Spellmasons

Spellmasons

New run suggestion, spell categories
How many times do other players kill runs in spell selection. I do it a lot.

If I don't get a decent green modifier. aka not column.
If I don't get either Rend or slash, preferably both.
If the game says arrow is a remotely useful spell for damage...

I restart because Im going to die the moment those large yellow sods come at me with 170 health at around level 5.

Same thing if I don't get either the mana steal and heal or alternatively the mana damage spell, before encountering summoner enemies. Can't win if they get more than 1 summon off so I need a mana drain to stun ALL of them.

Since these limitations are in the game, (sure there is some wiggle room but not much, like you can get nothing but mana or mana per level, rend and target similar plus decent positioning and RNG for enemy positioning) I have come up with a possible solution to restarting the game 4 times before getting a viable start.

3 cards at the start of the game as per now.
First is guaranteed damage. All of the 3 choices from the first draw.
Second is guaranteed green modifiers.
Third is guaranteed other spells.

If the player hits re-roll, it rolls pure RNG like it is now.
This makes it so every run has at least basics down but if the player wants pure random, they have that choice.

I actually thought this was in the game already the first few runs I played because of RNGesus made it look like it was, but its just random, which CAN be good.... sometimes... but mostly its just "You get arrow three times, please have it, I swear 10 damage on 1 enemy is good, trust me bro just use it" and I reset the run.

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Semi related: Any plans on having a pure player choice run? Disable achievements or what ever if so inclined, but let the player see either the deck (or discovered deck with big "?" for cards not yet seen) and choose for themselves the starting loadout. Same thing with leveling frankly, its GG if one doesn't get nothing but mana as far as I've found.
Originally posted by Spellmasons:
Hi, thanks for your feedback! Personally, I find the lack of consistency a motivator to try new types of builds or combinations. There totally can be runs where the luck is just not there and you get really back combinations; however, most of the time I find I develop a unique strategy for each run which sometimes lends it self to pleasant surprises in ways that things combine.

I do like the idea of a "player choice" mode! I'm log it in my "future ideas" list and think more about it when I have the time.

Thanks so much for your feedback! :)
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The author of this thread has indicated that this post answers the original topic.
Spellmasons  [developer] Feb 21, 2023 @ 3:45pm 
Hi, thanks for your feedback! Personally, I find the lack of consistency a motivator to try new types of builds or combinations. There totally can be runs where the luck is just not there and you get really back combinations; however, most of the time I find I develop a unique strategy for each run which sometimes lends it self to pleasant surprises in ways that things combine.

I do like the idea of a "player choice" mode! I'm log it in my "future ideas" list and think more about it when I have the time.

Thanks so much for your feedback! :)
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