I retire this run, not of failure, but victory. This should be the highest depth ever recorded (on this version) by a wide margin.
I could keep going, but here is as good as any. 9.5/10, flawless game save for the fact that fast forward is forced behind endless. Here are some highlights:
So yeah this is a real cool game one thing i slighly dislike is that from what i can tell ya cant move around your units and the positions they go to seem a tad random i am playing this on mobile so i dont know if thats making a difference but yeah still a cool game
On PC you can move them right before starting combat. When enemies show up but before confirming start of the fight try moving them, maybe that'll work?
looks like it was beginners luck, didnt get further for probably 30 or 40 more goes. this was the first time i beat the dragon on the first attempt, one dancer and the hellhound both mirror and the double attack guy is a vampire
Loving the way this is set up. Could use a bit more depth in the available followers, though not sure if that's already the plan. Something I'd strongly suggest is looking at some concepts in popular TCGs (not copy/paste from them or anything, but just certain concepts/features of those games that help them run more smoothly). For instance, giving certain abilities names (e.g. how MTG uses things like, "First Strike" or "Rampage" and other keywords). Systematizing abilities in this way helps make it more scalable.
It would also be nice to have a bit more flexibility in the randomness of the shop. Perhaps some ways to increase the number of items offered each time in the shop or even a limited, free reroll. It would help shift the balance between luck and strategy to a better place. Right now, it can be a bit frustrating to have a general build in mind and have the RNG completely shut me out of it. I understand that some stuff should definitely be random because the right rolls can make a totally OP build, but at least getting abilities along certain lines so I can at least strategize a theme that I'm interested in would be nice.
Also, in keeping with the idea of shifting from random to strategy, different variations of some of the followers would be awesome. Not necessarily a whole tier system (though this would allow for reusing art assets a bit to keep production cost down while expanding the game), but you could build some followers that are quite similar to existing ones but don't quite offer the same ability. For instance, you currently have a follower that gets +1/+0 on every attack - perhaps another follower could be made with slightly higher base stats but only gets +1/+0 each turn (for defensive build-up builds, but not quite as powerful with multi-attack builds).
Combining this added variation with more expansion on the shop would increase the chance of someone getting a build in the general ballpark of their intended theme without making OP builds easy to get every time.
I ran into something odd, and since I was deep into infinite mode I'm thinking there might be a chance I missed something about this particular enemy's ability, in which case just ignore this post haha.
I had an adaptive duelist+familiar build, having given said familiar the dragoon ability and the adaptive aspect+ the ability of the paladin(?), lots of beekeepers and hellhounds at the front, all the important pieces held down with nails, the type of build that makes you confident it could go on into infinity even when you know it's not mathematically possible. And then I go into a hunt against the free company and while all the small units dealt 1 damage to the palisade no problem, the familiar wasn't able to?
Again, I apologize if that's actually how the ability works, I admit not reading the abilities of the bosses post dragon as often as I should haha.
Yeeeah...This is a known bug in the demo, the problem happens when numbers got so big that small differences got ignored. Like, the game can't tell the difference between 5.36E+0.3 and (5.36E+0.3 - 5), therefore the game is thinking the palisade should reduce all damage instead of "reduce all but 5 points of damage" :(
Aaah i see. No worries, it might feel somewhat frustrating in the moment but ultimately once I reach a build that could go on longer than my lifespan I think I can call that a win and move on with my life haha ;)
Good luck with development, I love this game so much!
Ngl the game itself feels really really nice, the atmosphere makes u enjoy playing, well done, i also won the boss fight first try and as another user said, i do think it snowballed too fast, maybe the continous help from the shop gives u too much opportunities to get synergies. Besides that, i think its one of the best autobattlers ive played
Nice game, i replayed it three times, and it's interesting how random this game is, you can randomly have unique followers and went to the end of game, or in another replay, you will get a weak followers and won't be able to defeat a simple mobs, but so far, i liked how strategical this game is, also, followers have a lot of interesting skills, i will look forward, to see what will change in the final game
if you put fractured aspect on the revive support character and get another revive (therefore transferring the power to the support character, 3 revives) the fractured aspect(revive) will not trigger leaving you with only 2 revives
So I have played the demo and here is what I think about the game right now:
It is really fun but I feel like the game snowballs a bit too much.
There are tons of different strategies you can employ and most of them are viable if you get the right support, however something I have noticed repeatedly throughout the different versions of the game is that most of the time I can usually tell if I'm going to win if I get about halfway to the next target after the goblin enemy. From there I might lose 1 life from some random encounter and maybe another from the dragon but all in all the early game feels like it dictates the rest of the run a bit too much, it would be nice if the difficulty was a bit more even throughout the run instead of it mainly being how lucky you get with your starting units.
Once again, extremely fun game, one of the best auto battlers I have ever played, just feel like the difficulty could be a bit more linear. Also this was just with the newest steam demo and default play mode.
You'll be stopped by game performance long before that XD. I've reached the 600s and ultimately gave up due to lagg.
I am curious about 5k tho. I think enemy growth is exponential, so unless you found a way to scale exponentially, they'll catch up by then. My linear 8 million damage and 500k HP per floor growth should've started being outmatched by floor 1000 or so. And sure, those two values are getting multiplied again for total damage. But still not exponential.
there's the moth that makes a random follower who isn't faith's beloved attack when fb attacks so have adaptive duelist as your only follower who isn't faith's beloved. Also have the moth that makes faith's beloved gain attack whenever a follower does. I did this with 3 or 4 dogs that need to be made faith's beloved that all have the summon a copy aspect (so 9 or 12 dogs. cant remember) And each of those dogs attacks twice or even 3 times meaning the duelist is also and all the dogs are copying that attack. You need the moth to allow faith's beloved to have 4 aspects. And you can even make make moths become faith's beloved so I kept stacking additional aspects on those like the one that deals dmg equal to half the attack to a random enemy. the exponential dmg is so massive on first turn, I really can't imagine what depth I wouldn't kill it in one go.
I have been trying to grind that combo a bit after you told me, but so far always fell short, not getting to hunt-proof it in time. That saidI found you can use the Dragoon and infuse it with Duelist + Growing Aspect + Adaptive Aspect, and it'll actually scale to the moon. I believe the upper cap you can hit is 25 Hounds, each with 4 attacks, so 101 attacks total.
So every battle you get 2 HP, which then get swapped (and doubled) 101 times. So after just the first attack cycle you should have 5e30 damage gained per battle. On top, you can infuse Crow onto your Dragoon to deal random damage equal to his attack, plus once per Hound using the Moth of Materializing and you can hit pretty much the same amount.
I am somewhat disappointed by the fact we'd only overflow a float after about 67 million floors. Unfortunately also while I don't quite know the growth formula, at a 1% growth per floor we'd still only last about 16'000 floors. Exponential growth man. Works for the enemies, too.
Anyway, I think I've also found the closest thing to an actual infinite. Again use the Dragoon. You'll have to use an Artificer so it can have 5 aspects. Then infuse it with Duelist and Adaptive Aspect again. This time also infuse it with a Paladin, so it only takes 1 damage, and then have it be Fate's Beloved itself. For the final 2 aspects, give it 2 more attacks. The key to finishing the puzzle is infusing a super Moth of Weaving. It does grant the buff to the Dragoon itself. Let's assume our weavers buff for 10, then with 3 attacks and the amount doubled that's +60/+60. Even with the Black Knight ?, the HP gained will be halved to 30, and since enemies won't hit for that much, you'll just regain it.
Unfortunately even then, you'll eventually be unable to beat Black Knight or False Sun. With 2 enemy choices out of 10, you'll automatically lose one in 45 hunts, so even going infinite won't even stall for another 2000 floors.
Edit: I've finally nailed the comp, and unfortunately some things changed/weren't as aspected, so the maximum is unfortunately only 18 Hounds with 4 attacks each for 73 attacks total. Still bonkers though. That said, there might also be a way to get 24 Hounds with 4 attacks each, but that requires even more bullshit to pull off.
Jokes aside, this took me waaaaay too long to achieve. Easily dozens of tries before I finally got every piece assembled. Fun fact: the guy at the end gains 8 million damage and 500k HP per combat.
Hello Zitta
First, I love deck roguelike card game and Holder of Place is very good. Congratulations !
I don’t know if I made a bad thing but I think have see a bug.
When put the trait « ...Die and distribute ... » and « For once each
fight, Revive... », on the Dissipating Dragon, there several
problems :
- When he die, all Summon traits of other followers doesn’t activate
- When he put in the end of line, the trait « ...Die and distribute ... »
doesn’t activate but traits Summon of other followers yes.
There's a limitation that the game can only remove 1 follower each second, so if you reroll faster than once every 5 seconds, some of the card will not be removed in time, just hidden. The game will eventually catch on and remove all the hidden cards, although that'll take a while, so in the next few depth the game will become pretty slow. I'll probably find a way to solve this by full release, although it's not at top priority atm.
Distributing really high stats is another bug fixed during steam playtest. But unfortunately we decided to only update itch build after next fest is over, so that we don't undermine our next fest performance :( The content and fixed will eventually get here
Scene transition time will get its own speed option in the full release for sure!
i managed to get a stinger up to 0/42 with just a barrier and an adaptive aspect. (along with the occasional vitality potion) and all i have to do is put a refiner adjacent to the stinger and watch the fun.
Heyo, I have on more proposition (if I didn't make it already).
Witch is pretty overpowered against any random damage team, which is cool in general but incredibly unfun when you don't get any attack buffs. I'm taking 10 minute battles. Maybe make it randomly reduce damage by 0-10, that way random damage is still reduced by 90% but can still end the fight if strong enough. And it's actually stronger against other comps rather than just a thing to be ignored.
In the playtest build witch is nerfed to only protect adjacent enemies but not herself! When the playtest is done we'll implement the changes to demo and itch
That's of course also a pretty cool way to change it.
However just in case you missed it: there's currently also a bug/feature where the witch's effect persists while it's dead, which would render the change relatively pointless if not fixed as well.
Templar is such a game changer for being an early access follower. But I wish there were more ways to use the really niche ones like Archivist and use rare and expensive followers with a trait with one use like Fisherman and Scout.
For ones like Archivist I suggest reducing the cost by at least 1 or 2 except for cleric. And for ones like Fisherman and Scout, it would be great to make it at least 2-4 uses except for cleric but could still work without making him too OP.
So during my run trying to be reliquary 3.90 i thought about the easy mode one and figure since you can lock units and give them a +1/+1 each new shop, but this also works with rerolls. You see where im going here? Theres a unit called "sout" and it gives "unlimited rerolls" but the problem is fate so you get the support "incubator" which means fate is always 14 no less or more, meaning that you can get crazy high numbers on your unit just by rerolling shop with the desired unit locked. The only downside to this is that it seems the game doesn't like it when you use this with an autoclicker but theorically it can go on infinitely I got my dulist to 456/453 before i decided that i should go back into the dungeon. this can be done from depth 20 perhaps lower ( depends on your luck ).
Such an excellent game! The archivist didn't work how I expected, though. I had a follower that gains attack every attack & one that changes stats every attack, and the archivist didn't trigger for these followers. And then an event gave my rightmost character 2 health, and the archivist again failed to trigger.
This game is absolutely amazing. The art, atmosphere, music and especially the gameplay is so well made. Everything crafted with care and so much attention. Thank you for making this !
Beautiful game! Tried all possible ways to break the game lol.
A couple of ideas if they makes sense:
How about adding the fast-forward options before the Dragon as well, IF it's a re-run? That way, first timers can have an immersive experience while other people can blitz through the game.
Since Wanderer has no combat trait, how about letting them have 2 traits (both from gained from aspects), while increasing their cost to balance it?
How about having a backup option to choose either a healing/ strength potion, in case there no favourable follower or item in the shop? At times I found myself skipping the shop numerous times a row, since all the followers were stacked with aspects with no room for improvement.
Appreciate the feedback! For fast-forward, we can make this a toggle in the settings if a lot of people make the request? But ideally I hope that the x3 speed option, or maybe changing it to x4 speed will be fast enough for before endless mode; even in subsequent playthrough, we still want the game to cleanly shows how each follower acts and synergies together, and in my opinion fast forward is pretty bad with that. But I totally get the complain.
Yeah there are definitely cases when nothing in the shop is useful to a build, however it is intentional that potions are not very common so that there isn't always a "easy choice" to take. We have been trying to solve this issue by reworking the super niche followers and adding more stuff that don't take up a follower or aspect slot but are also more interesting than potions. We also do have plans for making those early game-only followers (like wanderer and sentinel) more scalable in late games. It's not to buff them directly, since I do think there is a reason for those type of followers to exist, but hopefully it'll be a mechanic that give people more reason to pick them!
Yes, a toggle in settings would be a good idea! I get the point to show the mechanics cleanly, in case we encounter something new in a re-run. That's totally fair.
Thanks for the reply! I'd love to see what you do with the early game-only followers!
Also, I absolutely love the background score! In case this or something similar is publicly available, could you point me towards it? I'd love to incorporate something similar in my game!
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I had such a great time playing this!
It felt incredibly relaxing and easy to get lost in.
The ticking clock sound in the background was especially calming. loved that detail.
The artwork is extremely cool and has such a strong vibe.
I’ll definitely be picking this up on Steam!
I am sated

I retire this run, not of failure, but victory. This should be the highest depth ever recorded (on this version) by a wide margin.
I could keep going, but here is as good as any. 9.5/10, flawless game save for the fact that fast forward is forced behind endless. Here are some highlights:
This one reminds me of a certain metal gear game
and this is why women scare me.
New record depth! Im really loving some of the synergies you can get with summons and adjacent effects.
why cant we buy it here if full game is complete?
So yeah this is a real cool game one thing i slighly dislike is that from what i can tell ya cant move around your units and the positions they go to seem a tad random i am playing this on mobile so i dont know if thats making a difference but yeah still a cool game
On PC you can move them right before starting combat. When enemies show up but before confirming start of the fight try moving them, maybe that'll work?
My new record
not bad for a first go i reckon
looks like it was beginners luck, didnt get further for probably 30 or 40 more goes. this was the first time i beat the dragon on the first attempt, one dancer and the hellhound both mirror and the double attack guy is a vampire
new best guys
Charging dancer+aspiring templar acts as a glass cannon.
Growing stranger (gladiator) combined with a shield and an obelisk acts as the main offence.
Offence is the best defence :)
I reduced the dragon's health to 50....
on first try.
I've officially found my most broken build.
Dude explain yourself cause what even is this? How?
I like this game a lot. I've played the previous version before
The graphics in this version are amazing

Loving the way this is set up. Could use a bit more depth in the available followers, though not sure if that's already the plan. Something I'd strongly suggest is looking at some concepts in popular TCGs (not copy/paste from them or anything, but just certain concepts/features of those games that help them run more smoothly). For instance, giving certain abilities names (e.g. how MTG uses things like, "First Strike" or "Rampage" and other keywords). Systematizing abilities in this way helps make it more scalable.
It would also be nice to have a bit more flexibility in the randomness of the shop. Perhaps some ways to increase the number of items offered each time in the shop or even a limited, free reroll. It would help shift the balance between luck and strategy to a better place. Right now, it can be a bit frustrating to have a general build in mind and have the RNG completely shut me out of it. I understand that some stuff should definitely be random because the right rolls can make a totally OP build, but at least getting abilities along certain lines so I can at least strategize a theme that I'm interested in would be nice.
Also, in keeping with the idea of shifting from random to strategy, different variations of some of the followers would be awesome. Not necessarily a whole tier system (though this would allow for reusing art assets a bit to keep production cost down while expanding the game), but you could build some followers that are quite similar to existing ones but don't quite offer the same ability. For instance, you currently have a follower that gets +1/+0 on every attack - perhaps another follower could be made with slightly higher base stats but only gets +1/+0 each turn (for defensive build-up builds, but not quite as powerful with multi-attack builds).
Combining this added variation with more expansion on the shop would increase the chance of someone getting a build in the general ballpark of their intended theme without making OP builds easy to get every time.
Hellooooo
I ran into something odd, and since I was deep into infinite mode I'm thinking there might be a chance I missed something about this particular enemy's ability, in which case just ignore this post haha.
I had an adaptive duelist+familiar build, having given said familiar the dragoon ability and the adaptive aspect+ the ability of the paladin(?), lots of beekeepers and hellhounds at the front, all the important pieces held down with nails, the type of build that makes you confident it could go on into infinity even when you know it's not mathematically possible. And then I go into a hunt against the free company and while all the small units dealt 1 damage to the palisade no problem, the familiar wasn't able to?
Again, I apologize if that's actually how the ability works, I admit not reading the abilities of the bosses post dragon as often as I should haha.
Yeeeah...This is a known bug in the demo, the problem happens when numbers got so big that small differences got ignored. Like, the game can't tell the difference between 5.36E+0.3 and (5.36E+0.3 - 5), therefore the game is thinking the palisade should reduce all damage instead of "reduce all but 5 points of damage" :(
Aaah i see. No worries, it might feel somewhat frustrating in the moment but ultimately once I reach a build that could go on longer than my lifespan I think I can call that a win and move on with my life haha ;)
Good luck with development, I love this game so much!
Ngl the game itself feels really really nice, the atmosphere makes u enjoy playing, well done, i also won the boss fight first try and as another user said, i do think it snowballed too fast, maybe the continous help from the shop gives u too much opportunities to get synergies. Besides that, i think its one of the best autobattlers ive played
Nice game, i replayed it three times, and it's interesting how random this game is, you can randomly have unique followers and went to the end of game, or in another replay, you will get a weak followers and won't be able to defeat a simple mobs, but so far, i liked how strategical this game is, also, followers have a lot of interesting skills, i will look forward, to see what will change in the final game
maybe i missed this but it would be really convienient to have a skip the turtorial button
Please add a confirmation to the "Retry Run" I miss-clicked pressed it and lost around 100 depth while I was practically unbeatable...
GUYS ALIENSROCK JUST PLAYED IT! WE"RE MAKING IT TO THE BIG LEAGUES WITH THIS ONE!
Just a reminder theres the full game that cost 10 bucks on steam if you like it and want to see the other 3 starting characters go support it!
Just a small, insignificant request that certain buttons can be mapped to the keyboard.
yano QOL stuff
please please please please plepase plasjpeofjaposdjf let me switch character order i am dying here
Do you mean re-ordering your recruited followers? You can do that with right click!
i'm gonna jump off of a small footstool
i got three followers who dealt 3 dmg when faith gained....
busted and fun
if you put fractured aspect on the revive support character and get another revive (therefore transferring the power to the support character, 3 revives) the fractured aspect(revive) will not trigger leaving you with only 2 revives
So I have played the demo and here is what I think about the game right now:
It is really fun but I feel like the game snowballs a bit too much.
There are tons of different strategies you can employ and most of them are viable if you get the right support, however something I have noticed repeatedly throughout the different versions of the game is that most of the time I can usually tell if I'm going to win if I get about halfway to the next target after the goblin enemy. From there I might lose 1 life from some random encounter and maybe another from the dragon but all in all the early game feels like it dictates the rest of the run a bit too much, it would be nice if the difficulty was a bit more even throughout the run instead of it mainly being how lucky you get with your starting units.
Once again, extremely fun game, one of the best auto battlers I have ever played, just feel like the difficulty could be a bit more linear. Also this was just with the newest steam demo and default play mode.
Steam Demo is fun as well, I already see a couple more stupid combos with the new starter.
it's insane. no doubt in my mind i could have gone 5000 depth + with new update
You'll be stopped by game performance long before that XD. I've reached the 600s and ultimately gave up due to lagg.
I am curious about 5k tho. I think enemy growth is exponential, so unless you found a way to scale exponentially, they'll catch up by then. My linear 8 million damage and 500k HP per floor growth should've started being outmatched by floor 1000 or so. And sure, those two values are getting multiplied again for total damage. But still not exponential.
there's the moth that makes a random follower who isn't faith's beloved attack when fb attacks so have adaptive duelist as your only follower who isn't faith's beloved. Also have the moth that makes faith's beloved gain attack whenever a follower does. I did this with 3 or 4 dogs that need to be made faith's beloved that all have the summon a copy aspect (so 9 or 12 dogs. cant remember) And each of those dogs attacks twice or even 3 times meaning the duelist is also and all the dogs are copying that attack. You need the moth to allow faith's beloved to have 4 aspects. And you can even make make moths become faith's beloved so I kept stacking additional aspects on those like the one that deals dmg equal to half the attack to a random enemy. the exponential dmg is so massive on first turn, I really can't imagine what depth I wouldn't kill it in one go.
True.
I have been trying to grind that combo a bit after you told me, but so far always fell short, not getting to hunt-proof it in time. That saidI found you can use the Dragoon and infuse it with Duelist + Growing Aspect + Adaptive Aspect, and it'll actually scale to the moon. I believe the upper cap you can hit is 25 Hounds, each with 4 attacks, so 101 attacks total.
So every battle you get 2 HP, which then get swapped (and doubled) 101 times. So after just the first attack cycle you should have 5e30 damage gained per battle. On top, you can infuse Crow onto your Dragoon to deal random damage equal to his attack, plus once per Hound using the Moth of Materializing and you can hit pretty much the same amount.
I am somewhat disappointed by the fact we'd only overflow a float after about 67 million floors. Unfortunately also while I don't quite know the growth formula, at a 1% growth per floor we'd still only last about 16'000 floors. Exponential growth man. Works for the enemies, too.
Anyway, I think I've also found the closest thing to an actual infinite. Again use the Dragoon. You'll have to use an Artificer so it can have 5 aspects. Then infuse it with Duelist and Adaptive Aspect again. This time also infuse it with a Paladin, so it only takes 1 damage, and then have it be Fate's Beloved itself. For the final 2 aspects, give it 2 more attacks. The key to finishing the puzzle is infusing a super Moth of Weaving. It does grant the buff to the Dragoon itself. Let's assume our weavers buff for 10, then with 3 attacks and the amount doubled that's +60/+60. Even with the Black Knight ?, the HP gained will be halved to 30, and since enemies won't hit for that much, you'll just regain it.
Unfortunately even then, you'll eventually be unable to beat Black Knight or False Sun. With 2 enemy choices out of 10, you'll automatically lose one in 45 hunts, so even going infinite won't even stall for another 2000 floors.
Edit: I've finally nailed the comp, and unfortunately some things changed/weren't as aspected, so the maximum is unfortunately only 18 Hounds with 4 attacks each for 73 attacks total. Still bonkers though. That said, there might also be a way to get 24 Hounds with 4 attacks each, but that requires even more bullshit to pull off.
I needed more trees
thats with inherit trait of giving double hp and adg triggers
Time to update your E notation.
Jokes aside, this took me waaaaay too long to achieve. Easily dozens of tries before I finally got every piece assembled. Fun fact: the guy at the end gains 8 million damage and 500k HP per combat.
dayum, you a FREAK freak !!! crazy !
If you think that is fun, read this thread we had about the Steam demo.
Hello Zitta
First, I love deck roguelike card game and Holder of Place is very good. Congratulations !
I don’t know if I made a bad thing but I think have see a bug. When put the trait « ...Die and distribute ... » and « For once each fight, Revive... », on the Dissipating Dragon, there several problems :
- When he die, all Summon traits of other followers doesn’t activate
- When he put in the end of line, the trait « ...Die and distribute ... » doesn’t activate but traits Summon of other followers yes.
I hope your game will have lot of regnition !
Notes! I'll try and see if I can replicate this
IT IS POSSIBLE TO HAVE 9 FOLLOWERS!!!
Skip a hunt, lock the +1 follower slot item. Eventually another shows up. Buy both. Profit.
When you use the infinite reroll + set 14 faith followers, getting infinite rerolls causes an issue with memory. Game went horribly slow.
Edit: found even more bugs.
There's a limitation that the game can only remove 1 follower each second, so if you reroll faster than once every 5 seconds, some of the card will not be removed in time, just hidden. The game will eventually catch on and remove all the hidden cards, although that'll take a while, so in the next few depth the game will become pretty slow. I'll probably find a way to solve this by full release, although it's not at top priority atm.
Distributing really high stats is another bug fixed during steam playtest. But unfortunately we decided to only update itch build after next fest is over, so that we don't undermine our next fest performance :( The content and fixed will eventually get here
Scene transition time will get its own speed option in the full release for sure!
i managed to get a stinger up to 0/42 with just a barrier and an adaptive aspect. (along with the occasional vitality potion) and all i have to do is put a refiner adjacent to the stinger and watch the fun.
Heyo, I have on more proposition (if I didn't make it already).
Witch is pretty overpowered against any random damage team, which is cool in general but incredibly unfun when you don't get any attack buffs. I'm taking 10 minute battles. Maybe make it randomly reduce damage by 0-10, that way random damage is still reduced by 90% but can still end the fight if strong enough. And it's actually stronger against other comps rather than just a thing to be ignored.
In the playtest build witch is nerfed to only protect adjacent enemies but not herself! When the playtest is done we'll implement the changes to demo and itch
That's of course also a pretty cool way to change it.
However just in case you missed it: there's currently also a bug/feature where the witch's effect persists while it's dead, which would render the change relatively pointless if not fixed as well.
Ohh.........you are absolutely right
Templar is such a game changer for being an early access follower. But I wish there were more ways to use the really niche ones like Archivist and use rare and expensive followers with a trait with one use like Fisherman and Scout.
For ones like Archivist I suggest reducing the cost by at least 1 or 2 except for cleric. And for ones like Fisherman and Scout, it would be great to make it at least 2-4 uses except for cleric but could still work without making him too OP.
So during my run trying to be reliquary 3.90 i thought about the easy mode one and figure since you can lock units and give them a +1/+1 each new shop, but this also works with rerolls. You see where im going here? Theres a unit called "sout" and it gives "unlimited rerolls" but the problem is fate so you get the support "incubator" which means fate is always 14 no less or more, meaning that you can get crazy high numbers on your unit just by rerolling shop with the desired unit locked. The only downside to this is that it seems the game doesn't like it when you use this with an autoclicker but theorically it can go on infinitely I got my dulist to 456/453 before i decided that i should go back into the dungeon. this can be done from depth 20 perhaps lower ( depends on your luck ).
Only downside is scout works once so you'd need to keep replacing / getting scouts to keep doing this
Really great game - the art, the followers, the combat. As big lover of deck building things this made me very happy!
Such an excellent game!
The archivist didn't work how I expected, though. I had a follower that gains attack every attack & one that changes stats every attack, and the archivist didn't trigger for these followers. And then an event gave my rightmost character 2 health, and the archivist again failed to trigger.
"Combat traits" refers to each follower's special abilities. Simply changing stats won't count!
This game is absolutely amazing. The art, atmosphere, music and especially the gameplay is so well made. Everything crafted with care and so much attention. Thank you for making this !
Beautiful game!
Tried all possible ways to break the game lol.
A couple of ideas if they makes sense:
At times I found myself skipping the shop numerous times a row, since all the followers were stacked with aspects with no room for improvement.
Appreciate the feedback! For fast-forward, we can make this a toggle in the settings if a lot of people make the request? But ideally I hope that the x3 speed option, or maybe changing it to x4 speed will be fast enough for before endless mode; even in subsequent playthrough, we still want the game to cleanly shows how each follower acts and synergies together, and in my opinion fast forward is pretty bad with that. But I totally get the complain.
Yeah there are definitely cases when nothing in the shop is useful to a build, however it is intentional that potions are not very common so that there isn't always a "easy choice" to take. We have been trying to solve this issue by reworking the super niche followers and adding more stuff that don't take up a follower or aspect slot but are also more interesting than potions. We also do have plans for making those early game-only followers (like wanderer and sentinel) more scalable in late games. It's not to buff them directly, since I do think there is a reason for those type of followers to exist, but hopefully it'll be a mechanic that give people more reason to pick them!
Yes, a toggle in settings would be a good idea!
I get the point to show the mechanics cleanly, in case we encounter something new in a re-run. That's totally fair.
Thanks for the reply! I'd love to see what you do with the early game-only followers!
Also, I absolutely love the background score! In case this or something similar is publicly available, could you point me towards it? I'd love to incorporate something similar in my game!