Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
As long as that remains true, I can hack a few runs where the abilities and upgrades are less than. The rng makes the game fresh and engaging from play to play.
I like it when you can turn RNG on it's head and get busted runs.
It just depends how often you can create these "busted" runs though.
The game does look very interesting, but if it's hard with very little ability to tip the scales, it will become infuriating after a while.
Lightning Rod I've found useful. It's better than the 3 damage ability that does little to nothing after the first map.
Back to the Vamp Sorcs - using Lightning Rod doesn't even work on them. They can still move while stunned and they still trigger their end of turn ability.
The 2 damage on kill is very good, especially if you get unlimited range. It stacks, so you can start chaining things and 1 turn kills. Extra free attack, area attack, etc, etc. She turns into a killing machine.
Graveyard is still busted though, don't play that map. It comes far too early to be able to mitigate the enemy abilities.
Would also have loved for a meta upgrade giving you gold and XP at the beginning of a run. Why even have the shop and skill buttons on the first battle when you can't have any XP or gold yet?