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Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

I think i have only beaten the Act 1 Wolf Pack fight in Astronarch once or twice in 100 hours

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madmatt112
Jul 11, 2016

Is that a cat in your pants, or are you just a lonely excuse for an adult?

Peglin is fun tia

Diephoon
Aug 24, 2003

LOL

Nap Ghost
Wasn't interesed in Astronarch based on the art and animations, but tried it since it's only $1. The itemization and positioning mechanics are definitely fun, and an autobattler like this is perfect for when I want to play something but not have to spend a ton of focus on it.

Smith Comma John
Nov 21, 2007

Human being for president.

Captain Foo posted:

I think i have only beaten the Act 1 Wolf Pack fight in Astronarch once or twice in 100 hours

God how did I forget this one. If you have a stun potion and strong early dps it’s doable but it’s an awful hallway surprise.

Cucumbers
Apr 9, 2006
<img alt="" border="0" src="https://fi.somethingawful.com/customtitles/title-cucumbers.jpg" /><br />Happy Train Speedmobile! (<b><i>Stallman Approved</i></b>)

Does Backpack Hero get better?
I've played it on classic difficulty for like eight hours, and I've beaten it already with both Purse and CR-8.
It seems quite easy to win by locking into a strong synergy early in and then just letting it carry you through the rest of the game.

Arbetor
Mar 28, 2010

Gonna play tasty.

That was pretty much my experience. Either build around an unstoppable combo with what you get (until you run into a hard counter) or try to build towards something that looks interesting and die on the second floor. I had maybe a half dozen wins with various builds and they all came because I got one good item early and just stuck with it. Never managed to make structures work despite trying hard over multiple runs to make them work. Won with cleavers, gems, an absolutely insane CR-8 build involving auto-flipping switches that took an age to actually execute every turn.

It feels like one of those games where the concept, as developed through the EA process, just does not work. Each decision made sense in isolation, but they don't come together right. It tried to be this inventory juggling/inventory tetris game, and I wanted it to be a constant series of choices of what to keep and what to throw away, but the items are too static and the adjacency synergy effects too rigid to make that work. If there was item degradation it might work but that is one of those game design choices that instantly turns off a huge portion of your potential audience. If items scaled based on when they were found it might work.

What I keep coming back to is actually the inventory management/weapon throwing/weapon choice system in Alina of the Arena, actually. Or maybe a turn based Breath of the Wild combat system? Some combination of those two is what I hoped for.

DACK FAYDEN
Feb 25, 2013

Bear Witness
Astronarch: why do they even offer you a choice at the start of act 1? Like, 15% attack is strictly better than the other three options, right? Or am I just insane?

Dachshundofdoom
Feb 14, 2013

Pillbug
The one that speeds up your active ability can also be good if you're using characters where it scales per use (like Wild Mage) or is otherwise desirable to get off several times (like Brawler) but yeah overall I think the attack is usually the winning pick.

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled
I really like Astronarch and have been enjoying the hell out of it, but that kind of sums up my issue with it in a nutshell: it feels like there's way too many objectively correct picks. Like yeah you can probably get some kind of terrible crippled miracle party over the finish line if you want, or you could just pick the good characters instead.

It probably needed to have you pick from a randomized pool when selecting additional heroes instead of just letting you pick whoever, and a bunch of the classes needed a balance pass really bad.

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

DACK FAYDEN posted:

Astronarch: why do they even offer you a choice at the start of act 1? Like, 15% attack is strictly better than the other three options, right? Or am I just insane?

I take active skill almost every time

DACK FAYDEN
Feb 25, 2013

Bear Witness

Kanos posted:

It probably needed to have you pick from a randomized pool when selecting additional heroes instead of just letting you pick whoever, and a bunch of the classes needed a balance pass really bad.
I have never manually selected a hero, I just mash R every time, and it is making this game a blast. So yes, I think they should have had like, a pool of three or four to pick from for each hero slot.

Captain Foo posted:

I take active skill almost every time
Really? I would only take that if like, two of my starters were wild mage and something else. Or one of the other ones that really pays you off for repetition. What am I missing?

(regardless, we can agree that it's never HP or Defense - and why the hell do those choices have different numbers on them anyway, they should at least pretend to be equal!)

Farquar
Apr 30, 2003

Bjorn you glad I didn't say banana?

Kanos posted:

I really like Astronarch and have been enjoying the hell out of it, but that kind of sums up my issue with it in a nutshell: it feels like there's way too many objectively correct picks. Like yeah you can probably get some kind of terrible crippled miracle party over the finish line if you want, or you could just pick the good characters instead.

It probably needed to have you pick from a randomized pool when selecting additional heroes instead of just letting you pick whoever, and a bunch of the classes needed a balance pass really bad.

The random hero button is in the upper left. I find it way more fun to use that exclusively and adjust my strategy based on what I get.

DACK FAYDEN
Feb 25, 2013

Bear Witness
Oh also, what happens if you make it to the final boss without all three keys? I always pick them because I ain't no scrub.

Mithross
Apr 27, 2011

Intelligent and bright, they explored a world that was new and strange to them. They liked it, they thought - a whole world just for them! They were dimly aware that a God had created them, was watching them; they called out to him, thanking him in a chittering language, before running off.

DACK FAYDEN posted:

I have never manually selected a hero, I just mash R every time, and it is making this game a blast. So yes, I think they should have had like, a pool of three or four to pick from for each hero slot.

Really? I would only take that if like, two of my starters were wild mage and something else. Or one of the other ones that really pays you off for repetition. What am I missing?

(regardless, we can agree that it's never HP or Defense - and why the hell do those choices have different numbers on them anyway, they should at least pretend to be equal!)

Honestly that's the opposite of why I'd take it, there's a minimum cast time and you want the fast casters to hit it. I use the active skill buff when I have a couple guys with really high MP but skills I want them to occasionally actually use. The main MP reducing item requires you to actually get that first cast off and reduces the time by a flat amount, not a percentage, so it isn't as good for them. Berserker, for instance, likes it and doesn't care as much about attack because he can buff that himself.

ConfusedPig
Mar 27, 2013


DACK FAYDEN posted:

Oh also, what happens if you make it to the final boss without all three keys? I always pick them because I ain't no scrub.

You just get a less flashier version of him

ConfusedPig fucked around with this message at 23:54 on Feb 10, 2023

victrix
Oct 30, 2007


Alina of the Arena just got controller support, which is a win (and steamdeck verified, but it already worked fine, just no controller support, now it has that)

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


victrix posted:

Alina of the Arena just got controller support, which is a win (and steamdeck verified, but it already worked fine, just no controller support, now it has that)
Ooh, thanks for posting this :tipshat: I definitely need to play Alina some more, sounds like an opportune time

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

DACK FAYDEN posted:

I have never manually selected a hero, I just mash R every time, and it is making this game a blast. So yes, I think they should have had like, a pool of three or four to pick from for each hero slot.

Really? I would only take that if like, two of my starters were wild mage and something else. Or one of the other ones that really pays you off for repetition. What am I missing?

(regardless, we can agree that it's never HP or Defense - and why the hell do those choices have different numbers on them anyway, they should at least pretend to be equal!)

It gets my healers functioning more effectively, and most active skills are worth casting. Maybe I'll play some runs with attack boost and see how I feel about it

Ciaphas
Nov 20, 2005

> BEWARE, COWARD :ovr:


speaking of deckbuilders i just noticed Tower Tactics: Liberation went 1.0 on the 6th, iirc some folks here were interested in that

looks pretty neat

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Ciaphas posted:

speaking of deckbuilders i just noticed Tower Tactics: Liberation went 1.0 on the 6th, iirc some folks here were interested in that

looks pretty neat

it's pretty good

DACK FAYDEN
Feb 25, 2013

Bear Witness

Captain Foo posted:

It gets my healers functioning more effectively, and most active skills are worth casting. Maybe I'll play some runs with attack boost and see how I feel about it
I will say that I think active is going to be overrated by its nature - active skills are flashy and do big stuff - whereas the attack boost just makes fights end faster in a non-noticeable way. But like, also I don't actually mind either way what you do. You know what I mean!

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

DACK FAYDEN posted:

I will say that I think active is going to be overrated by its nature - active skills are flashy and do big stuff - whereas the attack boost just makes fights end faster in a non-noticeable way. But like, also I don't actually mind either way what you do. You know what I mean!

of course!

ExiledTinkerer
Nov 4, 2009
A mere Some Weeks Away for a different sort of Puzzle/RL Hybrid:

https://store.steampowered.com/app/1683370/Blocky_Dungeon/

DACK FAYDEN
Feb 25, 2013

Bear Witness
Astronarch: there's this event in act 2 called "Citizen Caning", where there's a vagrant and a bandit and then three guards. Is there any path other than running away immediately that doesn't result in a fight? It never seems worth engaging with but I haven't exhausted the entire tree.

e: also I'm trying to get the achievement for Omen of Loss without taking the special blessing, anyone got tips? Leaning on Pyromancer can generally get me to act three, just lost a run with Pyro+Paladin -> Druid -> Frostmancer. Taking Frostmancer was a punt, but even if I took Cleric I feel like the incoming damage would have overwhelmed me, so clearly I have to figure out a better way - something like Calamity might have worked, to spread Pyro's attack damage out even if it doesn't spread out the active? Or maybe there's just another hero I'm totally overlooking.

DACK FAYDEN fucked around with this message at 05:04 on Feb 12, 2023

Captain Foo
May 11, 2004

we vibin'
we slidin'
we breathin'
we dyin'

Warlock?

Foul Fowl
Sep 12, 2008

Uuuuh! Seek ye me?

DACK FAYDEN posted:

Astronarch: there's this event in act 2 called "Citizen Caning", where there's a vagrant and a bandit and then three guards. Is there any path other than running away immediately that doesn't result in a fight? It never seems worth engaging with but I haven't exhausted the entire tree.

e: also I'm trying to get the achievement for Omen of Loss without taking the special blessing, anyone got tips? Leaning on Pyromancer can generally get me to act three, just lost a run with Pyro+Paladin -> Druid -> Frostmancer. Taking Frostmancer was a punt, but even if I took Cleric I feel like the incoming damage would have overwhelmed me, so clearly I have to figure out a better way - something like Calamity might have worked, to spread Pyro's attack damage out even if it doesn't spread out the active? Or maybe there's just another hero I'm totally overlooking.

i don't think i've tried all the permutations of citizen caning but iirc helping the bandit is the best path, as he'll stun and burn the enemy party before the fight.

iirc i did omen of loss with frostmancer > druid > juggernaut > paladin. assuming you're playing on base difficulty, you can get through the first act with druid tanking and then pick up the juggernaut and have a party that can beat the game. or maybe it was juggernaut first and druid second, can't remember. then pick up paladin for shield spamming so your guys don't die, or a DPS class to kill stuff faster, depending on items you've found.

paladin is not a good main tank unless you go out of your way to build a party for it. the low max HP means your heals aren't that effective (healing 45% of 1.5k HP is a lot better than 45% of 900. you can use one of the healers that doesn't heal based on % but you'll probably need both blood mage and reaper and a fuckload of defense on the paladin, or get real lucky with items for the healers) and pally has to give up too many +mp items for defense or HP to tank, whereas as an off tank or even back-liner, the shield spam is insanely strong if you level it up and get some +mp and +mp/s items. basically a second healer who stacks ablative HP on your entire party every few seconds.

DACK FAYDEN
Feb 25, 2013

Bear Witness
Yeah, I was using Paladin as a main tank for act 1 just to have a second source of Burning the whole time, then pivoting into shield spam with it. Definitely could just take it in act 2 instead, honestly.

edit: decided to shake it up after a few Pyro failures and instantly won with Frostmancer+Fallen -> Paladin -> Warlock, Fallen just ate everyone else's health but the real MVP was getting Avalanche halfway through act one, because it singlehandedly did like 40-50% of my total damage across all fights.

DACK FAYDEN fucked around with this message at 16:07 on Feb 12, 2023

victrix
Oct 30, 2007


Doomsday Hunters is really loving weird and cool and is absolutely a vibe

the story and setting is a complete fever dream

I'm not entirely sure it's a roguelike, feels more like a long lost Genesis action game that has way more stuff packed in it

... actually nm it has meta progression it's a roguelike

OtspIII
Sep 22, 2002

victrix posted:

Doomsday Hunters is really loving weird and cool and is absolutely a vibe

the story and setting is a complete fever dream

I'm not entirely sure it's a roguelike, feels more like a long lost Genesis action game that has way more stuff packed in it

... actually nm it has meta progression it's a roguelike

Is that just a new name for I, Dracula: Genesis?

I enjoyed that game, but it had one of the most stretched out onboardings I've ever seen. There were a ton of locked abilities at start, and it took multiple runs to unlock each. Really, really slow

DACK FAYDEN
Feb 25, 2013

Bear Witness

OtspIII posted:

Is that just a new name for I, Dracula: Genesis?
Yeah, they renamed it about... a year and a half or so back?

Shaman Tank Spec
Dec 26, 2003

*blep*



victrix posted:

Alina of the Arena just got controller support, which is a win (and steamdeck verified, but it already worked fine, just no controller support, now it has that)

gently caress yes. It's such an insanely good game.

Serephina
Nov 8, 2005

恐竜戦隊
ジュウレンジャー


Played the Blocky Dungeon demo, and it's reminiscent of Desktop Dungeons and in a very good way. Dungeon gets built tetris-style (with no timer), and between piece placements everyone gets movement points and you try to combo together kills. More puzzle than RL but it might interest many here.

King of Solomon
Oct 23, 2008

S S
I made the Skul thread I was talking about earlier.

https://forums.somethingawful.com/showthread.php?threadid=4023996

ExiledTinkerer
Nov 4, 2009
https://store.steampowered.com/app/2003050/Perseus_Titan_Slayer/

Straddling lines between Vampire Survivors'ish doings, Titan Quest doings, and action Rogue'ish doings that perhaps few thought to ask for, but with reckless abandon.

Thirsty Dog
May 31, 2007

Did anyone keep track of stuff they enjoyed in the Next Fest?

FuzzySlippers
Feb 6, 2009

The Tape to Tape demo proved that sports roguelike is somehow a good idea.

victrix
Oct 30, 2007


Anyone know where Synthetik 2 is at now? Feels like it's been in EA forever

explosivo
May 23, 2004

Fueled by Satan

victrix posted:

Anyone know where Synthetik 2 is at now? Feels like it's been in EA forever

I was actually going to ask the same thing because I saw it's on sale. I bought/refunded it at launch because it was sluggish and ran poorly and felt like pretty much an entirely different (worse) game than Synthetik. Co-op also wasn't in either, it looks like that's in on the beta branch now though?

Kanos
Sep 6, 2006

was there a time when speedwagon didn't get trolled

Thirsty Dog posted:

Did anyone keep track of stuff they enjoyed in the Next Fest?

Inkbound was my #1 surprise "i'm buying this when it comes out" pick.

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deep dish peat moss
Jul 27, 2006

victrix posted:

Anyone know where Synthetik 2 is at now? Feels like it's been in EA forever

It gets regular updates and each one is significant. I haven't played for the last 3 updates but last time I played it was in a very good place - still not quite S1 levels of content jamboree but the core game is getting incredibly good and most systems have received a major overhaul based on not only player feedback but the devs' own vision - which tbf is slightly different from S1 (basically more focus on the world, lore, and aesthetics, and more focus on distinct classes with multiple unique cooldown-based skills, different mobility/defensive playstyles, etc).

I actually meant to post something about it this week because the most recent update 4 days ago finally added multiplayer (in the beta branch) but I held off because I still haven't played it to see how it is. Either way, it might not be there yet but it's definitely going to surpass S1 at some point, like when the modding community takes root.

The most important update it has received for anyone who played very early version then not again: The camera perspective was adjusted to be orthogonal and more like S1


However I will also add that I have never completed a run of it, every time I start playing one I go "yeah this is really cool" and then I decide to wait until later to do a full playthrough. But the first 3-4 zones are rad :c00l:

deep dish peat moss fucked around with this message at 07:36 on Feb 14, 2023

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