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You can't always eat your enemies, and you would have to eat a ton of them to fully heal from significant damage, but allowing you to eat your enemies to heal early damage would help alleviate the pain.
As well, blood comes in much much smaller quantities than is really feasible to use vampirism to actually heal with, you have to drink gallons upon gallons just to heal 5 hit points which is essentially nothing, so trying to use it without a chainsaw is basically wasting a perk choice.
Alternatively, enemies could randomly uncommonly drop healing items similarly to other Roguelite/Roguelike games like Binding of Isaac and Dead Cells.
Uncommon enough and weak enough that relying upon them to cure your mistakes or unfortunate incidents is foolish and basically destined to fail, but common enough and potent enough that you can still use them to get a much-needed top off when you're critically wounded to at least allow you to keep on trucking around the level.
Enemies are very tanky past level 1, and even some potential level 1 enemies are fairly tanky at that, yet they're all very fast and very hard hitting as well, with fast projectiles and fast rates of fire.
This conflicts with the fact that the devs clearly intended that you take as much time as you wish and explore the whole level or as much of it as possible otherwise to try and obtain as many spells and good wands as you can, as well as health upgrades, nothing rushes you to the exit other than low health, and yet enemies are so abundant most times and so aggressive as well as powerful that if you encounter more than a couple at once chances are you're going to have to rush your way to the exit to survive.
Not to mention the fact 1% of any substance stains you for full effects, and so many enemies bleed crap like toxic sludge, lava, etc. in horrifyingly, ridiculously large quantities.
The way magic works seems intended to force you into more of a defensive role most of the time, yet the monsters aggressively push on you to the point you don't have much of a choice but to try and aggressively react, to wildly varying success.
Maybe consider lowering the DOT or increasing the amount of contact required to get the effect to proc?
Also seconding the issue with tanky enemies. Getting to level 3 or 4 and still being stuck with a 3 or 5 damage per shot weapon is being doomed to tedious battles of extensive kiting and hoping that you don't get swarmed because it can take a dozen shots to kill trash mobs.
But it feels like we need more unlimited-use high-damage spells like those.
Also, it's worth pointing out that as a fallback, putting one of your starting shock bolts on the starting bomb wand will do reasonably fast damage due to its high rate of fire. It's not ideal, but it's way better than your starting wand configuration and should be the first thing you do on beating the first level if you were unlucky enough to not find a better wand. I assume the reason the starting bomb wand has such a low cast time is to give players this fallback option if they fail to find anything better on level 1.
Through careful exploration, you can pick up a large amount of varied spells. By the time you leave the first floor, your number one priority should be getting a higher damage basic wand. Even spark bolts can deal 13 damage (They Start at 3) with a single damage up rune.