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And then eventually it clicks and you end up killing the King of Many Colours so quickly you don't even realise it.
Have passed on a lot of the obscure games he spotlights, but this does pretty exactly scratch my comp building itch. Really reminds me of old 3.5 D&D theory crafting... without needing to inflict it on a group super streamlined gameplay.
No shade on the dev, but there are a lot of rough edges to look for "exploits". In a higher production game, a strong build feels handed down from the creators. There are definitely some very intentional synergies, but they feel in the minortiy... or you can subvert them.
Like I don't think a frostpulse 16 Gallus was really intended to be functional.
I do find it kind of worrying that Sseth is shilling another game about a world during its last moments, with vague semitic spells for class names and other random words.
Notes to self: gotta start developing kabbalistic roguelike with skin flaying in it, success will be guaranteed after Sseth 100% reviews it.