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
I do agree with the idea of using a consistent path to your various destinations, but adding extra tiles at the start of the game is a good way to make a loop fall short of your goal...
@WhosYourDaddy It is possible to break the fence on the very first loop and then reach the next firefly. I have created a loop that lets me break the fence and sacrifice three rats on loop zero, but no one could do that without knowledge of the hidden map.
Leveling tiles has sharply decreasing rewards, so that the intuitive pathing will actually almost always be better than your farming pathing.
The same is true for farming with excessive interaction, while it's not useless, you're better off just doing normal runs and progressing everything at the same time
That way, you're not spending huge ammont of time for a 2% efficiency increase of a single tile, resulting in a net benefice of 1 mana