tier list based on my experiences playing the game. This is of course personal opinion, but allow me to explain while also stating which spells I prefer to give each girl.
I never managed to use it in moments that would help me, but I'll be honest, I might just be dumb. In general, I focused Swordswoman strictly for zoning while the others did damage, going as far as almost never giving her level ups since damage felt more useful on the other two.normally i'd just look at and then move on, but hell nah have you put vengeful cry in D tier
it's the kinda skill that if you have it, you want to try and play around it.
don't just wait to be in a bad spot to use it, look for situations where you can leave enemies alone and prioritize others
use ninja to pull enemies into position
then use it and watch as she clears the entire board
she can even free herself from a grab using it
the rest is honestly reasonable, though straw doll jutsu can be really nice at times
Archer's Concentration is S tier. What people don't know is that it gives 100% crits for the duration, it needs a tooltip update. Since it uses basic attacks it returns some of its own cost as well as doesn't cost any stamina for focused full single target damage across the entire board which is unique to itself.
I've definitely never properly used Vengeful Cry, I've pretty much hated getting it since before the Spells update, so I've only grabbed it a few times since then. Here is a tier list based off of player feedback.Archer's Concentration is S tier. What people don't know is that it gives 100% crits for the duration, it needs a tooltip update. Since it uses basic attacks it returns some of its own cost as well as doesn't cost any stamina for focused full single target damage across the entire board which is unique to itself.
Vengeful Cry is also S tier.
Both can solo-win games and can even feed into themselves.
Gazer Laser can feed into itself but is weaker and I'd personally put in C. It's a little hard to explain it, just kind of is, since it's highest value comes from you already kind of getting overwhelmed
Missile launch is C or D tier at the moment because it goes away when hitting Floor 2.
Chain Blade Combo is heavily overvalued by most people because of how much it could do but its cost is actually pretty bad for its impact until fairly later on in a run with higher rec stats
Where's that estimate coming from?2026-07-19
It came to us in a dream.Where's that estimate coming from?
Yeah, but tbf I've never played a game before where I beat the first level first try without problems, but only up until around my 6th attempt do I actually go on to beat it again lol. I saw the game initially on Itch.io where I didn't see anything about rogue shit, and because I had such an easy time my first playthrough it felt hella annoying having not understood why the RNG felt impossible to deal with. I (and I'm sure many others here) like hard games; just guess I (and others) didn't fully understand the assignment.Whoa another review claiming the game isn’t a roguelike because there’s no progression.
Lots of complimenting art in order to then call the game shit without giving constructive criticism other than "game hard"
Let’s talk about progression and where it does/doesn’t belong but first some quick history:
The original Rogue, where the term Roguelike comes from, is a completely randomized turn based strategy game with NO progression and permadeath.
Now ask yourself, how can a core element of the genre be missing from the game that defined the genre? In my opinion, no, that's ridiculous. That means you'd call Rogue itself not a rogue-like.
Progression was never the point of Rogue and it’s not the point of this game (or lots of other roguelikes) either. The roguelike the devs have stated multiple times inspired them is Enter the Gungeon, and that game also doesn't have power progression
People invented a separate category for games that take the “beat everything in one run” approach but have progression and called those Rogue-lites.
It's easy to gather that they don’t want to make a game that eventually beats itself for people who can’t, and from observing the community they're not going to. The game as it is and even moreso when finished, should be a very short 1-2 hour challenge with lots of side content, surprise events, and variety for people who want more challenge and want to spend more time with the game
You are climbing a tower covered in spikes and spinning blades, if you slip you fall back to the bottom. The tower isn’t there to help you climb it, it won’t magically build you a bit of a ladder every time you fall down. But it’s something you can potentially climb by learning it’s ins and outs, finding which stones are slippery and which are footholds. There is a natural form of progression, it’s called knowledge, and it relies on you learning and adapting to things to make it to the top.
That is the essence of rogue.
That is the appeal of difficulty.
Knowing YOU overcame something through effort and learning and not because the game rewarded you for losing so much that you can win with less and less effort.
Sometimes though it will rain and you can't get your foot on the foothold and you can't climb but that's always been the case with Rogue-likes and Rogue-lites alike especially things like Isaac god forbid
This post isn't me saying this game is perfect, because it's far from it. Just an explanation to why "there's no progression" and "game is hard" or "this game has random elements in it" don't count as constructive criticism when they're entirely unexplained.
If you want to drop some feedback, then please go into some detail.
What abilities are good/bad? What items are good/bad and why? Be specific. I know I deeply loathe Broadhead and think that ability is steaming trash and genuinely a loss of an ability slot or that the sewing needle item is less than worthless and getting one in a treasure chest is the worst punishment for going for a chest drop.
Criticizing in general terms is not critique especially when the general things you are criticizing are core elements of the genre.
That won't be happening.Yeah, but tbf I've never played a game before where I beat the first level first try without problems, but only up until around my 6th attempt do I actually go on to beat it again lol. I saw the game initially on Itch.io where I didn't see anything about rogue shit, and because I had such an easy time my first playthrough it felt hella annoying having not understood why the RNG felt impossible to deal with. I (and I'm sure many others here) like hard games; just guess I (and others) didn't fully understand the assignment.
It's nice you explained what "roguelike" is, even if I still think the RNG is actual aides (Trongle if you see this btw to honestly make this feel less like aides, just slightly lower the possibility of higher hp enemies depending on the amount of spawned enemies; you can also slightly buff general spawnrate if you want to balance out the nerf. I just think far less of us would be whining if it didn't feel like there were one too many times we'd get lines of slimes/mages just spawning to fuck us)