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Daryatash

18
Posts
A member registered Mar 13, 2023

Recent community posts

So I'm finding these now and I still think the pace is completely off. You get a single technique early on that has 10 levels and is quickly maxed, then you get none at all for a long stretch and then you get 10 at once each of which has 100 levels and basically needs to be leveled with an autoclicker because there's no passive option.  I'd expect something like a "Meet the Charge" technique from the Guard Barracks or a "Willowbrook Blade Form" from the sect to fill the space in between. 

The game also becomes less passive as time goes on. While early on you could just level a skill for a few lives, now you have to be there to do a time-sensitive rotation every time before you unlock the ability to actually level the things you're working on. 

The milestone only mentions I should use the technique in combat to increase its TL (long maxed) and I can't even find Sucker Punch in the records. And the technique tab doesn't have any hints on how to learn new ones.

Technically there is a second entry there, the Core, but that's not a combat technique. I guess maybe there's some in the elemental villages (only starting on those now), but then that's a long way after the first. 

I am actually kind of liking the game, but nonetheless I am full of nitpicks:

  • some pacing decisions seems strange, for example there is a long long time between unlocking the Tempering Salve and being able to afford it in a single life
  • similarly, I unlocked Sucker Punch early on after beating up thugs in a back alley for 1200 years, but more than 250 Incarnations and many story events later I still don't have a second fighting technique. At first I wasn't sure if it had been unlocked by the Alleys familiarity or the Martial Will stat reaching 10.  I even spent lifetimes on grinding up another region to familiarity 25 to see if that unlocked another technique, but no luck. Techniques need similar hints to skills. 
  • Martial Will is really unexplained. I think it has a small body multiplier (Martial Conditioning Factor), but I had to find that myself and it also seems too unimportant for a whole separate stat
  • the automatic task switching between Life and Cave is quite annoying, especially since it always switches to the farming task in Life

Using Firefox on a Ryzen 7 5800X with 32GB RAM and a 3070Ti. (Would like to upgrade my graphics, but AI ruined the prices.) Might be a browser issue rather than purely a performance one. 

Pretty stylish, but for me it runs at an absolute slideshow level frame rate about 1 per second), which makes parrying impossible.

I have now killed enough other species to max out all available upgrades and haven't seen a single gene. Given that the genes are supposed to be the interesting part of the game, this has left me somewhat unimpressed with the experience. 
Also, I would appreciate a more efficient use of screen space. This doesn't even cover 20% of my screen and yet it needs a scrollbar. 

No, I found that I could do most of Forest/Deep Forest, Lost Temple, Church and Mine in one life, but I assume that if I wanted to actually visit a major new location like the elven lands or the underground city I'd have to make careful choices which events to actually do and have enough lifespan left to finish one of those. That's the resource management I meant I couldn't really judge because the demo ends before it becomes relevant. 

That said, I quite liked the whole thing about different characters having different lifepaths and skillsets, so if there end up enough of those paths and the writing keeps holding up I think this will be really good. 

I really like what I've seen here, but the intro chapter (and even that with missing bits) ultimately isn't enough to judge how good this will be, because it will hinge more on the writing of the different paths than the mechanics (which seem solid) and I can't really judge the resource management well with the demo stopping at the point where the paths split up and it becomes important. Still, worth keeping an eye on.

I don't quite understand how the research upgrades come into play. I researched fighter drones for the guided station, but didn't find anything to upgrade nor did the levelling upgrades contain anything of the sort. 

Game itself is pretty nice - simple, but the blueprints per run make it more varied and the upgrade tree is nice as well. 

Main problem is balance/pacing. On the run where I first had prototypes available I immediately earned patents to buy every single mastery upgrade. The challenges were a joke afterwards except one that became impossible because I always started with more drills than I was allowed to have. That also made the bonuses almost pointless. 

Nice work on the visual progression, but at the moment every age plays exactly the same. 

Reall fun idea, cool upgrades as well. Since it takes several runs to afford an upgrade, I've reached a point where I would really like the ability to click to jump to the next line of story though, it gets really slow after a while. 

I find Dao unlock very confusing. First I have to choose a Dao, but then the levels are reset and I don't have the menu. Then I beat the boss and master says practice the dao but I still don't have it. I have a huge selection box with daos but the Dao menu option is still greyed out. I think I have a Dao, but I have no idea what it does. 

Thanks for the update! Unfortunately my save file has vanished now, but I guess that's what playing an alpha is like. Still, wanted to make you aware in case it's related to the update - could also have been any random error for all I know. 

Obvious inspiration, but a really solid start of a game. The combination of prestige only affecting building upgrades, and blessing as well as new buildings switching upgrade priority due to new buff interactions incentivizes players to change their builds when they get new unlocks. I'd like to see the game lean even more into this, possibly by bulking up the blessing tree a bit to enable faster prestige in the latter half of the game while also requiring more investment into elixir production during some phases, so players are incentivizes even more to prestige when new unlocks allow for new combinations and switch their build with different elixir allocations.