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to 3: yes i think the chests from the bosses should stand out a little more.
to 6: have tried endless only one time and was overrun pretty fast even so my build was pretty solid and sustaining. Would be good to slow it a bit down.
to 7: i noticed something was strange and thought of a bug. but the description says "ALL" in bold letters. So its intentional and a nice idea as most of the upgrade come with a downside you need to handle. to counter your slow projectils you could pick the 100% acceleration but less dmg/lower attspd (doesnt know which one it was). Its a clever detail to balance out some builds.
We decided to choose which rarity exist for each upgrade with care and adding legendary health upgrade would not make sense most of the time because it would almost always feel worse than the damage one. We want the upgrade of the same rarity to be by default of the same value (it always depend on your build). Having crit chance only rare and common is a deliberate choice from our part for example because we want people to pay the price of choosing multiple times crit so they can have a crit build instead of being lucky with a legendary crit chance upgrade.
2. Having a large pool of object was always our goal, we want to be closer to other roguelite where you can't do the same build each game and you have to adapt each time. We try to balance our objects as best as we can so every objects has some uses. Of course players have their own preferences. We base our balancing on raw data, if an object is not picked at all by most player we will buff it, if it's too picked we will nerf it. Super market will enable you to buy more rerolls but it also mean you will not be able to post highscore or unlock new stuff while playing with over buffed super market.
3. They are not the same, sheriff chest have only rare or higher choice (no common in there). But I have to admit it can feel quite bad when you have only blue objects in those chest, we will do some tests in the beta branch with only purple and yellow in sheriff chests. I think it could really help, thank you for your input!
4. We will reworks achievements at the same time as we rework the unlocking system. A lot of new achievements are coming and some will unlock ingame content. Beating the undertaker with each character will be added for sure!
5. I think it's too complex and confusing to add a multiplactor depending on how much you play each character. I think we should buff the weak character so they are played more and also add achievements bind to specific characters.
6. Endless was never meant to be the main mode and it's kinda like a sandbox mode. We will do an update to stop the health scaling of enemies and maybe add sheriff fight to endless mode but it probably won't be much more. This mode requires tons of work in term of optimisation compared to the regular games. It has to get stale at some point, you can't just get more upgrade and ends up with 1000+ attack per second, that's absurd.
7.Like pizzabrot said it was intentional, we are still debating if it should stay like this or not, but we feel it could be really too strong if it only affected enemies projectiles.
Thank you for your feedbacks!